Solver optimizations & allow action pools
This commit is contained in:
+3
-3
@@ -12,7 +12,7 @@ public sealed class ArenaNode<T> where T : struct
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public NodeScoresBuffer? ParentScores => Parent?.ChildScores;
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public ArenaNode(T state, ArenaNode<T>? parent = null)
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public ArenaNode(in T state, ArenaNode<T>? parent = null)
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{
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State = state;
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Children = new();
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@@ -24,9 +24,9 @@ public sealed class ArenaNode<T> where T : struct
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Children.Data?[at.arrayIdx]?[at.subIdx];
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ArenaNode<T> Add(T state)
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public ArenaNode<T> Add(in T state)
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{
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var node = new ArenaNode<T>(state, this);
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var node = new ArenaNode<T>(in state, this);
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ChildScores.Add();
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Children.Add(node);
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return node;
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+7
-29
@@ -3,7 +3,6 @@ using Craftimizer.Simulator;
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using System.Diagnostics.Contracts;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Text;
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using Node = Craftimizer.Solver.ArenaNode<Craftimizer.Solver.SimulationNode>;
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namespace Craftimizer.Solver;
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@@ -23,7 +22,7 @@ public sealed class MCTS
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public MCTS(in MCTSConfig config, in SimulationState state)
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{
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this.config = config;
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var sim = new Simulator(config.ActionPool, config.MaxStepCount) { State = state };
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var sim = new Simulator(config.ActionPool, config.MaxStepCount, state);
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rootNode = new(new(
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state,
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null,
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@@ -35,7 +34,7 @@ public sealed class MCTS
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private static SimulationNode Execute(Simulator simulator, in SimulationState state, ActionType action, bool strict)
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{
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(_, var newState) = simulator.Execute(state, action);
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var newState = simulator.ExecuteUnchecked(state, action);
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return new(
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newState,
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action,
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@@ -192,7 +191,6 @@ public sealed class MCTS
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var currentCompletionState = expandedNode.State.SimulationCompletionState;
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var currentActions = expandedNode.State.AvailableActions;
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byte actionCount = 0;
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Span<ActionType> actions = stackalloc ActionType[Math.Min(config.MaxStepCount - currentState.ActionCount, config.MaxRolloutStepCount)];
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while (SimulationNode.GetCompletionState(currentCompletionState, currentActions) == CompletionState.Incomplete &&
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@@ -200,7 +198,7 @@ public sealed class MCTS
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{
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var nextAction = currentActions.SelectRandom(random);
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actions[actionCount++] = nextAction;
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(_, currentState) = simulator.Execute(currentState, nextAction);
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currentState = simulator.ExecuteUnchecked(currentState, nextAction);
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currentCompletionState = simulator.CompletionState;
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if (currentCompletionState != CompletionState.Incomplete)
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break;
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@@ -235,26 +233,6 @@ public sealed class MCTS
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}
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}
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private void ShowAllNodes()
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{
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static void ShowNodes(StringBuilder b, Node node, Stack<Node> path)
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{
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path.Push(node);
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b.AppendLine($"{new string(' ', path.Count)}{node.State.Action}");
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{
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for (var i = 0; i < node.Children.Count; ++i)
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{
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var n = node.ChildAt((i >> 3, i & 7))!;
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ShowNodes(b, n, path);
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}
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path.Pop();
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}
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}
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var b = new StringBuilder();
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ShowNodes(b, rootNode, new());
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Console.WriteLine(b.ToString());
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}
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private bool AllNodesComplete()
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{
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static bool NodesIncomplete(Node node, Stack<Node> path)
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@@ -280,17 +258,14 @@ public sealed class MCTS
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return !NodesIncomplete(rootNode, new());
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Search(int iterations, ref int progress, CancellationToken token)
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{
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Simulator simulator = new(config.ActionPool, config.MaxStepCount);
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var simulator = new Simulator(config.ActionPool, config.MaxStepCount, rootNode.State.State);
