fix to be identical to crafty, remove debugs
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@@ -59,8 +59,6 @@ public readonly record struct SimulationNode
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var fewerStepsScore =
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fewerStepsBonus * (1f - ((float)(State.ActionCount + 1) / Solver.MaxStepCount));
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Solver.WriteLine($"score: {progressScore:0.00000} {qualityScore:0.00000} {durabilityScore:0.00000} {cpScore:0.00000} {fewerStepsScore:0.00000}");
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return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
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}
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}
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@@ -7,7 +7,7 @@ namespace Craftimizer.Solver.Crafty;
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public class Simulator : Sim
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{
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public new CompletionState CompletionState =>
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ActionHistory.Count >= Solver.MaxStepCount ?
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(ActionHistory.Count + 1) >= Solver.MaxStepCount ?
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CompletionState.MaxActionCountReached :
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(CompletionState)base.CompletionState;
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public override bool IsComplete => CompletionState != CompletionState.Incomplete;
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@@ -63,6 +63,12 @@ public class Simulator : Sim
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if (!baseAction.CanUse)
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return false;
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if (action == ActionType.StandardTouch && CP < 32)
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return false;
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if (action == ActionType.AdvancedTouch && CP < 46)
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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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@@ -75,7 +81,7 @@ public class Simulator : Sim
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return false;
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if (action == ActionType.Groundwork &&
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Durability < baseAction.DurabilityCost)
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Durability < CalculateDurabilityCost(baseAction.DurabilityCost))
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return false;
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if (action == ActionType.FinalAppraisal)
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@@ -127,7 +133,7 @@ public class Simulator : Sim
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}
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if (action == ActionType.ByregotsBlessing &&
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GetEffect(EffectType.InnerQuiet)?.Strength <= 1)
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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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@@ -151,7 +157,7 @@ public class Simulator : Sim
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return false;
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if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
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(GetEffect(EffectType.Veneration)?.Duration > 1 || GetEffect(EffectType.Innovation)?.Duration > 1))
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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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+4
-40
@@ -11,23 +11,12 @@ public class Solver
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//public Random Random => Simulator.Input.Random;
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public const int Iterations = 100000;
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public const int Iterations = 1000;
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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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public const int MaxStepCount = 25;
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public static void Write(string data)
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{
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if (false)
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Console.Write(data);
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}
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public static void WriteLine(string data)
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{
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if (false)
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Console.WriteLine(data);
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}
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public Solver(SimulationState state, bool strict)
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{
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Simulator = new(state);
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@@ -88,9 +77,6 @@ public class Solver
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var exploitation = ((1f - w) * average_score) + (w * node.MaxScore);
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var exploration = MathF.Sqrt(c * MathF.Log(parent.Visits) / visits);
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WriteLine($"a {node.ScoreSum} {node.MaxScore}");
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WriteLine($"b {exploitation} {exploration}");
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return exploitation + exploration;
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}
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@@ -143,36 +129,27 @@ public class Solver
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var expandable = selectedNode.State.AvailableActions.Count != 0;
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var likelyTerminal = selectedNode.Children.Count == 0;
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WriteLine("select:");
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WriteLine($"{expandable} {likelyTerminal}".ToLower());
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if (expandable || likelyTerminal) {
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break;
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}
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// select the node with the highest score
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selectedIndex = RustMaxBy(selectedNode.Children, n => Eval(Tree.Get(n).State.Scores, selectedNode.State.Scores));
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WriteLine($"{selectedIndex}");
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}
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return selectedIndex;
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}
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public (int Index, CompletionState State, float Score) ExpandAndRollout(int initialIndex)
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{
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WriteLine("expand_and_rollout");
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WriteLine($"{initialIndex}");
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// expand once
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var initialNode = Tree.Get(initialIndex).State;
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if (initialNode.IsComplete)
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{
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WriteLine($"ret {initialIndex} {initialNode.CompletionState}");
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return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
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}
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var randomAction = initialNode.AvailableActions.ElementAt(0);
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initialNode.AvailableActions.Remove(randomAction);
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WriteLine($"pick {randomAction.IntName()}");
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initialNode.AvailableActions.RemoveAt(0);
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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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WriteLine($"ins {expandedIndex}");
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// playout to a terminal state
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var currentState = Tree.Get(expandedIndex).State;
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@@ -189,14 +166,8 @@ public class Solver
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var score = currentState.CalculateScore() ?? 0;
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if (currentState.CompletionState == CompletionState.ProgressComplete)
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{
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WriteLine($"calc: {score:0.00000}");
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if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Scores.MaxScore)
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{
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WriteLine("exp_a");
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foreach (var action in currentState.State.ActionHistory.Skip(preCount))
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Write($">{action.IntName()}");
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WriteLine("");
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(var terminalIndex, _) = ExecuteActions(expandedIndex, currentState.State.ActionHistory.Skip(preCount).ToList(), true);
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return (terminalIndex, currentState.CompletionState, score);
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}
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@@ -206,7 +177,6 @@ public class Solver
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public void Backpropagate(int startIndex, int targetIndex, float score)
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{
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WriteLine($"back {startIndex}->{targetIndex} {score}");
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var currentIndex = startIndex;
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while (true)
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{
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@@ -215,7 +185,6 @@ public class Solver
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currentScores.Visits++;
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currentScores.ScoreSum += score;
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currentScores.MaxScore = Math.Max(currentScores.MaxScore, score);
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WriteLine($"bak {currentIndex} {currentScores.Visits} {currentScores.ScoreSum} {currentScores.MaxScore}");
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if (currentIndex == targetIndex)
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break;
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@@ -228,27 +197,22 @@ public class Solver
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{
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for (var i = 0; i < Iterations; i++)
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{
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WriteLine($"search {i}");
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var selectedIndex = Select(startIndex);
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var (endIndex, state, score) = ExpandAndRollout(selectedIndex);
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var (endIndex, _, score) = ExpandAndRollout(selectedIndex);
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WriteLine($"backp {endIndex} {score}");
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Backpropagate(endIndex, startIndex, score);
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}
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}
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public (List<ActionType> Actions, SimulationNode Node) Solution()
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{
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WriteLine("sol");
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var actions = new List<ActionType>();
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var node = Tree.Get(0);
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while (node.Children.Count != 0) {
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var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Scores.MaxScore);
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WriteLine($"next: {next_index}");
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node = Tree.Get(next_index);
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if (node.State.Action != null)
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{
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WriteLine($"act: {node.State.Action.Value.IntName()}");
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actions.Add(node.State.Action.Value);
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}
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}
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