some changes

This commit is contained in:
Asriel Camora
2023-06-19 08:15:39 -07:00
parent e546ff2dcd
commit 5edec27977
4 changed files with 182 additions and 120 deletions
+99 -102
View File
@@ -49,105 +49,6 @@ public class Simulator : Sim
ActionType.BasicTouch,
};
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L146
private bool CanUseAction(ActionType action, bool strict)
{
var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false;
// don't allow quality moves at max quality
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
return false;
if (action == ActionType.Observe &&
IsPreviousAction(ActionType.Observe))
return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict)
{
// always used Trained Eye if it's available
if (action == ActionType.TrainedEye)
return true;
// only allow Focused moves after Observe
if (IsPreviousAction(ActionType.Observe) &&
action != ActionType.FocusedSynthesis &&
action != ActionType.FocusedTouch)
return false;
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
HasEffect(EffectType.MuscleMemory) &&
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves under Veneration
if (HasEffect(EffectType.Veneration) &&
!baseAction.IncreasesProgress &&
baseAction.IncreasesQuality)
return false;
if (baseAction.IncreasesProgress)
{
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
if (would_finish)
{
// don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5))
return false;
}
else
{
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
if (HasEffect(EffectType.Innovation) &&
!baseAction.IncreasesQuality &&
baseAction.IncreasesProgress)
return false;
}
}
if (action == ActionType.ByregotsBlessing &&
GetEffectStrength(EffectType.InnerQuiet) <= 1)
return false;
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
return false;
if (action == ActionType.Observe &&
CP < 5)
return false;
if (action == ActionType.MastersMend &&
Input.Recipe.MaxDurability - Durability < 25)
return false;
if (action == ActionType.Manipulation &&
HasEffect(EffectType.Manipulation))
return false;
if (action == ActionType.GreatStrides &&
HasEffect(EffectType.GreatStrides))
return false;
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
return false;
}
return true;
}
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
public ActionSet AvailableActionsHeuristic(bool strict)
{
@@ -155,10 +56,106 @@ public class Simulator : Sim
return new();
ActionUtils.SetSimulation(this);
var a = AcceptedActions.Where(action =>
{
var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false;
// don't allow quality moves at max quality
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
return false;
if (action == ActionType.Observe &&
IsPreviousAction(ActionType.Observe))
return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict)
{
// always used Trained Eye if it's available
if (action == ActionType.TrainedEye)
return true;
// only allow Focused moves after Observe
if (IsPreviousAction(ActionType.Observe) &&
action != ActionType.FocusedSynthesis &&
action != ActionType.FocusedTouch)
return false;
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
HasEffect(EffectType.MuscleMemory) &&
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves under Veneration
if (HasEffect(EffectType.Veneration) &&
!baseAction.IncreasesProgress &&
baseAction.IncreasesQuality)
return false;
if (baseAction.IncreasesProgress)
{
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
if (would_finish)
{
// don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5))
return false;
}
else
{
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
if (HasEffect(EffectType.Innovation) &&
!baseAction.IncreasesQuality &&
baseAction.IncreasesProgress)
return false;
}
}
if (action == ActionType.ByregotsBlessing &&
GetEffectStrength(EffectType.InnerQuiet) <= 1)
return false;
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
return false;
if (action == ActionType.Observe &&
CP < 5)
return false;
if (action == ActionType.MastersMend &&
Input.Recipe.MaxDurability - Durability < 25)
return false;
if (action == ActionType.Manipulation &&
HasEffect(EffectType.Manipulation))
return false;
if (action == ActionType.GreatStrides &&
HasEffect(EffectType.GreatStrides))
return false;
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
return false;
}
return true;
});
var ret = new ActionSet();
foreach(var action in AcceptedActions)
if (CanUseAction(action, strict))
ret.SetFlag(action);
foreach (var ac in a)
ret.SetFlag(ac);
return ret;
}
}
+12 -7
View File
@@ -1,5 +1,6 @@
using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using System.Runtime.CompilerServices;
namespace Craftimizer.Solver.Crafty;
@@ -80,7 +81,7 @@ public class Solver
return exploitation + exploration;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int RustMaxBy(List<int> source, Func<int, float> into)
{
@@ -107,7 +108,8 @@ public class Solver
var expandable = !selectedNode.State.AvailableActions.IsEmpty;
var likelyTerminal = selectedNode.Children.Count == 0;
if (expandable || likelyTerminal) {
if (expandable || likelyTerminal)
{
break;
}
@@ -124,7 +126,7 @@ public class Solver
if (initialNode.IsComplete)
return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
var randomIdx = random.Next(initialNode.AvailableActions.ActionCount);
var randomIdx = 0;// random.Next(initialNode.AvailableActions.ActionCount);
var randomAction = initialNode.AvailableActions.ActionAt(randomIdx);
initialNode.AvailableActions.ClearFlag(randomAction);
var expandedState = Execute(initialNode.State, randomAction, true);
@@ -137,7 +139,7 @@ public class Solver
{
if (currentState.IsComplete)
break;
randomIdx = random.Next(currentState.AvailableActions.ActionCount);
randomIdx = 0;// random.Next(currentState.AvailableActions.ActionCount);
randomAction = currentState.AvailableActions.ActionAt(randomIdx);
currentState = Execute(currentState.State, randomAction, true);
}
@@ -188,7 +190,8 @@ public class Solver
{
var actions = new List<ActionType>();
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.Scores.MaxScore);
node = Tree.Get(next_index);
if (node.State.Action != null)
@@ -210,7 +213,8 @@ public class Solver
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) {
if (result != CompletionState.Incomplete)
{
return (actions, state);
}
@@ -220,7 +224,8 @@ public class Solver
solver.Search(0);
var (solution_actions, solution_node) = solver.Solution();
if (solution_node.Scores.MaxScore >= 1.0) {
if (solution_node.Scores.MaxScore >= 1.0)
{
actions.AddRange(solution_actions);
return (actions, solution_node.State);
}