even more minor optimizations, use random now

This commit is contained in:
Asriel Camora
2023-06-21 07:36:43 -07:00
parent 0b2b80d6b5
commit 52ad8a4cb0
4 changed files with 34 additions and 43 deletions
+4 -6
View File
@@ -10,7 +10,7 @@ internal static class Program
{ {
private static void Main() private static void Main()
{ {
//TypeLayout.PrintLayout<Solver.Crafty.SimulationNode>(true); //TypeLayout.PrintLayout<Arena<SimulationNode>.Node>(true);
//return; //return;
var input = new SimulationInput( var input = new SimulationInput(
@@ -28,17 +28,15 @@ internal static class Program
QualityDivider = 115, QualityDivider = 115,
ProgressModifier = 80, ProgressModifier = 80,
ProgressDivider = 130, ProgressDivider = 130,
}, }
0
); );
var actions = new List<ActionType>();
var s = Stopwatch.StartNew(); var s = Stopwatch.StartNew();
if (true) if (true)
(actions, _) = Solver.Crafty.Solver.SearchStepwise(input, actions, a => Console.WriteLine(a)); _ = Solver.Crafty.Solver.SearchStepwise(input, a => Console.WriteLine(a));
else else
{ {
(actions, _) = Solver.Crafty.Solver.SearchOneshot(input, actions); (var actions, _) = Solver.Crafty.Solver.SearchOneshot(input);
foreach (var action in actions) foreach (var action in actions)
Console.Write($">{action.IntName()}"); Console.Write($">{action.IntName()}");
Console.WriteLine(); Console.WriteLine();
+1 -1
View File
@@ -1,6 +1,6 @@
namespace Craftimizer.Simulator.Actions; namespace Craftimizer.Simulator.Actions;
public enum ActionType public enum ActionType : byte
{ {
AdvancedTouch, AdvancedTouch,
BasicSynthesis, BasicSynthesis,
+2 -2
View File
@@ -9,11 +9,11 @@ public sealed class SimulationInput
public int BaseProgressGain { get; } public int BaseProgressGain { get; }
public int BaseQualityGain { get; } public int BaseQualityGain { get; }
public SimulationInput(CharacterStats stats, RecipeInfo recipe, int seed) public SimulationInput(CharacterStats stats, RecipeInfo recipe, int? seed = null)
{ {
Stats = stats; Stats = stats;
Recipe = recipe; Recipe = recipe;
Random = new Random(seed); Random = seed == null ? new() : new(seed.Value);
// https://github.com/NotRanged/NotRanged.github.io/blob/0f4aee074f969fb05aad34feaba605057c08ffd1/app/js/ffxivcraftmodel.js#L88 // https://github.com/NotRanged/NotRanged.github.io/blob/0f4aee074f969fb05aad34feaba605057c08ffd1/app/js/ffxivcraftmodel.js#L88
{ {
+27 -34
View File
@@ -3,6 +3,7 @@ using Craftimizer.Simulator.Actions;
using System.Diagnostics; using System.Diagnostics;
using System.Numerics; using System.Numerics;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Craftimizer.Solver.Crafty; namespace Craftimizer.Solver.Crafty;
@@ -12,9 +13,9 @@ public class Solver
public Simulator Simulator; public Simulator Simulator;
public Arena<SimulationNode> Tree; public Arena<SimulationNode> Tree;
//public Random Random => Simulator.Input.Random; public Random Random => Simulator.Input.Random;
public const int Iterations = 30000; public const int Iterations = 1000000;
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;
@@ -32,7 +33,7 @@ public class Solver
}); });
} }
public Solver(SimulationInput input) : this(new(input), false) public Solver(SimulationInput input, bool strict) : this(new SimulationState(input), strict)
{ {
} }
@@ -48,7 +49,7 @@ public class Solver
}; };
} }
public (int Index, CompletionState State) ExecuteActions(int startIndex, List<ActionType> actions, bool strict = false) public (int Index, CompletionState State) ExecuteActions(int startIndex, ReadOnlySpan<ActionType> actions, bool strict = false)
{ {
var currentIndex = startIndex; var currentIndex = startIndex;
foreach (var action in actions) foreach (var action in actions)
@@ -69,11 +70,11 @@ public class Solver
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int RustMaxBy(List<int> source, Func<int, float> into) private static int RustMaxBy(ReadOnlySpan<int> source, Func<int, float> into)
{ {
var max = 0; var max = 0;
var maxV = into(source[0]); var maxV = into(source[0]);
for (var i = 1; i < source.Count; ++i) for (var i = 1; i < source.Length; ++i)
{ {
var nextV = into(source[i]); var nextV = into(source[i]);
if (maxV <= nextV) if (maxV <= nextV)
@@ -97,9 +98,9 @@ public class Solver
(length + (Vector<float>.Count - 1)) & ~(Vector<float>.Count - 1); (length + (Vector<float>.Count - 1)) & ~(Vector<float>.Count - 1);
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
private int EvalBestChild(float parentVisits, List<int> children) private int EvalBestChild(float parentVisits, ReadOnlySpan<int> children)
{ {
var length = children.Count; var length = children.Length;
var C = ExplorationConstant * MathF.Log(parentVisits); var C = ExplorationConstant * MathF.Log(parentVisits);
