Add furcated actions (better results than single thread & faster!)

This commit is contained in:
Asriel Camora
2023-07-09 08:59:39 +02:00
parent 2e2db97ca7
commit a9541e2e1d
4 changed files with 165 additions and 27 deletions
+66 -21
View File
@@ -1,8 +1,5 @@
using BenchmarkDotNet.Running;
using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using Craftimizer.Solver.Crafty;
using ObjectLayoutInspector;
using System.Diagnostics;
namespace Craftimizer.Benchmark;
@@ -18,14 +15,15 @@ internal static class Program
//return;
var input = new SimulationInput(
new CharacterStats {
Craftsmanship = 4041,
Control = 3905,
CP = 609,
new CharacterStats
{
Craftsmanship = 4078,
Control = 3897,
CP = 704,
Level = 90,
CanUseManipulation = true,
HasSplendorousBuff = true,
IsSpecialist = true,
HasSplendorousBuff = false,
IsSpecialist = false,
CLvl = 560,
},
new RecipeInfo()
@@ -46,25 +44,72 @@ internal static class Program
var config = new SolverConfig()
{
Iterations = 300_000,
Iterations = 100_000,
ForkCount = 8,
};
Debugger.Break();
for (var i = 0; i < 7; ++i)
{
Console.WriteLine($"{i + 1}");
var c = config with { FurcatedActionCount = i + 1 };
Benchmark(() => Solver.Crafty.Solver.SearchStepwiseFurcated(c, input).State);
}
}
private static void Benchmark(Func<SimulationState> search)
{
var s = Stopwatch.StartNew();
if (true) {
(_, var state) = Solver.Crafty.Solver.SearchStepwiseForked(config, input, a => Console.WriteLine(a));
Console.WriteLine($"Qual: {state.Quality}/{state.Input.Recipe.MaxQuality}");
List<int> q = new();
for (var i = 0; i < 60; ++i)
{
var state = search();
//Console.WriteLine($"Qual: {state.Quality}/{state.Input.Recipe.MaxQuality}");
q.Add(state.Quality);
}
s.Stop();
Console.WriteLine($"{s.Elapsed.TotalMilliseconds/60:0.00}ms/cycle");
Console.WriteLine(string.Join(',', q));
q.Sort();
Console.WriteLine($"Min: {Quartile(q, 0)}, Max: {Quartile(q, 4)}, Avg: {Quartile(q, 2)}, Q1: {Quartile(q, 1)}, Q3: {Quartile(q, 3)}");
}
// https://stackoverflow.com/a/31536435
private static float Quartile(List<int> input, int quartile)
{
float dblPercentage = quartile switch
{
0 => 0, // Smallest value in the data set
1 => 25, // First quartile (25th percentile)
2 => 50, // Second quartile (50th percentile)
3 => 75, // Third quartile (75th percentile)
4 => 100, // Largest value in the data set
_ => 0,
};
if (dblPercentage >= 100) return input[^1];
var position = (input.Count + 1) * dblPercentage / 100f;
var n = (dblPercentage / 100f * (input.Count - 1)) + 1;
float leftNumber, rightNumber;
if (position >= 1)
{
leftNumber = input[(int)MathF.Floor(n) - 1];
rightNumber = input[(int)MathF.Floor(n)];
}
else
{
var (actions, state) = Solver.Crafty.Solver.SearchOneshotForked(config, input);
foreach (var action in actions)
Console.WriteLine(action);
Console.WriteLine($"Qual: {state.Quality}/{state.Input.Recipe.MaxQuality}");
leftNumber = input[0]; // first data
rightNumber = input[1]; // first data
}
if (leftNumber == rightNumber)
return leftNumber;
else
{
var part = n - MathF.Floor(n);
return leftNumber + (part * (rightNumber - leftNumber));
}
s.Stop();
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}");
Debugger.Break();
}
}
+21 -1
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@@ -32,6 +32,24 @@ public struct SimulationNode
public readonly float? CalculateScore(int maxStepCount) => CalculateScoreForState(State, SimulationCompletionState, maxStepCount);
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;
}
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState, int maxStepCount)
{
if (completionState != CompletionState.ProgressComplete)
@@ -52,9 +70,11 @@ public struct SimulationNode
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,
state.Quality,
quality,
state.Input.Recipe.MaxQuality
);
+76 -5
View File
@@ -4,6 +4,7 @@ using System.Diagnostics;
using System.Diagnostics.Contracts;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
using Node = Craftimizer.Solver.Crafty.ArenaNode<Craftimizer.Solver.Crafty.SimulationNode>;
namespace Craftimizer.Solver.Crafty;
@@ -267,10 +268,80 @@ public sealed class Solver
}
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback, CancellationToken token = default) =>
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseFurcated(SolverConfig config, SimulationInput input, CancellationToken token = default) =>
SearchStepwiseFurcated(config, new SimulationState(input), token);
