Fixed ActionSet behavior

IndexOf might be killing the performance though..
This commit is contained in:
Asriel Camora
2023-06-19 08:52:25 -07:00
parent 5edec27977
commit 6d61e022b6
5 changed files with 175 additions and 246 deletions
-127
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@@ -1,127 +0,0 @@
using Craftimizer.Simulator.Actions;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics.X86;
namespace Craftimizer.Simulator;
public record ActionSet
{
public ulong Bits { get; set; }
public List<ActionType> SavedActions { get; set; } = new();
private bool HasFlagA(ActionType action) => (Bits & (1ul << ((int)action + 1))) != 0;
private bool HasFlagB(ActionType action) => SavedActions.Contains(action);
public bool HasFlag(ActionType action)
{
var a = HasFlagA(action);
var b = HasFlagB(action);
if (a != b)
throw new Exception($"Action {action} has different flags: {a} vs {b}");
return a;
}
private void SetFlagA(ActionType action) => Bits |= 1ul << ((int)action + 1);
private void SetFlagB(ActionType action)
{
if (!SavedActions.Contains(action))
SavedActions.Add(action);
}
public void SetFlag(ActionType action)
{
SetFlagA(action);
SetFlagB(action);
}
private void ClearFlagA(ActionType action) => Bits &= ~(1ul << ((int)action + 1));
private void ClearFlagB(ActionType action) => SavedActions.RemoveAll(a => a == action);
public void ClearFlag(ActionType action)
{
ClearFlagA(action);
ClearFlagB(action);
}
public IEnumerable<ActionType> Actions => GetActions();
private IEnumerable<ActionType> GetActions()
{
foreach (var action in Enum.GetValues<ActionType>())
if (HasFlag(action))
yield return action;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int NthBitSet(ulong value, int n)
{
if (Bmi2.X64.IsSupported)
return BitOperations.TrailingZeroCount(Bmi2.X64.ParallelBitDeposit(1ul << n, value));
ulong mask = 0x0000FFFFFFFFu;
var size = 32;
var _base = 0;
if (n++ >= BitOperations.PopCount(value))
return 64;
while (size > 0)
{
var count = BitOperations.PopCount(value & mask);
if (n > count)
{
_base += size;
size >>= 1;
mask |= mask << size;
}
else
{
size >>= 1;
mask >>= size;
}
}
return _base;
}
private ActionType ActionAtA(int index) => Actions.ElementAt(index);//(ActionType)(NthBitSet(Bits, index) - 1);
private ActionType ActionAtB(int index) => SavedActions.ElementAt(index);
public ActionType ActionAt(int index)
{
return ActionAtB(index);
var a = ActionAtA(index);
var a2 = (ActionType)(NthBitSet(Bits, index) - 1);
var b = ActionAtB(index);
if (a != a2)
throw new Exception($"A2: Action {index} has different flags: {a} vs {a2}");
if (a != b)
throw new Exception($"Action {index} has different flags: {a} vs {b}");
return a;
}
private int ActionCountA => BitOperations.PopCount(Bits);
private int ActionCountB => SavedActions.Count;
public int ActionCount { get
{
return ActionCountB;
var a = ActionCountA;
var b = ActionCountB;
if (a != b)
throw new Exception($"Action count has different flags: {a} vs {b}");
return a;
} }
private bool IsEmptyA => Bits == 0;
private bool IsEmptyB => SavedActions.Count == 0;
public bool IsEmpty
{
get
{
return IsEmptyB;
var a = IsEmptyA;
var b = IsEmptyB;
if (a != b)
throw new Exception($"IsEmpty has different flags: {a} vs {b}");
return a;
}
}
}
+59
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@@ -0,0 +1,59 @@
using Craftimizer.Simulator.Actions;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics.X86;
namespace Craftimizer.Solver.Crafty;
public sealed class ActionSet
{
private uint Bits { get; set; } = 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int NthBitSet(uint value, int n)
{
if (Bmi2.IsSupported)
return BitOperations.TrailingZeroCount(Bmi2.ParallelBitDeposit(1u << n, value));
var mask = 0x0000FFFFu;
var size = 16;
var _base = 0;
if (n++ >= BitOperations.PopCount(value))
return 32;
while (size > 0)
{
var count = BitOperations.PopCount(value & mask);
if (n > count)
{
_base += size;
size >>= 1;
mask |= mask << size;
}
else
{
size >>= 1;
mask >>= size;
}
}
return _base;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int FromAction(ActionType action) => Array.IndexOf(Simulator.AcceptedActions, action);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static ActionType ToAction(int index) => Simulator.AcceptedActions[index];
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool HasAction(ActionType action) => (Bits & (1u << (FromAction(action) + 1))) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AddAction(ActionType action) => Bits |= 1u << (FromAction(action) + 1);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RemoveAction(ActionType action) => Bits &= ~(1u << (FromAction(action) + 1));
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ActionType ElementAt(int index) => ToAction(NthBitSet(Bits, index) - 1);
public int Count => BitOperations.PopCount(Bits);
}
+1 -1
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@@ -10,7 +10,7 @@ public readonly record struct SimulationNode
public ActionSet AvailableActions { get; init; }
public CompletionState SimulationCompletionState { get; init; }
public CompletionState CompletionState =>
AvailableActions.IsEmpty && SimulationCompletionState == CompletionState.Incomplete ?
