fix to be identical to crafty, remove debugs
This commit is contained in:
@@ -27,6 +27,14 @@ internal class Program
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};
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var actions = new List<ActionType>();
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if (true)
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(actions, _) = Solver.Crafty.Solver.SearchStepwise(input, actions, a => Console.WriteLine(a));
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else
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{
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(actions, _) = Solver.Crafty.Solver.SearchOneshot(input, actions);
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foreach (var action in actions)
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Console.Write($">{action.IntName()}");
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Console.WriteLine();
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}
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}
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}
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@@ -138,27 +138,27 @@ internal static class EffectExtensions
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public static Status Status(this EffectType me) =>
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LuminaSheets.StatusSheet.GetRow(me.StatusId())!;
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public static ushort GetIconId(this Effect me)
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public static ushort GetIconId(this EffectType me, int strength)
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{
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var status = me.Type.Status();
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var status = me.Status();
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uint iconId = status.Icon;
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if (status.MaxStacks != 0 && me.Strength != null)
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iconId += (uint)Math.Clamp(me.Strength!.Value, 1, status.MaxStacks) - 1;
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if (status.MaxStacks != 0)
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iconId += (uint)Math.Clamp(strength, 1, status.MaxStacks) - 1;
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return (ushort)iconId;
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}
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public static TextureWrap GetIcon(this Effect me) =>
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Icons.GetIconFromId(me.GetIconId());
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public static TextureWrap GetIcon(this EffectType me, int strength) =>
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Icons.GetIconFromId(me.GetIconId(strength));
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public static string GetTooltip(this Effect me)
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public static string GetTooltip(this EffectType me, int strength, int duration)
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{
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var status = me.Type.Status();
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var status = me.Status();
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var name = new StringBuilder();
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name.Append(status.Name.ToDalamudString().TextValue);
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if (status.MaxStacks != 0 && me.Strength != null)
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name.Append($" {me.Strength}");
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if (!status.IsPermanent && me.Duration != null)
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name.Append($" > {me.Duration}");
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if (status.MaxStacks != 0)
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name.Append($" {strength}");
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if (!status.IsPermanent)
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name.Append($" > {duration}");
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return name.ToString();
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}
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}
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@@ -109,14 +109,16 @@ public class SimulatorWindow : Window
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ImGui.PopStyleColor();
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ImGuiHelpers.ScaledDummy(5);
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ImGui.Text($"Effects:");
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foreach (var effect in State.ActiveEffects)
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foreach (var effect in Enum.GetValues<EffectType>())
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{
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var icon = effect.GetIcon();
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var strength = Simulation.GetEffectStrength(effect);
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var duration = Simulation.GetEffectDuration(effect);
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var icon = effect.GetIcon(strength);
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var h = ImGui.GetFontSize() * 1.25f;
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var w = icon.Width * h / icon.Height;
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ImGui.Image(icon.ImGuiHandle, new Vector2(w, h));
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ImGui.SameLine();
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ImGui.Text(effect.GetTooltip());
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ImGui.Text(effect.GetTooltip(strength, duration));
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}
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ImGuiHelpers.ScaledDummy(5);
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{
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@@ -32,14 +32,17 @@ public abstract class BaseAction
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public virtual void Use()
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{
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if (Simulation.RollSuccess(SuccessRate))
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UseSuccess();
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Simulation.ReduceCP(CPCost);
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Simulation.ReduceDurability(DurabilityCost);
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if (Simulation.Durability > 0)
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{
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if (Simulation.HasEffect(EffectType.Manipulation))
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Simulation.RestoreDurability(5);
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if (Simulation.RollSuccess(SuccessRate))
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UseSuccess();
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}
