last optimization stuff i promise
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@@ -54,9 +54,6 @@ public class Simulator : Sim
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{
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{
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var baseAction = action.WithUnsafe();
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var baseAction = action.WithUnsafe();
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if (!baseAction.CanUse)
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return false;
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if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
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if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
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return false;
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return false;
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@@ -68,14 +65,11 @@ public class Simulator : Sim
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ActionStates.Observed)
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ActionStates.Observed)
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return false;
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return false;
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if (action == ActionType.FinalAppraisal)
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return false;
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if (strict)
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if (strict)
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{
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{
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// always used Trained Eye if it's available
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// always used Trained Eye if it's available
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if (action == ActionType.TrainedEye)
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if (action == ActionType.TrainedEye)
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return true;
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return baseAction.CanUse;
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// only allow Focused moves after Observe
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// only allow Focused moves after Observe
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if (ActionStates.Observed &&
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if (ActionStates.Observed &&
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@@ -97,10 +91,10 @@ public class Simulator : Sim
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if (baseAction.IncreasesProgress)
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if (baseAction.IncreasesProgress)
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{
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{
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var progress_increase = CalculateProgressGain(baseAction.Efficiency);
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var progressIncrease = CalculateProgressGain(baseAction.Efficiency);
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var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
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var wouldFinish = Progress + progressIncrease >= Input.Recipe.MaxProgress;
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if (would_finish)
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if (wouldFinish)
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{
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{
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// don't allow finishing the craft if there is significant quality remaining
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// don't allow finishing the craft if there is significant quality remaining
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if (Quality < (Input.Recipe.MaxQuality / 5))
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if (Quality < (Input.Recipe.MaxQuality / 5))
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@@ -145,7 +139,7 @@ public class Simulator : Sim
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return false;
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return false;
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}
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}
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return true;
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return baseAction.CanUse;
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}
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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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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
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@@ -1,6 +1,5 @@
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using Craftimizer.Simulator;
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using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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using Craftimizer.Simulator.Actions;
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using System.Diagnostics;
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using System.Numerics;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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@@ -15,7 +14,7 @@ public class Solver
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public Random Random => Simulator.Input.Random;
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public Random Random => Simulator.Input.Random;
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public const int Iterations = 1000000;
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public const int Iterations = 50000;
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public const float ScoreStorageThreshold = 1f;
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public const float ScoreStorageThreshold = 1f;
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public const float MaxScoreWeightingConstant = 0.1f;
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public const float MaxScoreWeightingConstant = 0.1f;
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public const float ExplorationConstant = 4f;
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public const float ExplorationConstant = 4f;
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@@ -244,7 +243,6 @@ public class Solver
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public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, Action<ActionType>? actionCallback)
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public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, Action<ActionType>? actionCallback)
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{
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{
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var state = new SimulationState(input);
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var state = new SimulationState(input);
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//Debugger.Break();
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var actions = new List<ActionType>();
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var actions = new List<ActionType>();
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var solver = new Solver(state, true);
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var solver = new Solver(state, true);
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while (!solver.Simulator.IsComplete)
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while (!solver.Simulator.IsComplete)
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@@ -266,7 +264,6 @@ public class Solver
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solver = new Solver(state, true);
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solver = new Solver(state, true);
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}
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}
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//Debugger.Break();
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return (actions, state);
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return (actions, state);
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}
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}
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