Fixed ActionSet behavior
IndexOf might be killing the performance though..
This commit is contained in:
@@ -1,127 +0,0 @@
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using Craftimizer.Simulator.Actions;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics.X86;
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namespace Craftimizer.Simulator;
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public record ActionSet
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{
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public ulong Bits { get; set; }
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public List<ActionType> SavedActions { get; set; } = new();
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private bool HasFlagA(ActionType action) => (Bits & (1ul << ((int)action + 1))) != 0;
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private bool HasFlagB(ActionType action) => SavedActions.Contains(action);
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public bool HasFlag(ActionType action)
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{
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var a = HasFlagA(action);
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var b = HasFlagB(action);
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if (a != b)
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throw new Exception($"Action {action} has different flags: {a} vs {b}");
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return a;
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}
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private void SetFlagA(ActionType action) => Bits |= 1ul << ((int)action + 1);
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private void SetFlagB(ActionType action)
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{
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if (!SavedActions.Contains(action))
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SavedActions.Add(action);
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}
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public void SetFlag(ActionType action)
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{
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SetFlagA(action);
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SetFlagB(action);
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}
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private void ClearFlagA(ActionType action) => Bits &= ~(1ul << ((int)action + 1));
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private void ClearFlagB(ActionType action) => SavedActions.RemoveAll(a => a == action);
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public void ClearFlag(ActionType action)
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{
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ClearFlagA(action);
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ClearFlagB(action);
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}
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public IEnumerable<ActionType> Actions => GetActions();
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private IEnumerable<ActionType> GetActions()
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{
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foreach (var action in Enum.GetValues<ActionType>())
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if (HasFlag(action))
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yield return action;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int NthBitSet(ulong value, int n)
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{
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if (Bmi2.X64.IsSupported)
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return BitOperations.TrailingZeroCount(Bmi2.X64.ParallelBitDeposit(1ul << n, value));
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ulong mask = 0x0000FFFFFFFFu;
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var size = 32;
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var _base = 0;
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if (n++ >= BitOperations.PopCount(value))
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return 64;
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while (size > 0)
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{
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var count = BitOperations.PopCount(value & mask);
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if (n > count)
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{
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_base += size;
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size >>= 1;
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mask |= mask << size;
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}
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else
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{
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size >>= 1;
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mask >>= size;
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}
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}
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return _base;
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}
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private ActionType ActionAtA(int index) => Actions.ElementAt(index);//(ActionType)(NthBitSet(Bits, index) - 1);
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private ActionType ActionAtB(int index) => SavedActions.ElementAt(index);
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public ActionType ActionAt(int index)
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{
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return ActionAtB(index);
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var a = ActionAtA(index);
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var a2 = (ActionType)(NthBitSet(Bits, index) - 1);
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var b = ActionAtB(index);
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if (a != a2)
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throw new Exception($"A2: Action {index} has different flags: {a} vs {a2}");
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if (a != b)
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throw new Exception($"Action {index} has different flags: {a} vs {b}");
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return a;
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}
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private int ActionCountA => BitOperations.PopCount(Bits);
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private int ActionCountB => SavedActions.Count;
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public int ActionCount { get
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{
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return ActionCountB;
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var a = ActionCountA;
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var b = ActionCountB;
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if (a != b)
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throw new Exception($"Action count has different flags: {a} vs {b}");
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return a;
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} }
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private bool IsEmptyA => Bits == 0;
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private bool IsEmptyB => SavedActions.Count == 0;
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public bool IsEmpty
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{
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get
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{
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return IsEmptyB;
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var a = IsEmptyA;
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var b = IsEmptyB;
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if (a != b)
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throw new Exception($"IsEmpty has different flags: {a} vs {b}");
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return a;
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}
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}
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}
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@@ -0,0 +1,59 @@
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using Craftimizer.Simulator.Actions;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics.X86;
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namespace Craftimizer.Solver.Crafty;
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public sealed class ActionSet
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{
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private uint Bits { get; set; } = 0;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int NthBitSet(uint value, int n)
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{
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if (Bmi2.IsSupported)
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return BitOperations.TrailingZeroCount(Bmi2.ParallelBitDeposit(1u << n, value));
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var mask = 0x0000FFFFu;
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var size = 16;
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var _base = 0;
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if (n++ >= BitOperations.PopCount(value))
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return 32;
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while (size > 0)
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{
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var count = BitOperations.PopCount(value & mask);
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if (n > count)
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{
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_base += size;
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size >>= 1;
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mask |= mask << size;
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}
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else
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{
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size >>= 1;
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mask >>= size;
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}
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}
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return _base;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int FromAction(ActionType action) => Array.IndexOf(Simulator.AcceptedActions, action);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static ActionType ToAction(int index) => Simulator.AcceptedActions[index];
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool HasAction(ActionType action) => (Bits & (1u << (FromAction(action) + 1))) != 0;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AddAction(ActionType action) => Bits |= 1u << (FromAction(action) + 1);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void RemoveAction(ActionType action) => Bits &= ~(1u << (FromAction(action) + 1));
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ActionType ElementAt(int index) => ToAction(NthBitSet(Bits, index) - 1);
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public int Count => BitOperations.PopCount(Bits);
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}
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@@ -10,7 +10,7 @@ public readonly record struct SimulationNode
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public ActionSet AvailableActions { get; init; }
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public CompletionState SimulationCompletionState { get; init; }
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public CompletionState CompletionState =>
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AvailableActions.IsEmpty && SimulationCompletionState == CompletionState.Incomplete ?
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AvailableActions.Count == 0 && SimulationCompletionState == CompletionState.Incomplete ?
