Fix concurrency, add forked simulations

This commit is contained in:
Asriel Camora
2023-07-07 18:13:27 +02:00
parent 7d8fc9ff8f
commit 3ab50d389e
6 changed files with 84 additions and 14 deletions
+4 -4
View File
@@ -20,15 +20,15 @@ public sealed class ArenaNode<T> where T : struct
Parent = parent;
}
public ArenaNode<T> ChildAt((int arrayIdx, int subIdx) at) =>
Children.Data[at.arrayIdx][at.subIdx];
public ArenaNode<T>? ChildAt((int arrayIdx, int subIdx) at) =>
Children.Data?[at.arrayIdx]?[at.subIdx];
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ArenaNode<T> AddConcurrent(T state)
{
var node = new ArenaNode<T>(state, this);
Children.AddConcurrent(node);
ChildScores.AddConcurrent();
Children.AddConcurrent(node);
return node;
}
@@ -36,8 +36,8 @@ public sealed class ArenaNode<T> where T : struct
public ArenaNode<T> Add(T state)
{
var node = new ArenaNode<T>(state, this);
Children.Add(node);
ChildScores.Add();
Children.Add(node);
return node;
}
}
+5
View File
@@ -33,6 +33,11 @@ public sealed class SolverConcurrent : ISolver
{
nodeVisits = node.ChildScores.GetVisits(at.Value);
node = node.ChildAt(at.Value);
if (node == null)
{
node = rootNode;
nodeVisits = rootNodeVisits;
}
}
else
{
+3 -1
View File
@@ -10,6 +10,7 @@ public readonly record struct SolverConfig
public float MaxScoreWeightingConstant { get; init; }
public float ExplorationConstant { get; init; }
public int MaxStepCount { get; init; }
public int MaxRolloutStepCount { get; init; }
public int ThreadCount { get; init; }
public SolverConfig()
@@ -17,8 +18,9 @@ public readonly record struct SolverConfig
Iterations = 300000;
ScoreStorageThreshold = 1f;
MaxScoreWeightingConstant = 0.1f;
ExplorationConstant = 4f;
ExplorationConstant = 2;
MaxStepCount = 25;
MaxRolloutStepCount = 99;
ThreadCount = Environment.ProcessorCount;
}
}
+1 -1
View File
@@ -25,7 +25,7 @@ public sealed class SolverSingle : ISolver
// select the node with the highest score
var at = EvalBestChild(ref config, nodeVisits, ref node.ChildScores);
nodeVisits = node.ChildScores.GetVisits(at);
node = node.ChildAt(at);
node = node.ChildAt(at)!;
}
}
+66 -5
View File
@@ -1,9 +1,9 @@
using Craftimizer.Simulator.Actions;
using Craftimizer.Simulator;
using Node = Craftimizer.Solver.Crafty.ArenaNode<Craftimizer.Solver.Crafty.SimulationNode>;
using Craftimizer.Simulator.Actions;
using System.Diagnostics.Contracts;
using System.Numerics;
using System.Runtime.CompilerServices;
using Node = Craftimizer.Solver.Crafty.ArenaNode<Craftimizer.Solver.Crafty.SimulationNode>;
namespace Craftimizer.Solver.Crafty;
public static class SolverUtils
@@ -73,7 +73,7 @@ public static class SolverUtils
var actions = new List<ActionType>();
while (node.Children.Count != 0)
{
node = node.ChildAt(ChildMaxScore(ref node.ChildScores));
node = node.ChildAt(ChildMaxScore(ref node.ChildScores))!;
if (node.State.Action != null)
actions.Add(node.State.Action.Value);
@@ -82,6 +82,23 @@ public static class SolverUtils
return (actions, node.State);
}
// Calculates the best child node to explore next
// Exploitation: ((1 - w) * (s / v)) + (w * m)
// Exploration: sqrt(c * ln(V) / v)
// w = maxScoreWeightingConstant
// s = score sum
// m = max score
// v = visits
// V = parentVisits
// c = explorationConstant
// Somewhat based off of https://en.wikipedia.org/wiki/Monte_Carlo_tree_search#Exploration_and_exploitation
// Here, w_i = (1-w)*score sum
// n_i = visits
// max score is tacked onto it
// N_i = parent visits
// c = exploration constant (but crafty places it inside the sqrt..?)
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
public static (int arrayIdx, int subIdx) EvalBestChild<S>(ref SolverConfig config, int parentVisits, ref NodeScoresBuffer scores) where S : ISolver
@@ -135,8 +152,8 @@ public static class SolverUtils
var currentActions = expandedNode.State.AvailableActions;
byte actionCount = 0;
Span<ActionType> actions = stackalloc ActionType[config.MaxStepCount - currentState.ActionCount];
while (true)
Span<ActionType> actions = stackalloc ActionType[Math.Min(config.MaxStepCount - currentState.ActionCount, config.MaxRolloutStepCount)];
while (actionCount < actions.Length)
{
if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
break;
@@ -197,6 +214,50 @@ public static class SolverUtils
));
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked<S>(SolverConfig config, int forkCount, SimulationInput input, Action<ActionType>? actionCallback, CancellationToken token = default) where S : ISolver =>
SearchStepwiseForked<S>(config, forkCount, new SimulationState(input), actionCallback, token);
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked<S>(SolverConfig config, int forkCount, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token = default) where S : ISolver
{
var actions = new List<ActionType>();
var sim = new Simulator(state, config.MaxStepCount);
while (!sim.IsComplete)
{
if (token.IsCancellationRequested)
break;
var tasks = new Task<(float score, List<ActionType> actions, SimulationState state)>[forkCount];
for (var i = 0; i < forkCount; ++i)
tasks[i] = Task.Run(() =>
{
var rootNode = CreateRootNode(config, state, true);
RootScores rootScores = new();
S.Search(ref config, rootScores, rootNode, token);
var (solution_actions, solution_node) = Solution(rootNode);
return (rootScores.MaxScore, solution_actions, solution_node.State);
}, token);
Task.WaitAll(tasks, CancellationToken.None);
var (score, solution_actions, solution_state) = tasks.Select(t => t.Result).MaxBy(r => r.score);
if (score >= 1.0)
{
actions.AddRange(solution_actions);
return (actions, solution_state);
}
var chosen_action = solution_actions[0];
(_, state) = sim.Execute(state, chosen_action);
actions.Add(chosen_action);
actionCallback?.Invoke(chosen_action);
}
return (actions, state);
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwise<S>(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback, CancellationToken token = default) where S : ISolver =>
SearchStepwise<S>(config, new SimulationState(input), actionCallback, token);