Tweak byregot scoring system, add bonuses to config

This commit is contained in:
Asriel Camora
2023-07-13 12:27:45 +02:00
parent 7787ae32d5
commit 9a75542e4b
8 changed files with 80 additions and 75 deletions
+2 -2
View File
@@ -12,8 +12,8 @@ internal sealed class AdvancedTouchCombo : BaseAction
public override int CPCost(Simulator s) => 18 + 18 + 18;
public override bool CanUse(Simulator s) =>
// BasicTouch.DurabilityCost vv vv StandardTouch.DurabilityCost
base.CanUse(s) && StandardTouchCombo.VerifyDurability3(s, 10, 10);
// BasicTouch.DurabilityCost vv vv StandardTouch.DurabilityCost
base.CanUse(s) && VerifyDurability3(s, 10, 10);
private static readonly BasicTouch ActionA = new();
private static readonly StandardTouch ActionB = new();
+50
View File
@@ -80,4 +80,54 @@ public abstract class BaseAction
builder.AppendLine($"{s.CalculateSuccessRate(SuccessRate(s)) * 100:##}%% Success Rate");
return builder.ToString();
}
private static bool VerifyDurability2(int durabilityA, int durability, Effects effects)
{
var wasteNots = effects.HasEffect(EffectType.WasteNot) || effects.HasEffect(EffectType.WasteNot2);
// -A
durability -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
if (durability <= 0)
return false;
// If we can do the first action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability2(SimulationState s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability2(Simulator s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, Effects effects)
{
var wasteNots = Math.Max(effects.GetDuration(EffectType.WasteNot), effects.GetDuration(EffectType.WasteNot2));
var manips = effects.HasEffect(EffectType.Manipulation);
durability -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
if (manips)
durability += 5;
if (wasteNots > 0)
wasteNots--;
durability -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
if (durability <= 0)
return false;
// If we can do the second action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(SimulationState s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
}
+2 -2
View File
@@ -12,8 +12,8 @@ internal sealed class FocusedSynthesisCombo : BaseAction
public override int CPCost(Simulator s) => 7 + 5;
public override bool CanUse(Simulator s) =>
// Observe.DurabilityCost v
base.CanUse(s) && StandardTouchCombo.VerifyDurability2(s, 0);
// Observe.DurabilityCost v
base.CanUse(s) && VerifyDurability2(s, 0);
private static readonly Observe ActionA = new();
private static readonly FocusedSynthesis ActionB = new();
+2 -2
View File
@@ -12,8 +12,8 @@ internal sealed class FocusedTouchCombo : BaseAction
public override int CPCost(Simulator s) => 7 + 18;
public override bool CanUse(Simulator s) =>
// Observe.DurabilityCost v
base.CanUse(s) && StandardTouchCombo.VerifyDurability2(s, 0);
// Observe.DurabilityCost v
base.CanUse(s) && VerifyDurability2(s, 0);
private static readonly Observe ActionA = new();
private static readonly FocusedTouch ActionB = new();
-41
View File
@@ -25,45 +25,4 @@ internal sealed class StandardTouchCombo : BaseAction
public override string GetTooltip(Simulator s, bool addUsability) =>
$"{ActionA.GetTooltip(s, addUsability)}\n{ActionB.GetTooltip(s, addUsability)}";
public static bool VerifyDurability2(Simulator s, int durabilityA)
{
var d = s.Durability;
var wasteNots = s.HasEffect(EffectType.WasteNot) || s.HasEffect(EffectType.WasteNot2);
// -A
d -= (int)MathF.Ceiling(durabilityA * (wasteNots ? .5f : 1f));
if (d <= 0)
return false;
// If we can do the first action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB)
{
var d = s.Durability;
var wasteNots = Math.Max(s.GetEffectDuration(EffectType.WasteNot), s.GetEffectDuration(EffectType.WasteNot2));
var manips = s.GetEffectDuration(EffectType.Manipulation);
d -= (int)MathF.Ceiling(durabilityA * wasteNots > 0 ? .5f : 1f);
if (d <= 0)
return false;
if (manips > 0)
d += 5;
if (wasteNots > 0)
wasteNots--;
d -= (int)MathF.Ceiling(durabilityB * wasteNots > 0 ? .5f : 1f);
if (d <= 0)
return false;
// If we can do the second action and still have durability left to survive to the next
// step (even before the Manipulation modifier), we can certainly do the next action.
