More heuristic improvements

This commit is contained in:
Asriel Camora
2023-07-08 14:38:35 +02:00
parent 436858e65c
commit 2e2db97ca7
5 changed files with 88 additions and 48 deletions
+1 -1
View File
@@ -7,7 +7,7 @@ namespace Craftimizer.Solver.Crafty;
public struct ActionSet
{
private const bool IsDeterministic = true;
private const bool IsDeterministic = false;
private uint bits;
+7 -2
View File
@@ -95,9 +95,9 @@ public sealed class Simulator : SimulatorNoRandom
return false;
// use First Turn actions if it's available and the craft is difficult
if (baseAction.Category != ActionCategory.FirstTurn &&
if (IsFirstStep &&
Input.Recipe.ClassJobLevel == 90 &&
StepCount == 1 &&
baseAction.Category != ActionCategory.FirstTurn &&
CP > 10)
return false;
@@ -107,6 +107,11 @@ public sealed class Simulator : SimulatorNoRandom
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves when it won't be able to finish the craft
if (baseAction.IncreasesQuality &&
CalculateDurabilityCost(baseAction.DurabilityCost) > Durability)
return false;
if (baseAction.IncreasesProgress)
{
var progressIncrease = CalculateProgressGain(baseAction.Efficiency(this));
+69 -36
View File
@@ -1,5 +1,6 @@
using Craftimizer.Simulator.Actions;
using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using System.Diagnostics;
using System.Diagnostics.Contracts;
using System.Numerics;
using System.Runtime.CompilerServices;
@@ -16,7 +17,7 @@ public sealed class Solver
public float MaxScore => rootScores.MaxScore;
public Solver(SolverConfig config, SimulationState state, bool strict)
public Solver(SolverConfig config, SimulationState state)
{
this.config = config;
var sim = new Simulator(state, config.MaxStepCount);
@@ -24,7 +25,7 @@ public sealed class Solver
state,
null,
sim.CompletionState,
sim.AvailableActionsHeuristic(strict)
sim.AvailableActionsHeuristic(config.StrictActions)
));
rootScores = new();
}
@@ -206,16 +207,18 @@ public sealed class Solver
var currentCompletionState = expandedNode.State.SimulationCompletionState;
var currentActions = expandedNode.State.AvailableActions;
byte actionCount = 0;
Span<ActionType> actions = stackalloc ActionType[Math.Min(config.MaxStepCount - currentState.ActionCount, config.MaxRolloutStepCount)];
while (actionCount < actions.Length)
while (SimulationNode.GetCompletionState(currentCompletionState, currentActions) == CompletionState.Incomplete &&
actionCount < actions.Length)
{
if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
break;
var nextAction = currentActions.SelectRandom(random);
actions[actionCount++] = nextAction;
(_, currentState) = simulator.Execute(currentState, nextAction);
currentCompletionState = simulator.CompletionState;
if (currentCompletionState != CompletionState.Incomplete)
break;
currentActions = simulator.AvailableActionsHeuristic(true);
}
@@ -248,11 +251,11 @@ public sealed class Solver
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void Search(CancellationToken token)
private void Search(CancellationToken token, int iterations)
{
Simulator simulator = new(rootNode.State.State, config.MaxStepCount);
var random = rootNode.State.State.Input.Random;
for (var i = 0; i < config.Iterations; i++)
for (var i = 0; i < iterations; i++)
{
if (token.IsCancellationRequested)
break;
@@ -264,43 +267,48 @@ public sealed class Solver
}
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, int forkCount, SimulationInput input, Action<ActionType>? actionCallback, CancellationToken token = default) =>
SearchStepwiseForked(config, forkCount, new SimulationState(input), actionCallback, token);
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback, CancellationToken token = default) =>
SearchStepwiseForked(config, new SimulationState(input), actionCallback, token);
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, int forkCount, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token = default)
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token = default)
{
var actions = new List<ActionType>();
var sim = new Simulator(state, config.MaxStepCount);
while (!sim.IsComplete)
while (true)
{
if (token.IsCancellationRequested)
break;
var tasks = new Task<(float score, List<ActionType> actions, SimulationState state)>[forkCount];
for (var i = 0; i < forkCount; ++i)
if (sim.IsComplete)
break;
var s = Stopwatch.StartNew();
var tasks = new Task<(float MaxScore, (List<ActionType> Actions, SimulationNode Node) Solution)>[config.ForkCount];