AvailableActions.Count == 0 && SimulationCompletionState == CompletionState.Incomplete ?
CompletionState.NoMoreActions :
SimulationCompletionState;
+103 -100
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@@ -20,7 +20,7 @@ public class Simulator : Sim
public override bool RollSuccessRaw(float successRate) => successRate == 1;
public override void StepCondition() { }
private static readonly ActionType[] AcceptedActions = new[]
public static readonly ActionType[] AcceptedActions = new[]
{
ActionType.TrainedFinesse,
ActionType.PrudentSynthesis,
@@ -49,6 +49,105 @@ 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)
{
@@ -56,106 +155,10 @@ 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 ac in a)
ret.SetFlag(ac);
foreach (var action in AcceptedActions)
if (CanUseAction(action, strict))
ret.AddAction(action);
return ret;
}
}
+12 -18
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@@ -12,7 +12,7 @@ public class Solver
//public Random Random => Simulator.Input.Random;
public const int Iterations = 1000;
public const int Iterations = 30000;
public const float ScoreStorageThreshold = 1f;
public const float MaxScoreWeightingConstant = 0.1f;
public const float ExplorationConstant = 4f;
@@ -57,9 +57,9 @@ public class Solver
if (node.IsComplete)
return (currentIndex, node.CompletionState);
if (!node.AvailableActions.HasFlag(action))
if (!node.AvailableActions.HasAction(action))
return (currentIndex, CompletionState.InvalidAction);
node.AvailableActions.ClearFlag(action);
node.AvailableActions.RemoveAction(action);
currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict));
}
@@ -81,7 +81,7 @@ public class Solver
return exploitation + exploration;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int RustMaxBy(List<int> source, Func<int, float> into)
{
@@ -106,10 +106,9 @@ public class Solver
{
var selectedNode = Tree.Get(selectedIndex);
var expandable = !selectedNode.State.AvailableActions.IsEmpty;
var expandable = selectedNode.State.AvailableActions.Count != 0;
var likelyTerminal = selectedNode.Children.Count == 0;
if (expandable || likelyTerminal)
{
if (expandable || likelyTerminal) {
break;
}
@@ -126,9 +125,8 @@ public class Solver
if (initialNode.IsComplete)
return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
var randomIdx = 0;// random.Next(initialNode.AvailableActions.ActionCount);
var randomAction = initialNode.AvailableActions.ActionAt(randomIdx);
initialNode.AvailableActions.ClearFlag(randomAction);
var randomAction = initialNode.AvailableActions.ElementAt(0);
initialNode.AvailableActions.RemoveAction(randomAction);
var expandedState = Execute(initialNode.State, randomAction, true);
var expandedIndex = Tree.Insert(initialIndex, expandedState);
@@ -139,8 +137,7 @@ public class Solver
{
if (currentState.IsComplete)
break;
randomIdx = 0;// random.Next(currentState.AvailableActions.ActionCount);
randomAction = currentState.AvailableActions.ActionAt(randomIdx);
randomAction = currentState.AvailableActions.ElementAt(0);
currentState = Execute(currentState.State, randomAction, true);
}
@@ -190,8 +187,7 @@ 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)
@@ -213,8 +209,7 @@ 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);
}
@@ -224,8 +219,7 @@ 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);
}