return true;
}
}
+10 -26
View File
@@ -30,27 +30,18 @@ public struct SimulationNode
CompletionState.NoMoreActions :
simCompletionState;
public readonly float? CalculateScore(int maxStepCount) => CalculateScoreForState(State, SimulationCompletionState, maxStepCount);
public readonly float? CalculateScore(SolverConfig config) =>
CalculateScoreForState(State, SimulationCompletionState, config);
private static bool CanByregot(SimulationState state)
{
if (state.ActiveEffects.InnerQuiet == 0)
return false;
var wasteNot = Math.Max(state.ActiveEffects.WasteNot, state.ActiveEffects.WasteNot2);
var manipulation = state.ActiveEffects.Manipulation;
var durability = state.Durability;
durability -= wasteNot-- > 0 ? 5 : 10;
if (durability <= 0)
return false;
if (manipulation-- > 0)
durability += 5;
durability -= wasteNot-- > 0 ? 5 : 10;
return durability >= 0;
return BaseAction.VerifyDurability2(state, 10);
}
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState, int maxStepCount)
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState, SolverConfig config)
{
if (completionState != CompletionState.ProgressComplete)
return null;
@@ -58,40 +49,33 @@ public struct SimulationNode
static float Apply(float bonus, float value, float target) =>
bonus * Math.Min(1f, value / target);
var progressBonus = 0.20f;
var qualityBonus = 0.65f;
var durabilityBonus = 0.05f;
var cpBonus = 0.05f;
var fewerStepsBonus = 0.05f;
var progressScore = Apply(
progressBonus,
config.ScoreProgressBonus,
state.Progress,
state.Input.Recipe.MaxProgress
);
var byregotBonus = CanByregot(state) ? (state.ActiveEffects.InnerQuiet * .2f + 1) * state.Input.BaseQualityGain : 0;
var quality = Math.Clamp(state.Quality + byregotBonus, 0, state.Input.Recipe.MaxQuality);
var qualityScore = Apply(
qualityBonus,
quality,
config.ScoreQualityBonus,
state.Quality + byregotBonus,
state.Input.Recipe.MaxQuality
);
var durabilityScore = Apply(
durabilityBonus,
config.ScoreDurabilityBonus,
state.Durability,
state.Input.Recipe.MaxDurability
);
var cpScore = Apply(
cpBonus,
config.ScoreCPBonus,
state.CP,
state.Input.Stats.CP
);
var fewerStepsScore =
fewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / maxStepCount));
config.ScoreFewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / config.MaxStepCount));
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
}
+2 -2
View File
@@ -199,7 +199,7 @@ public sealed class Solver
ref var initialState = ref initialNode.State;
// expand once
if (initialState.IsComplete)
return (initialNode, initialState.CalculateScore(config.MaxStepCount) ?? 0);
return (initialNode, initialState.CalculateScore(config) ?? 0);
var poppedAction = initialState.AvailableActions.PopRandom(random);
var expandedNode = initialNode.Add(Execute(simulator, initialState.State, poppedAction, true));
@@ -225,7 +225,7 @@ public sealed class Solver
}
// store the result if a max score was reached
var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState, config.MaxStepCount) ?? 0;
var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState, config) ?? 0;
if (currentCompletionState == CompletionState.ProgressComplete)
{
if (score >= config.ScoreStorageThreshold && score >= MaxScore)
+12
View File
@@ -15,6 +15,12 @@ public readonly record struct SolverConfig
public int FurcatedActionCount { get; init; }
public bool StrictActions { get; init; }
public float ScoreProgressBonus { get; init; }
public float ScoreQualityBonus { get; init; }
public float ScoreDurabilityBonus { get; init; }
public float ScoreCPBonus { get; init; }
public float ScoreFewerStepsBonus { get; init; }
public SolverConfig()
{
Iterations = 300000;
@@ -26,5 +32,11 @@ public readonly record struct SolverConfig
ForkCount = Environment.ProcessorCount;
FurcatedActionCount = ForkCount / 2;
StrictActions = true;
ScoreProgressBonus = .20f;
ScoreQualityBonus = .65f;
ScoreDurabilityBonus = .05f;
ScoreCPBonus = .05f;
ScoreFewerStepsBonus = .05f;
}
}