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CompletionState.NoMoreActions :
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SimulationCompletionState;
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+103
-100
@@ -20,7 +20,7 @@ public class Simulator : Sim
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public override bool RollSuccessRaw(float successRate) => successRate == 1;
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public override void StepCondition() { }
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private static readonly ActionType[] AcceptedActions = new[]
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public static readonly ActionType[] AcceptedActions = new[]
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{
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ActionType.TrainedFinesse,
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ActionType.PrudentSynthesis,
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@@ -49,6 +49,105 @@ public class Simulator : Sim
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ActionType.BasicTouch,
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};
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L146
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private bool CanUseAction(ActionType action, bool strict)
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{
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var baseAction = action.WithUnsafe();
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if (!baseAction.CanUse)
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return false;
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if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
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return false;
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// don't allow quality moves at max quality
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if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
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return false;
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if (action == ActionType.Observe &&
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IsPreviousAction(ActionType.Observe))
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return false;
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if (action == ActionType.FinalAppraisal)
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return false;
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if (strict)
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{
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// always used Trained Eye if it's available
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if (action == ActionType.TrainedEye)
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return true;
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// only allow Focused moves after Observe
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if (IsPreviousAction(ActionType.Observe) &&
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action != ActionType.FocusedSynthesis &&
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action != ActionType.FocusedTouch)
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return false;
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// don't allow quality moves under Muscle Memory for difficult crafts
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if (Input.Recipe.ClassJobLevel == 90 &&
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HasEffect(EffectType.MuscleMemory) &&
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baseAction.IncreasesQuality)
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return false;
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// don't allow pure quality moves under Veneration
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if (HasEffect(EffectType.Veneration) &&
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!baseAction.IncreasesProgress &&
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baseAction.IncreasesQuality)
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return false;
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if (baseAction.IncreasesProgress)
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{
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var progress_increase = CalculateProgressGain(baseAction.Efficiency);
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var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
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if (would_finish)
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{
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// don't allow finishing the craft if there is significant quality remaining
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if (Quality < (Input.Recipe.MaxQuality / 5))
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return false;
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}
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else
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{
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// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
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if (HasEffect(EffectType.Innovation) &&
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!baseAction.IncreasesQuality &&
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baseAction.IncreasesProgress)
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return false;
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}
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}
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if (action == ActionType.ByregotsBlessing &&
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GetEffectStrength(EffectType.InnerQuiet) <= 1)
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return false;
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if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
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(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
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return false;
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if (action == ActionType.Observe &&
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CP < 5)
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return false;
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if (action == ActionType.MastersMend &&
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Input.Recipe.MaxDurability - Durability < 25)
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return false;
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if (action == ActionType.Manipulation &&
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HasEffect(EffectType.Manipulation))
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return false;
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if (action == ActionType.GreatStrides &&
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HasEffect(EffectType.GreatStrides))
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return false;
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if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
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(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
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return false;
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}
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return true;
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}
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
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public ActionSet AvailableActionsHeuristic(bool strict)
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{
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@@ -56,106 +155,10 @@ public class Simulator : Sim
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return new();
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ActionUtils.SetSimulation(this);
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var a = AcceptedActions.Where(action =>
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{
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var baseAction = action.WithUnsafe();
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if (!baseAction.CanUse)
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return false;
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if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
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return false;
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// don't allow quality moves at max quality
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if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
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return false;
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if (action == ActionType.Observe &&
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IsPreviousAction(ActionType.Observe))
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return false;
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if (action == ActionType.FinalAppraisal)
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return false;
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if (strict)
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{
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// always used Trained Eye if it's available
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if (action == ActionType.TrainedEye)
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return true;
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// only allow Focused moves after Observe
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if (IsPreviousAction(ActionType.Observe) &&
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action != ActionType.FocusedSynthesis &&
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action != ActionType.FocusedTouch)
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return false;
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// don't allow quality moves under Muscle Memory for difficult crafts
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if (Input.Recipe.ClassJobLevel == 90 &&
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HasEffect(EffectType.MuscleMemory) &&
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baseAction.IncreasesQuality)
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return false;
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// don't allow pure quality moves under Veneration
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if (HasEffect(EffectType.Veneration) &&
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!baseAction.IncreasesProgress &&
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baseAction.IncreasesQuality)
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return false;
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if (baseAction.IncreasesProgress)
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{
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var progress_increase = CalculateProgressGain(baseAction.Efficiency);
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var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
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if (would_finish)
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{
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// don't allow finishing the craft if there is significant quality remaining
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if (Quality < (Input.Recipe.MaxQuality / 5))
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return false;
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}
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else
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{
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// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
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if (HasEffect(EffectType.Innovation) &&
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!baseAction.IncreasesQuality &&
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baseAction.IncreasesProgress)
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return false;
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}
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}
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if (action == ActionType.ByregotsBlessing &&
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GetEffectStrength(EffectType.InnerQuiet) <= 1)
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return false;
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if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
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(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
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return false;
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if (action == ActionType.Observe &&
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CP < 5)
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return false;
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if (action == ActionType.MastersMend &&
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Input.Recipe.MaxDurability - Durability < 25)
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return false;
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if (action == ActionType.Manipulation &&
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HasEffect(EffectType.Manipulation))
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return false;
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if (action == ActionType.GreatStrides &&
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HasEffect(EffectType.GreatStrides))
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return false;
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if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
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(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
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return false;
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}
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return true;
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});
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var ret = new ActionSet();
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foreach (var ac in a)
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ret.SetFlag(ac);
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foreach (var action in AcceptedActions)
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if (CanUseAction(action, strict))
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ret.AddAction(action);
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return ret;
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}
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}
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+11
-17
@@ -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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@@ -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);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user