var w = MaxScoreWeightingConstant; var w = MaxScoreWeightingConstant;
@@ -154,7 +155,7 @@ public class Solver
} }
// select the node with the highest score // select the node with the highest score
selectedIndex = EvalBestChild(selectedNode.State.Data.Scores.Visits, selectedNode.Children); selectedIndex = EvalBestChild(selectedNode.State.Data.Scores.Visits, CollectionsMarshal.AsSpan(selectedNode.Children));
} }
} }
@@ -165,20 +166,23 @@ public class Solver
if (initialNode.IsComplete) if (initialNode.IsComplete)
return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0); return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
var randomAction = initialNode.Data.AvailableActions.ElementAt(0); var randomIdx = Random.Next(initialNode.Data.AvailableActions.Count);
var randomAction = initialNode.Data.AvailableActions.ElementAt(randomIdx);
initialNode.Data.AvailableActions.RemoveAction(randomAction); initialNode.Data.AvailableActions.RemoveAction(randomAction);
var expandedState = Execute(initialNode.State, randomAction, true); var expandedState = Execute(initialNode.State, randomAction, true);
var expandedIndex = Tree.Insert(initialIndex, expandedState); var expandedIndex = Tree.Insert(initialIndex, expandedState);
// playout to a terminal state // playout to a terminal state
var currentState = Tree.Get(expandedIndex).State; var currentState = Tree.Get(expandedIndex).State;
var actions = new List<ActionType>(); byte actionCount = 0;
Span<ActionType> actions = stackalloc ActionType[MaxStepCount];
while (true) while (true)
{ {
if (currentState.IsComplete) if (currentState.IsComplete)
break; break;
randomAction = currentState.Data.AvailableActions.ElementAt(0); randomIdx = Random.Next(currentState.Data.AvailableActions.Count);
actions.Add(randomAction); randomAction = currentState.Data.AvailableActions.ElementAt(randomIdx);
actions[actionCount++] = randomAction;
currentState = Execute(currentState.State, randomAction, true); currentState = Execute(currentState.State, randomAction, true);
} }
@@ -188,7 +192,8 @@ public class Solver
{ {
if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Data.Scores.MaxScore) if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Data.Scores.MaxScore)
{ {
(var terminalIndex, _) = ExecuteActions(expandedIndex, actions, true); Console.WriteLine("DONE!");
(var terminalIndex, _) = ExecuteActions(expandedIndex, actions[..actionCount], true);
return (terminalIndex, currentState.CompletionState, score); return (terminalIndex, currentState.CompletionState, score);
} }
} }
@@ -227,7 +232,7 @@ public class Solver
var node = Tree.Get(0); var node = Tree.Get(0);
while (node.Children.Count != 0) while (node.Children.Count != 0)
{ {
var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Data.Scores.MaxScore); var next_index = RustMaxBy(CollectionsMarshal.AsSpan(node.Children), n => Tree.Get(n).State.Data.Scores.MaxScore);
node = Tree.Get(next_index); node = Tree.Get(next_index);
if (node.State.Action != null) if (node.State.Action != null)
actions.Add(node.State.Action.Value); actions.Add(node.State.Action.Value);
@@ -236,22 +241,11 @@ public class Solver
return (actions, node.State); return (actions, node.State);
} }
public static (SimulationState SimState, CompletionState State) Simulate(SimulationInput input, List<ActionType> actions) public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, Action<ActionType>? actionCallback)
{ {
var solver = new Solver(input); var state = new SimulationState(input);
var (index, result) = solver.ExecuteActions(0, actions);
return (solver.Tree.Get(index).State.State, result);
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, List<ActionType> actions, Action<ActionType>? actionCallback)
{
var (state, result) = Simulate(input, actions);
if (result != CompletionState.Incomplete)
{
return (actions, state);
}
//Debugger.Break(); //Debugger.Break();
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)
{ {
@@ -272,17 +266,16 @@ public class Solver
solver = new Solver(state, true); solver = new Solver(state, true);
} }
Debugger.Break(); //Debugger.Break();
return (actions, state); return (actions, state);
} }
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SimulationInput input, List<ActionType> actions) public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SimulationInput input)
{ {
var solver = new Solver(input); var solver = new Solver(input, false);
solver.Search(0); solver.Search(0);
var (solution_actions, solution_node) = solver.Solution(); var (solution_actions, solution_node) = solver.Solution();
actions.AddRange(solution_actions); return (solution_actions, solution_node.State);
return (actions, solution_node.State);
} }
} }