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