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if (IncreasesStepCount)
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Simulation.IncreaseStepCount();
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@@ -4,7 +4,8 @@ namespace Craftimizer.Simulator.Actions;
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internal abstract class BaseBuffAction : BaseAction
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{
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public abstract Effect Effect { get; }
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public abstract EffectType Effect { get; }
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public virtual byte Duration => 1;
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public virtual EffectType[] ConflictingEffects => Array.Empty<EffectType>();
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public override int DurabilityCost => 0;
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@@ -14,13 +15,13 @@ internal abstract class BaseBuffAction : BaseAction
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if (ConflictingEffects.Length != 0)
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foreach(var effect in ConflictingEffects)
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Simulation.RemoveEffect(effect);
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Simulation.AddEffect(Effect.Type, Effect.Duration, Effect.Strength);
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Simulation.AddEffect(Effect, Duration);
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}
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public override string GetTooltip(bool addUsability)
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{
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var builder = new StringBuilder(base.GetTooltip(addUsability));
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builder.AppendLine($"{Effect.Duration} Steps");
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builder.AppendLine($"{Duration} Steps");
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return builder.ToString();
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}
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}
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@@ -7,7 +7,7 @@ internal class ByregotsBlessing : BaseAction
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public override uint ActionId => 100339;
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public override int CPCost => 24;
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public override float Efficiency => 1.00f + (0.20f * (Simulation.GetEffect(EffectType.InnerQuiet)?.Strength ?? 0));
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public override float Efficiency => 1.00f + (0.20f * Simulation.GetEffectStrength(EffectType.InnerQuiet));
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public override bool IncreasesQuality => true;
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public override bool CanUse => Simulation.HasEffect(EffectType.InnerQuiet) && base.CanUse;
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@@ -9,5 +9,6 @@ internal class FinalAppraisal : BaseBuffAction
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public override int CPCost => 1;
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public override bool IncreasesStepCount => false;
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public override Effect Effect => new() { Type = EffectType.FinalAppraisal, Duration = 5 };
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public override EffectType Effect => EffectType.FinalAppraisal;
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public override byte Duration => 5;
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}
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@@ -8,5 +8,6 @@ internal class GreatStrides : BaseBuffAction
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public override int CPCost => 32;
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public override Effect Effect => new() { Type = EffectType.GreatStrides, Duration = 3 };
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public override EffectType Effect => EffectType.GreatStrides;
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public override byte Duration => 3;
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}
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@@ -13,8 +13,7 @@ internal class Groundwork : BaseAction
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get
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{
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var ret = Simulation.Input.Stats.Level >= 86 ? 3.60f : 3.00f;
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// TODO: does not account for waste not
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return Simulation.Durability < DurabilityCost ? ret / 2 : ret;
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return Simulation.Durability < Simulation.CalculateDurabilityCost(DurabilityCost) ? ret / 2 : ret;
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}
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}
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public override bool IncreasesProgress => true;
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@@ -9,7 +9,7 @@ internal class HeartAndSoul : BaseBuffAction
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public override int CPCost => 0;
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public override bool IncreasesStepCount => false;
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public override Effect Effect => new() { Type = EffectType.HeartAndSoul };
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public override EffectType Effect => EffectType.HeartAndSoul;
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public override bool CanUse => Simulation.Input.Stats.IsSpecialist && Simulation.CountPreviousAction(ActionType.HeartAndSoul) == 0;
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}
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@@ -8,5 +8,6 @@ internal class Innovation : BaseBuffAction
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public override int CPCost => 18;
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public override Effect Effect => new() { Type = EffectType.Innovation, Duration = 4 };
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public override EffectType Effect => EffectType.Innovation;
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public override byte Duration => 4;
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}
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@@ -8,5 +8,19 @@ internal class Manipulation : BaseBuffAction
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public override int CPCost => 96;
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public override Effect Effect => new() { Type = EffectType.Manipulation, Duration = 8 };
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public override EffectType Effect => EffectType.Manipulation;
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public override byte Duration => 8;
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public override void Use()