for (var i = 0; i < config.ForkCount; ++i)
tasks[i] = Task.Run(() =>
{
var solver = new Solver(config, state, true);
solver.Search(token);
var (solution_actions, solution_node) = solver.Solution();
return (solver.MaxScore, solution_actions, solution_node.State);
var solver = new Solver(config, state);
solver.Search(token, config.Iterations / config.ForkCount);
return (solver.MaxScore, solver.Solution());
}, token);
Task.WaitAll(tasks, CancellationToken.None);
s.Stop();
var (score, solution_actions, solution_state) = tasks.Select(t => t.Result).MaxBy(r => r.score);
var (maxScore, (solutionActions, solutionNode)) = tasks.Select(t => t.Result).MaxBy(r => r.MaxScore);
if (score >= 1.0)
if (maxScore >= config.ScoreStorageThreshold)
{
actions.AddRange(solution_actions);
return (actions, solution_state);
actions.AddRange(solutionActions);
return (actions, solutionNode.State);
}
var chosen_action = solution_actions[0];
var chosen_action = solutionActions[0];
actionCallback?.Invoke(chosen_action);
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / s.Elapsed.TotalSeconds / 1000:0.00} kI/s");
(_, state) = sim.Execute(state, chosen_action);
actions.Add(chosen_action);
actionCallback?.Invoke(chosen_action);
}
return (actions, state);
@@ -313,40 +321,65 @@ public sealed class Solver
{
var actions = new List<ActionType>();
var sim = new Simulator(state, config.MaxStepCount);
var solver = new Solver(config, state, true);
while (!sim.IsComplete)
while (true)
{
if (token.IsCancellationRequested)
break;
solver.Search(token);
if (sim.IsComplete)
break;
var solver = new Solver(config, state);
var s = Stopwatch.StartNew();
solver.Search(token, config.Iterations);
s.Stop();
var (solution_actions, solution_node) = solver.Solution();
if (solver.MaxScore >= 1.0)
if (solver.MaxScore >= config.ScoreStorageThreshold)
{
actions.AddRange(solution_actions);
return (actions, solution_node.State);
}
var chosen_action = solution_actions[0];
actionCallback?.Invoke(chosen_action);
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / s.Elapsed.TotalSeconds / 1000:0.00} kI/s");
(_, state) = sim.Execute(state, chosen_action);
actions.Add(chosen_action);
actionCallback?.Invoke(chosen_action);
solver = new Solver(config, state, true);
}
return (actions, state);
}
public static (List<ActionType> Actions, SimulationState State) SearchOneshotForked(SolverConfig config, SimulationInput input, CancellationToken token = default) =>
SearchOneshotForked(config, new SimulationState(input), token);
public static (List<ActionType> Actions, SimulationState State) SearchOneshotForked(SolverConfig config, SimulationState state, CancellationToken token = default)
{
var tasks = new Task<(float MaxScore, (List<ActionType> Actions, SimulationNode Node) Solution)>[config.ForkCount];
for (var i = 0; i < config.ForkCount; ++i)
tasks[i] = Task.Run(() =>
{
var solver = new Solver(config, state);
solver.Search(token, config.Iterations / config.ForkCount);
return (solver.MaxScore, solver.Solution());
}, token);
Task.WaitAll(tasks, CancellationToken.None);
var (solutionActions, solutionNode) = tasks.Select(t => t.Result).MaxBy(r => r.MaxScore).Solution;
return (solutionActions, solutionNode.State);
}
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SolverConfig config, SimulationInput input, CancellationToken token = default) =>
SearchOneshot(config, new SimulationState(input), token);
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SolverConfig config, SimulationState state, CancellationToken token = default)
{
var solver = new Solver(config, state, false);
solver.Search(token);
var solver = new Solver(config, state);
solver.Search(token, config.Iterations);
var (solution_actions, solution_node) = solver.Solution();
return (solution_actions, solution_node.State);
}
+4 -2
View File
@@ -11,7 +11,8 @@ public readonly record struct SolverConfig
public float ExplorationConstant { get; init; }
public int MaxStepCount { get; init; }
public int MaxRolloutStepCount { get; init; }
public int ThreadCount { get; init; }
public int ForkCount { get; init; }
public bool StrictActions { get; init; }
public SolverConfig()
{
@@ -21,6 +22,7 @@ public readonly record struct SolverConfig
ExplorationConstant = 4;
MaxStepCount = 25;
MaxRolloutStepCount = MaxStepCount;
ThreadCount = Environment.ProcessorCount;
ForkCount = Environment.ProcessorCount;
StrictActions = true;
}
}