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()
{
//TypeLayout.PrintLayout<Solver.Crafty.SimulationNode>(true);
//TypeLayout.PrintLayout<Arena<SimulationNode>.Node>(true);
//return;
var input = new SimulationInput(
@@ -28,17 +28,15 @@ internal static class Program
QualityDivider = 115,
ProgressModifier = 80,
ProgressDivider = 130,
},
0
}
);
var actions = new List<ActionType>();
var s = Stopwatch.StartNew();
if (true)
(actions, _) = Solver.Crafty.Solver.SearchStepwise(input, actions, a => Console.WriteLine(a));
_ = Solver.Crafty.Solver.SearchStepwise(input, a => Console.WriteLine(a));
else
{
(actions, _) = Solver.Crafty.Solver.SearchOneshot(input, actions);
(var actions, _) = Solver.Crafty.Solver.SearchOneshot(input);
foreach (var action in actions)
Console.Write($">{action.IntName()}");
Console.WriteLine();
+1 -1
View File
@@ -1,6 +1,6 @@
namespace Craftimizer.Simulator.Actions;
public enum ActionType
public enum ActionType : byte
{
AdvancedTouch,
BasicSynthesis,
+2 -2
View File
@@ -9,11 +9,11 @@ public sealed class SimulationInput
public int BaseProgressGain { get; }
public int BaseQualityGain { get; }
public SimulationInput(CharacterStats stats, RecipeInfo recipe, int seed)
public SimulationInput(CharacterStats stats, RecipeInfo recipe, int? seed = null)
{
Stats = stats;
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
{
+27 -34
View File
@@ -3,6 +3,7 @@ using Craftimizer.Simulator.Actions;
using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Craftimizer.Solver.Crafty;
@@ -12,9 +13,9 @@ public class Solver
public Simulator Simulator;
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 MaxScoreWeightingConstant = 0.1f;
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;
foreach (var action in actions)
@@ -69,11 +70,11 @@ public class Solver
}
[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 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]);
if (maxV <= nextV)
@@ -97,9 +98,9 @@ public class Solver
(length + (Vector<float>.Count - 1)) & ~(Vector<float>.Count - 1);
[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 w = MaxScoreWeightingConstant;
@@ -154,7 +155,7 @@ public class Solver
}
// 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)
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);
var expandedState = Execute(initialNode.State, randomAction, true);
var expandedIndex = Tree.Insert(initialIndex, expandedState);
// playout to a terminal state
var currentState = Tree.Get(expandedIndex).State;
var actions = new List<ActionType>();
byte actionCount = 0;
Span<ActionType> actions = stackalloc ActionType[MaxStepCount];
while (true)
{
if (currentState.IsComplete)
break;
randomAction = currentState.Data.AvailableActions.ElementAt(0);
actions.Add(randomAction);
randomIdx = Random.Next(currentState.Data.AvailableActions.Count);
randomAction = currentState.Data.AvailableActions.ElementAt(randomIdx);
actions[actionCount++] = randomAction;
currentState = Execute(currentState.State, randomAction, true);
}
@@ -188,7 +192,8 @@ public class Solver
{
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);
}
}
@@ -227,7 +232,7 @@ public class Solver
var node = Tree.Get(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);
if (node.State.Action != null)
actions.Add(node.State.Action.Value);
@@ -236,22 +241,11 @@ public class Solver
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 (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);
}
var state = new SimulationState(input);
//Debugger.Break();
var actions = new List<ActionType>();
var solver = new Solver(state, true);
while (!solver.Simulator.IsComplete)
{
@@ -272,17 +266,16 @@ public class Solver
solver = new Solver(state, true);
}
Debugger.Break();
//Debugger.Break();
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);
var (solution_actions, solution_node) = solver.Solution();
actions.AddRange(solution_actions);
return (actions, solution_node.State);
return (solution_actions, solution_node.State);
}
}