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{
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if (Simulation.HasEffect(EffectType.Manipulation))
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Simulation.RestoreDurability(5);
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Simulation.ReduceCP(CPCost);
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Simulation.ReduceDurability(DurabilityCost);
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UseSuccess();
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Simulation.IncreaseStepCount();
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}
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}
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@@ -12,6 +12,6 @@ internal class TrainedFinesse : BaseAction
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public override int DurabilityCost => 0;
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public override bool CanUse =>
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(Simulation.GetEffect(EffectType.InnerQuiet)?.Strength ?? 0) == 10
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Simulation.GetEffectStrength(EffectType.InnerQuiet) == 10
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&& base.CanUse;
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}
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@@ -9,5 +9,6 @@ internal class Veneration : BaseBuffAction
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public override int CPCost => 18;
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public override int DurabilityCost => 0;
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public override Effect Effect => new() { Type = EffectType.Veneration, Duration = 4 };
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public override EffectType Effect => EffectType.Veneration;
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public override byte Duration => 4;
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}
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@@ -8,6 +8,7 @@ internal class WasteNot : BaseBuffAction
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public override int CPCost => 56;
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public override Effect Effect => new() { Type = EffectType.WasteNot, Duration = 4 };
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public override EffectType Effect => EffectType.WasteNot;
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public override byte Duration => 4;
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public override EffectType[] ConflictingEffects => new[] { EffectType.WasteNot2 };
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}
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@@ -8,6 +8,7 @@ internal class WasteNot2 : BaseBuffAction
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public override int CPCost => 98;
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public override Effect Effect => new() { Type = EffectType.WasteNot2, Duration = 8 };
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public override EffectType Effect => EffectType.WasteNot2;
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public override byte Duration => 8;
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public override EffectType[] ConflictingEffects => new[] { EffectType.WasteNot };
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}
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@@ -1,14 +0,0 @@
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namespace Craftimizer.Simulator;
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public readonly record struct Effect
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{
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public EffectType Type { get; init; }
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public int? Duration { get; init; }
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public int? Strength { get; init; }
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public bool HasDuration => Duration != null;
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public bool HasStrength => Strength != null;
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public Effect DecrementDuration() => this with { Duration = Duration - 1 };
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public Effect IncrementStrength() => this with { Strength = Strength + 1 };
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}
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@@ -0,0 +1,102 @@
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namespace Craftimizer.Simulator;
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public record struct Effects
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{
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public byte InnerQuiet { get; set; }
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public byte WasteNot { get; set; }
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public byte Veneration { get; set; }
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public byte GreatStrides { get; set; }
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public byte Innovation { get; set; }
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public byte FinalAppraisal { get; set; }
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public byte WasteNot2 { get; set; }
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public byte MuscleMemory { get; set; }
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public byte Manipulation { get; set; }
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public bool HeartAndSoul { get; set; }
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public void SetDuration(EffectType effect, byte duration)
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{
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switch (effect)
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{
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case EffectType.InnerQuiet:
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if (duration == 0)
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InnerQuiet = 0;
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break;
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case EffectType.WasteNot:
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WasteNot = duration;
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break;
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case EffectType.Veneration:
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Veneration = duration;
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break;
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case EffectType.GreatStrides:
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GreatStrides = duration;
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break;
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case EffectType.Innovation:
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Innovation = duration;
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break;
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case EffectType.FinalAppraisal:
