last optimization stuff i promise

This commit is contained in:
Asriel Camora
2023-06-21 07:52:21 -07:00
parent 52ad8a4cb0
commit 5189ef5d74
2 changed files with 6 additions and 15 deletions
+5 -11
View File
@@ -54,9 +54,6 @@ public class Simulator : Sim
{ {
var baseAction = action.WithUnsafe(); var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1) if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false; return false;
@@ -68,14 +65,11 @@ public class Simulator : Sim
ActionStates.Observed) ActionStates.Observed)
return false; return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict) if (strict)
{ {
// always used Trained Eye if it's available // always used Trained Eye if it's available
if (action == ActionType.TrainedEye) if (action == ActionType.TrainedEye)
return true; return baseAction.CanUse;
// only allow Focused moves after Observe // only allow Focused moves after Observe
if (ActionStates.Observed && if (ActionStates.Observed &&
@@ -97,10 +91,10 @@ public class Simulator : Sim
if (baseAction.IncreasesProgress) if (baseAction.IncreasesProgress)
{ {
var progress_increase = CalculateProgressGain(baseAction.Efficiency); var progressIncrease = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress; var wouldFinish = Progress + progressIncrease >= Input.Recipe.MaxProgress;
if (would_finish) if (wouldFinish)
{ {
// don't allow finishing the craft if there is significant quality remaining // don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5)) if (Quality < (Input.Recipe.MaxQuality / 5))
@@ -145,7 +139,7 @@ public class Simulator : Sim
return false; return false;
} }
return true; return baseAction.CanUse;
} }
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137 // https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
+1 -4
View File
@@ -1,6 +1,5 @@
using Craftimizer.Simulator; using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions; using Craftimizer.Simulator.Actions;
using System.Diagnostics;
using System.Numerics; using System.Numerics;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
@@ -15,7 +14,7 @@ public class Solver
public Random Random => Simulator.Input.Random; public Random Random => Simulator.Input.Random;
public const int Iterations = 1000000; public const int Iterations = 50000;
public const float ScoreStorageThreshold = 1f; public const float ScoreStorageThreshold = 1f;
public const float MaxScoreWeightingConstant = 0.1f; public const float MaxScoreWeightingConstant = 0.1f;
public const float ExplorationConstant = 4f; public const float ExplorationConstant = 4f;
@@ -244,7 +243,6 @@ public class Solver
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, Action<ActionType>? actionCallback) public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, Action<ActionType>? actionCallback)
{ {
var state = new SimulationState(input); var state = new SimulationState(input);
//Debugger.Break();
var actions = new List<ActionType>(); var actions = new List<ActionType>();
var solver = new Solver(state, true); var solver = new Solver(state, true);
while (!solver.Simulator.IsComplete) while (!solver.Simulator.IsComplete)
@@ -266,7 +264,6 @@ public class Solver
solver = new Solver(state, true); solver = new Solver(state, true);
} }
//Debugger.Break();
return (actions, state); return (actions, state);
} }