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var random = rootNode.State.State.Input.Random;
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var staleCounter = 0;
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var i = 0;
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for (; i < iterations || MaxScore == 0; i++)
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{
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token.ThrowIfCancellationRequested();
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var selectedNode = Select();
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var (endNode, score) = ExpandAndRollout(random, simulator, selectedNode);
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if (MaxScore == 0)
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@@ -315,7 +290,10 @@ public sealed class MCTS
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Backpropagate(endNode, score);
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if ((i & (ProgressUpdateFrequency - 1)) == ProgressUpdateFrequency - 1)
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{
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token.ThrowIfCancellationRequested();
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Interlocked.Add(ref progress, ProgressUpdateFrequency);
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}
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}
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Interlocked.Add(ref progress, i & (ProgressUpdateFrequency - 1));
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}
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+12
-7
@@ -21,9 +21,15 @@ internal sealed class Simulator : SimulatorNoRandom
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}
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}
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public Simulator(ActionType[] actionPool, int maxStepCount)
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public Simulator(ActionType[] actionPool, int maxStepCount, SimulationState? filteringState = null)
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{
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actionPoolObjects = actionPool.Select(x => (x.Base(), x)).ToArray();
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var pool = actionPool.Select(x => (x.Base(), x));
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if (filteringState is { } state)
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{
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State = state;
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pool = pool.Where(x => x.Item1.IsPossible(this));
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}
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actionPoolObjects = pool.OrderBy(x => x.x).ToArray();
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this.maxStepCount = maxStepCount;
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}
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@@ -32,7 +38,7 @@ internal sealed class Simulator : SimulatorNoRandom
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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// It's just a bunch of if statements, I would assume this is actually quite simple to follow
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#pragma warning disable MA0051 // Method is too long
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private bool CanUseAction(ActionType action, BaseAction baseAction, bool strict)
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private bool CouldUseAction(ActionType action, BaseAction baseAction, bool strict)
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#pragma warning restore MA0051 // Method is too long
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{
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if (CalculateSuccessRate(baseAction.SuccessRate(this)) != 1)
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@@ -46,7 +52,7 @@ internal sealed class Simulator : SimulatorNoRandom
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{
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// always use Trained Eye if it's available
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if (action == ActionType.TrainedEye)
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return baseAction.CanUse(this);
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return baseAction.CouldUse(this);
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// don't allow quality moves under Muscle Memory for difficult crafts
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if (Input.Recipe.ClassJobLevel == 90 &&
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@@ -123,7 +129,7 @@ internal sealed class Simulator : SimulatorNoRandom
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return false;
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}
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return baseAction.CanUse(this);
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return baseAction.CouldUse(this);
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}
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
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@@ -134,9 +140,8 @@ internal sealed class Simulator : SimulatorNoRandom
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var ret = new ActionSet();
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foreach (var (data, action) in actionPoolObjects)
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if (CanUseAction(action, data, strict))
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if (CouldUseAction(action, data, strict))
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ret.AddAction(action);
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return ret;
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}
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}
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+2
-2
@@ -272,7 +272,7 @@ public sealed class Solver : IDisposable
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var actions = new List<ActionType>();
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var state = State;
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var sim = new Simulator(Config.ActionPool, Config.MaxStepCount) { State = state };
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var sim = new Simulator(Config.ActionPool, Config.MaxStepCount, state);
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while (true)
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{
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Token.ThrowIfCancellationRequested();
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@@ -338,7 +338,7 @@ public sealed class Solver : IDisposable
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var actions = new List<ActionType>();
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var state = State;
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var sim = new Simulator(Config.ActionPool, Config.MaxStepCount) { State = state };
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var sim = new Simulator(Config.ActionPool, Config.MaxStepCount, state);
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while (true)
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{
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Token.ThrowIfCancellationRequested();
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