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FinalAppraisal = duration;
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break;
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case EffectType.WasteNot2:
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WasteNot2 = duration;
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break;
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case EffectType.MuscleMemory:
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MuscleMemory = duration;
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break;
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case EffectType.Manipulation:
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Manipulation = duration;
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break;
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case EffectType.HeartAndSoul:
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HeartAndSoul = duration != 0;
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break;
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}
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}
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public void Strengthen(EffectType effect)
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{
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if (effect == EffectType.InnerQuiet && InnerQuiet < 10)
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InnerQuiet++;
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}
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public byte GetDuration(EffectType effect) =>
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effect switch
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{
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EffectType.InnerQuiet => (byte)(InnerQuiet != 0 ? 1 : 0),
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EffectType.WasteNot => WasteNot,
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EffectType.Veneration => Veneration,
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EffectType.GreatStrides => GreatStrides,
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EffectType.Innovation => Innovation,
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EffectType.FinalAppraisal => FinalAppraisal,
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EffectType.WasteNot2 => WasteNot2,
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EffectType.MuscleMemory => MuscleMemory,
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EffectType.Manipulation => Manipulation,
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EffectType.HeartAndSoul => (byte)(HeartAndSoul ? 1 : 0),
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_ => 0
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};
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public byte GetStrength(EffectType effect) =>
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effect == EffectType.InnerQuiet ? InnerQuiet :
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(byte)(GetDuration(effect) != 0 ? 1 : 0);
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public bool HasEffect(EffectType effect) =>
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GetDuration(effect) != 0;
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public void DecrementDuration()
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{
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if (WasteNot > 0)
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WasteNot--;
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if (WasteNot2 > 0)
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WasteNot2--;
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if (Veneration > 0)
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Veneration--;
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if (GreatStrides > 0)
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GreatStrides--;
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if (Innovation > 0)
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Innovation--;
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if (FinalAppraisal > 0)
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FinalAppraisal--;
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if (MuscleMemory > 0)
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MuscleMemory--;
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if (Manipulation > 0)
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Manipulation--;
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}
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}
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@@ -1,6 +1,4 @@
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using Craftimizer.Simulator.Actions;
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using System;
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using System.Collections.Generic;
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namespace Craftimizer.Simulator;
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@@ -16,7 +14,7 @@ public readonly record struct SimulationState
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public int Durability { get; init; }
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public int CP { get; init; }
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public Condition Condition { get; init; }
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public List<Effect> ActiveEffects { get; init; }
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public Effects ActiveEffects { get; init; }
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public List<ActionType> ActionHistory { get; init; }
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// https://github.com/ffxiv-teamcraft/simulator/blob/0682dfa76043ff4ccb38832c184d046ceaff0733/src/model/tables.ts#L2
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+16
-48
@@ -11,7 +11,7 @@ public class Simulator
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public int Durability { get; private set; }
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public int CP { get; private set; }
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public Condition Condition { get; private set; }
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public List<Effect> ActiveEffects { get; private set; }
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public Effects ActiveEffects;
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public List<ActionType> ActionHistory { get; private set; }
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public bool IsFirstStep => StepCount == 0;
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@@ -47,7 +47,7 @@ public class Simulator
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Durability = state.Durability;
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CP = state.CP;
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Condition = state.Condition;
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ActiveEffects = new(state.ActiveEffects);
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ActiveEffects = state.ActiveEffects;
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ActionHistory = new(state.ActionHistory);
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}
