Fixed ActionSet behavior
IndexOf might be killing the performance though..
This commit is contained in:
+12
-18
@@ -12,7 +12,7 @@ public class Solver
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//public Random Random => Simulator.Input.Random;
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public const int Iterations = 1000;
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public const int Iterations = 30000;
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public const float ScoreStorageThreshold = 1f;
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public const float MaxScoreWeightingConstant = 0.1f;
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public const float ExplorationConstant = 4f;
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@@ -57,9 +57,9 @@ public class Solver
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if (node.IsComplete)
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return (currentIndex, node.CompletionState);
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if (!node.AvailableActions.HasFlag(action))
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if (!node.AvailableActions.HasAction(action))
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return (currentIndex, CompletionState.InvalidAction);
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node.AvailableActions.ClearFlag(action);
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node.AvailableActions.RemoveAction(action);
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currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict));
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}
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@@ -81,7 +81,7 @@ public class Solver
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return exploitation + exploration;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int RustMaxBy(List<int> source, Func<int, float> into)
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{
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@@ -106,10 +106,9 @@ public class Solver
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{
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var selectedNode = Tree.Get(selectedIndex);
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var expandable = !selectedNode.State.AvailableActions.IsEmpty;
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var expandable = selectedNode.State.AvailableActions.Count != 0;
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var likelyTerminal = selectedNode.Children.Count == 0;
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if (expandable || likelyTerminal)
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{
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if (expandable || likelyTerminal) {
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break;
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}
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@@ -126,9 +125,8 @@ public class Solver
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if (initialNode.IsComplete)
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return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
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var randomIdx = 0;// random.Next(initialNode.AvailableActions.ActionCount);
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var randomAction = initialNode.AvailableActions.ActionAt(randomIdx);
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initialNode.AvailableActions.ClearFlag(randomAction);
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var randomAction = initialNode.AvailableActions.ElementAt(0);
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initialNode.AvailableActions.RemoveAction(randomAction);
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var expandedState = Execute(initialNode.State, randomAction, true);
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var expandedIndex = Tree.Insert(initialIndex, expandedState);
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@@ -139,8 +137,7 @@ public class Solver
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{
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if (currentState.IsComplete)
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break;
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randomIdx = 0;// random.Next(currentState.AvailableActions.ActionCount);
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randomAction = currentState.AvailableActions.ActionAt(randomIdx);
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randomAction = currentState.AvailableActions.ElementAt(0);
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currentState = Execute(currentState.State, randomAction, true);
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}
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@@ -190,8 +187,7 @@ public class Solver
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{
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var actions = new List<ActionType>();
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var node = Tree.Get(0);
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while (node.Children.Count != 0)
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{
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while (node.Children.Count != 0) {
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var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Scores.MaxScore);
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node = Tree.Get(next_index);
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if (node.State.Action != null)
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@@ -213,8 +209,7 @@ public class Solver
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public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, List<ActionType> actions, Action<ActionType>? actionCallback)
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{
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var (state, result) = Simulate(input, actions);
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if (result != CompletionState.Incomplete)
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{
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if (result != CompletionState.Incomplete) {
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return (actions, state);
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}
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@@ -224,8 +219,7 @@ public class Solver
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solver.Search(0);
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var (solution_actions, solution_node) = solver.Solution();
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if (solution_node.Scores.MaxScore >= 1.0)
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{
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if (solution_node.Scores.MaxScore >= 1.0) {
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actions.AddRange(solution_actions);
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return (actions, solution_node.State);
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}
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