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseFurcated(SolverConfig config, SimulationState state, CancellationToken token = default)
{
var bestSims = new List<(float Score, (List<ActionType> Actions, SimulationState State) Result)>();
var sim = new Simulator(state, config.MaxStepCount);
var activeStates = new List<(List<ActionType> Actions, SimulationState State)>() { (new(), state) };
while (activeStates.Count != 0)
{
if (token.IsCancellationRequested)
break;
var s = Stopwatch.StartNew();
var tasks = new List<Task<(float MaxScore, int FurcatedActionIdx, (List<ActionType> Actions, SimulationNode Node) Solution)>>(config.ForkCount);
for (var i = 0; i < config.ForkCount; i++)
{
var stateIdx = (int)((float)i / config.ForkCount * activeStates.Count);
var st = activeStates[stateIdx];
tasks.Add(
Task.Run(() =>
{
var solver = new Solver(config, activeStates[stateIdx].State);
solver.Search(token, config.Iterations / config.ForkCount);
return (solver.MaxScore, stateIdx, solver.Solution());
}, token)
);
}
Task.WaitAll(tasks.ToArray(), CancellationToken.None);
s.Stop();
var bestActions = tasks.Select(t => t.Result).OrderByDescending(r => r.MaxScore).Take(config.FurcatedActionCount).ToArray();
var bestAction = bestActions[0];
if (bestAction.MaxScore >= config.ScoreStorageThreshold)
{
var (maxScore, furcatedActionIdx, (solutionActions, solutionNode)) = bestAction;
var (activeActions, activeState) = activeStates[furcatedActionIdx];
activeActions.AddRange(solutionActions);
return (activeActions, solutionNode.State);
}
var newStates = new List<(List<ActionType> Actions, SimulationState State)>(config.FurcatedActionCount);
for (var i = 0; i < bestActions.Length; ++i)
{
var (maxScore, furcatedActionIdx, (solutionActions, solutionNode)) = bestActions[i];
var (activeActions, activeState) = activeStates[furcatedActionIdx];
var chosenAction = solutionActions[0];
var newActions = new List<ActionType>(activeActions) { chosenAction };
var newState = sim.Execute(activeState, chosenAction).NewState;
if (sim.IsComplete)
bestSims.Add((maxScore, (newActions, newState)));
else
newStates.Add((newActions, newState));
}
activeStates = newStates;
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / config.ForkCount / s.Elapsed.TotalSeconds / 1000:0.00} kI/s/t");
}
return bestSims.MaxBy(s => s.Score).Result;
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback = null, CancellationToken token = default) =>
SearchStepwiseForked(config, new SimulationState(input), actionCallback, token);
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token = default)
public static (List<ActionType> Actions, SimulationState State) SearchStepwiseForked(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback = null, CancellationToken token = default)
{
var actions = new List<ActionType>();
var sim = new Simulator(state, config.MaxStepCount);
@@ -305,7 +376,7 @@ public sealed class Solver
var chosen_action = solutionActions[0];
actionCallback?.Invoke(chosen_action);
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / s.Elapsed.TotalSeconds / 1000:0.00} kI/s");
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / config.ForkCount / s.Elapsed.TotalSeconds / 1000:0.00} kI/s/t");
(_, state) = sim.Execute(state, chosen_action);
actions.Add(chosen_action);
@@ -314,10 +385,10 @@ public sealed class Solver
return (actions, state);
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback, CancellationToken token = default) =>
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback = null, CancellationToken token = default) =>
SearchStepwise(config, new SimulationState(input), actionCallback, token);
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token = default)
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback = null, CancellationToken token = default)
{
var actions = new List<ActionType>();
var sim = new Simulator(state, config.MaxStepCount);
+2
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@@ -12,6 +12,7 @@ public readonly record struct SolverConfig
public int MaxStepCount { get; init; }
public int MaxRolloutStepCount { get; init; }
public int ForkCount { get; init; }
public int FurcatedActionCount { get; init; }
public bool StrictActions { get; init; }
public SolverConfig()
@@ -23,6 +24,7 @@ public readonly record struct SolverConfig
MaxStepCount = 25;
MaxRolloutStepCount = MaxStepCount;
ForkCount = Environment.ProcessorCount;
FurcatedActionCount = ForkCount / 2;
StrictActions = true;
}
}