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@@ -60,7 +60,7 @@ public class Simulator
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Durability = Durability,
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CP = CP,
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Condition = Condition,
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ActiveEffects = ActiveEffects!,
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ActiveEffects = ActiveEffects,
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ActionHistory = ActionHistory!,
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};
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@@ -88,68 +88,36 @@ public class Simulator
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baseAction.Use();
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ActionHistory!.Add(action);
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for (var i = 0; i < ActiveEffects!.Count; ++i)
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{
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var effect = ActiveEffects[i].DecrementDuration();
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if (effect.Duration == 0)
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{
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ActiveEffects.RemoveAt(i);
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--i;
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}
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else
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ActiveEffects[i] = effect;
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}
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ActiveEffects.DecrementDuration();
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return ActionResponse.UsedAction;
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}
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private int GetEffectIdx(EffectType effect) =>
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ActiveEffects!.FindIndex(e => e.Type == effect);
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public int GetEffectStrength(EffectType effect) =>
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ActiveEffects.GetStrength(effect);
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public Effect? GetEffect(EffectType effect)
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{
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var idx = GetEffectIdx(effect);
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return idx == -1 ? null : ActiveEffects![idx];
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}
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public int GetEffectDuration(EffectType effect) =>
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ActiveEffects.GetDuration(effect);
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public void AddEffect(EffectType effect, int? duration = null, int? strength = null)
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public void AddEffect(EffectType effect, int duration)
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{
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if (Condition == Condition.Primed && duration != null)
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if (Condition == Condition.Primed)
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duration += 2;
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// Duration will be decreased in the next step, so we need to add 1
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if (duration != null)
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duration++;
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var newEffect = new Effect { Type = effect, Duration = duration, Strength = strength };
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var effectIdx = GetEffectIdx(effect);
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if (effectIdx != -1)
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ActiveEffects![effectIdx] = newEffect;
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else
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ActiveEffects!.Add(newEffect);
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ActiveEffects.SetDuration(effect, (byte)duration);
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}
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public void StrengthenEffect(EffectType effect, int? duration = null)
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{
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if (duration != null)
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duration += 1;
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var effectIdx = GetEffectIdx(effect);
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if (effectIdx != -1)
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{
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if (effect == EffectType.InnerQuiet && ActiveEffects![effectIdx].Strength < 10)
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ActiveEffects[effectIdx] = ActiveEffects[effectIdx].IncrementStrength();
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}
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else
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ActiveEffects!.Add(new Effect { Type = effect, Duration = duration, Strength = 1 });
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||||
}
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||||
public void StrengthenEffect(EffectType effect) =>
|
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ActiveEffects.Strengthen(effect);
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|
||||
public void RemoveEffect(EffectType effect) =>
|
||||
ActiveEffects!.RemoveAll(e => e.Type == effect);
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ActiveEffects.SetDuration(effect, 0);
|
||||
|
||||
public bool HasEffect(EffectType effect) =>
|
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ActiveEffects!.Any(e => e.Type == effect);
|
||||
ActiveEffects.HasEffect(effect);
|
||||
|
||||
public bool IsPreviousAction(ActionType action, int stepsBack = 1) =>
|
||||
ActionHistory!.Count >= stepsBack && ActionHistory[^stepsBack] == action;
|
||||
@@ -287,7 +255,7 @@ public class Simulator
|
||||
if (HasEffect(EffectType.Innovation))
|
||||
buffModifier += 0.50f;
|
||||
|
||||
buffModifier *= 1 + ((GetEffect(EffectType.InnerQuiet)?.Strength ?? 0) * 0.10f);
|
||||
buffModifier *= 1 + (GetEffectStrength(EffectType.InnerQuiet) * 0.10f);
|
||||
|
||||
var conditionModifier = Condition switch
|
||||
{
|
||||
|
||||
@@ -59,8 +59,6 @@ public readonly record struct SimulationNode
|
||||
var fewerStepsScore =
|
||||
fewerStepsBonus * (1f - ((float)(State.ActionCount + 1) / Solver.MaxStepCount));
|
||||
|
||||
Solver.WriteLine($"score: {progressScore:0.00000} {qualityScore:0.00000} {durabilityScore:0.00000} {cpScore:0.00000} {fewerStepsScore:0.00000}");
|
||||
|
||||
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@ namespace Craftimizer.Solver.Crafty;
|
||||
public class Simulator : Sim
|
||||
{
|
||||
public new CompletionState CompletionState =>
|
||||
ActionHistory.Count >= Solver.MaxStepCount ?
|
||||
(ActionHistory.Count + 1) >= Solver.MaxStepCount ?
|
||||
CompletionState.MaxActionCountReached :
|
||||
(CompletionState)base.CompletionState;
|
||||
public override bool IsComplete => CompletionState != CompletionState.Incomplete;
|
||||
@@ -63,6 +63,12 @@ public class Simulator : Sim
|
||||
if (!baseAction.CanUse)
|
||||
return false;
|
||||
|
||||
if (action == ActionType.StandardTouch && CP < 32)
|
||||
return false;
|
||||
|
||||
if (action == ActionType.AdvancedTouch && CP < 46)
|
||||
return false;
|
||||
|
||||
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
|
||||
return false;
|
||||
|
||||
@@ -75,7 +81,7 @@ public class Simulator : Sim
|
||||
return false;
|
||||
|
||||
if (action == ActionType.Groundwork &&
|
||||
Durability < baseAction.DurabilityCost)
|
||||
Durability < CalculateDurabilityCost(baseAction.DurabilityCost))
|
||||
return false;
|
||||
|
||||
if (action == ActionType.FinalAppraisal)
|
||||
@@ -127,7 +133,7 @@ public class Simulator : Sim
|
||||
}
|
||||
|
||||
if (action == ActionType.ByregotsBlessing &&
|
||||
GetEffect(EffectType.InnerQuiet)?.Strength <= 1)
|
||||
GetEffectStrength(EffectType.InnerQuiet) <= 1)
|
||||
return false;
|
||||
|
||||
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
|
||||
@@ -151,7 +157,7 @@ public class Simulator : Sim
|
||||
return false;
|
||||
|
||||
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
|
||||
(GetEffect(EffectType.Veneration)?.Duration > 1 || GetEffect(EffectType.Innovation)?.Duration > 1))
|
||||
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
+4
-40
@@ -11,23 +11,12 @@ public class Solver
|
||||
|
||||
//public Random Random => Simulator.Input.Random;
|
||||
|
||||
public const int Iterations = 100000;
|
||||
public const int Iterations = 1000;
|
||||
public const float ScoreStorageThreshold = 1f;
|
||||
public const float MaxScoreWeightingConstant = 0.1f;
|
||||
public const float ExplorationConstant = 4f;
|
||||
public const int MaxStepCount = 25;
|
||||
|
||||
public static void Write(string data)
|
||||
{
|
||||
if (false)
|
||||
Console.Write(data);
|
||||
}
|
||||
public static void WriteLine(string data)
|
||||
{
|
||||
if (false)
|
||||
Console.WriteLine(data);
|
||||
}
|
||||
|
||||
public Solver(SimulationState state, bool strict)
|
||||
{
|
||||
Simulator = new(state);
|
||||
@@ -88,9 +77,6 @@ public class Solver
|
||||
var exploitation = ((1f - w) * average_score) + (w * node.MaxScore);
|
||||
var exploration = MathF.Sqrt(c * MathF.Log(parent.Visits) / visits);
|
||||
|
||||
WriteLine($"a {node.ScoreSum} {node.MaxScore}");
|
||||
WriteLine($"b {exploitation} {exploration}");
|
||||
|
||||
return exploitation + exploration;
|
||||
}
|
||||
|
||||
@@ -143,36 +129,27 @@ public class Solver
|
||||
|
||||
var expandable = selectedNode.State.AvailableActions.Count != 0;
|
||||
var likelyTerminal = selectedNode.Children.Count == 0;
|
||||
WriteLine("select:");
|
||||
WriteLine($"{expandable} {likelyTerminal}".ToLower());
|
||||
if (expandable || likelyTerminal) {
|
||||
break;
|
||||
}
|
||||
|
||||
// select the node with the highest score
|
||||
selectedIndex = RustMaxBy(selectedNode.Children, n => Eval(Tree.Get(n).State.Scores, selectedNode.State.Scores));
|
||||
WriteLine($"{selectedIndex}");
|
||||
}
|
||||
return selectedIndex;
|
||||
}
|
||||
|
||||
public (int Index, CompletionState State, float Score) ExpandAndRollout(int initialIndex)
|
||||
{
|
||||
WriteLine("expand_and_rollout");
|
||||
WriteLine($"{initialIndex}");
|
||||
// expand once
|
||||
var initialNode = Tree.Get(initialIndex).State;
|
||||
if (initialNode.IsComplete)
|
||||
{
|
||||
WriteLine($"ret {initialIndex} {initialNode.CompletionState}");
|
||||
return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
|
||||
}
|
||||
|
||||
var randomAction = initialNode.AvailableActions.ElementAt(0);
|
||||
initialNode.AvailableActions.Remove(randomAction);
|
||||
WriteLine($"pick {randomAction.IntName()}");
|
||||
initialNode.AvailableActions.RemoveAt(0);
|
||||
var expandedState = Execute(initialNode.State, randomAction, true);
|
||||
var expandedIndex = Tree.Insert(initialIndex, expandedState);
|
||||
WriteLine($"ins {expandedIndex}");
|
||||
|
||||
// playout to a terminal state
|
||||
var currentState = Tree.Get(expandedIndex).State;
|
||||
@@ -189,14 +166,8 @@ public class Solver
|
||||
var score = currentState.CalculateScore() ?? 0;
|
||||
if (currentState.CompletionState == CompletionState.ProgressComplete)
|
||||
{
|
||||
WriteLine($"calc: {score:0.00000}");
|
||||
if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Scores.MaxScore)
|
||||
{
|
||||
WriteLine("exp_a");
|
||||
foreach (var action in currentState.State.ActionHistory.Skip(preCount))
|
||||
Write($">{action.IntName()}");
|
||||
WriteLine("");
|
||||
|
||||
(var terminalIndex, _) = ExecuteActions(expandedIndex, currentState.State.ActionHistory.Skip(preCount).ToList(), true);
|
||||
return (terminalIndex, currentState.CompletionState, score);
|
||||
}
|
||||
@@ -206,7 +177,6 @@ public class Solver
|
||||
|
||||
public void Backpropagate(int startIndex, int targetIndex, float score)
|
||||
{
|
||||
WriteLine($"back {startIndex}->{targetIndex} {score}");
|
||||
var currentIndex = startIndex;
|
||||
while (true)
|
||||
{
|
||||
@@ -215,7 +185,6 @@ public class Solver
|
||||
currentScores.Visits++;
|
||||
currentScores.ScoreSum += score;
|
||||
currentScores.MaxScore = Math.Max(currentScores.MaxScore, score);
|
||||
WriteLine($"bak {currentIndex} {currentScores.Visits} {currentScores.ScoreSum} {currentScores.MaxScore}");
|
||||
|
||||
if (currentIndex == targetIndex)
|
||||
break;
|
||||
@@ -228,27 +197,22 @@ public class Solver
|
||||
{
|
||||
for (var i = 0; i < Iterations; i++)
|
||||
{
|
||||
WriteLine($"search {i}");
|
||||
var selectedIndex = Select(startIndex);
|
||||
var (endIndex, state, score) = ExpandAndRollout(selectedIndex);
|
||||
var (endIndex, _, score) = ExpandAndRollout(selectedIndex);
|
||||
|
||||
WriteLine($"backp {endIndex} {score}");
|
||||
Backpropagate(endIndex, startIndex, score);
|
||||
}
|
||||
}
|
||||
|
||||
public (List<ActionType> Actions, SimulationNode Node) Solution()
|
||||
{
|
||||
WriteLine("sol");
|
||||
var actions = new List<ActionType>();
|
||||
var node = Tree.Get(0);
|
||||
while (node.Children.Count != 0) {
|
||||
var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Scores.MaxScore);
|
||||
WriteLine($"next: {next_index}");
|
||||
node = Tree.Get(next_index);
|
||||
if (node.State.Action != null)
|
||||
{
|
||||
WriteLine($"act: {node.State.Action.Value.IntName()}");
|
||||
actions.Add(node.State.Action.Value);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user