Update solver scoring; remove byregot adjustment
This commit is contained in:
+85
-128
@@ -1,18 +1,30 @@
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using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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using Craftimizer.Solver;
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using System.Diagnostics;
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namespace Craftimizer.Benchmark;
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internal static class Program
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{
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private static async Task Main(string[] args)
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private static Task Main(string[] args)
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{
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#if !IS_TRACE
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RunBench(args);
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return Task.CompletedTask;
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#else
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return RunTrace();
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#endif
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// return RunOther();
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}
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private static void RunBench(string[] args)
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{
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Environment.SetEnvironmentVariable("IS_BENCH", "1");
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BenchmarkDotNet.Running.BenchmarkSwitcher.FromAssembly(typeof(Program).Assembly).Run(args);
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#else
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}
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private static async Task RunTrace()
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{
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var input = new SimulationInput(
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new()
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{
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@@ -43,143 +55,88 @@ internal static class Program
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var config = new SolverConfig()
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{
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Algorithm = SolverAlgorithm.Stepwise,
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Iterations = 30000
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Iterations = 30000,
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MaxStepCount = 25
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};
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var solver = new Solver.Solver(config, new(input));
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solver.OnNewAction += s => Console.WriteLine($">{s}");
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solver.Start();
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var (_, s) = await solver.GetTask().ConfigureAwait(false);
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Console.WriteLine($"Qual: {s.Quality}/{s.Input.Recipe.MaxQuality}");
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#endif
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return;
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////TypeLayout.PrintLayout<ArenaNode<SimulationNode>>(true);
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////return;
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//var input = new SimulationInput(
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// new CharacterStats
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// {
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// Craftsmanship = 4078,
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// Control = 3897,
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// CP = 704,
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// Level = 90,
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// CanUseManipulation = true,
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// HasSplendorousBuff = false,
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// IsSpecialist = false,
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// CLvl = 560,
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// },
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// new RecipeInfo()
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// {
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// IsExpert = false,
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// ClassJobLevel = 90,
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// RLvl = 640,
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// ConditionsFlag = 15,
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// MaxDurability = 70,
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// MaxQuality = 14040,
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// MaxProgress = 6600,
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// QualityModifier = 70,
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// QualityDivider = 115,
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// ProgressModifier = 80,
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// ProgressDivider = 130,
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// }
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//);
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//var config = new SolverConfig()
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//{
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// Iterations = 100_000,
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// ForkCount = 32,
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// FurcatedActionCount = 16,
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// MaxStepCount = 30,
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//};
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//var sim = new SimulatorNoRandom(new(input));
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//(_, var state) = sim.Execute(new(input), ActionType.MuscleMemory);
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//(_, state) = sim.Execute(state, ActionType.PrudentTouch);
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////(_, state) = sim.Execute(state, ActionType.Manipulation);
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////(_, state) = sim.Execute(state, ActionType.Veneration);
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////(_, state) = sim.Execute(state, ActionType.WasteNot);
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////(_, state) = sim.Execute(state, ActionType.Groundwork);
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////(_, state) = sim.Execute(state, ActionType.Groundwork);
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////(_, state) = sim.Execute(state, ActionType.Groundwork);
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////(_, state) = sim.Execute(state, ActionType.Innovation);
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////(_, state) = sim.Execute(state, ActionType.PrudentTouch);
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////(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
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////(_, state) = sim.Execute(state, ActionType.Manipulation);
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////(_, state) = sim.Execute(state, ActionType.Innovation);
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////(_, state) = sim.Execute(state, ActionType.PrudentTouch);
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////(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
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////(_, state) = sim.Execute(state, ActionType.GreatStrides);
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////(_, state) = sim.Execute(state, ActionType.Innovation);
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////(_, state) = sim.Execute(state, ActionType.FocusedTouchCombo);
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////(_, state) = sim.Execute(state, ActionType.GreatStrides);
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////(_, state) = sim.Execute(state, ActionType.ByregotsBlessing);
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////(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
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////(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
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//Console.WriteLine($"{state.Quality} {state.CP} {state.Progress} {state.Durability}");
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////return;
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//var solver = new Solver.Solver(config, state);
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//solver.OnLog += Console.WriteLine;
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//solver.OnNewAction += s => Console.WriteLine(s);
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//solver.Start();
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//var (_, s) = await solver.GetTask().ConfigureAwait(false);
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//Console.WriteLine($"Qual: {s.Quality}/{s.Input.Recipe.MaxQuality}");
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}
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private static void Benchmark(Func<SolverSolution> search)
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private static async Task RunOther()
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{
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var s = Stopwatch.StartNew();
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List<int> q = new();
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for (var i = 0; i < 15; ++i)
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//TypeLayout.PrintLayout<ArenaNode<SimulationNode>>(true);
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//return;
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var input = new SimulationInput(
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new CharacterStats
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{
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Craftsmanship = 4078,
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Control = 3897,
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CP = 704,
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Level = 90,
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CanUseManipulation = true,
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HasSplendorousBuff = false,
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IsSpecialist = false,
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CLvl = 560,
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},
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new RecipeInfo()
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{
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IsExpert = false,
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ClassJobLevel = 90,
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RLvl = 640,
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ConditionsFlag = 15,
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MaxDurability = 70,
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MaxQuality = 14040,
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MaxProgress = 6600,
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QualityModifier = 70,
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QualityDivider = 115,
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ProgressModifier = 80,
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ProgressDivider = 130,
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}
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);
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var config = new SolverConfig()
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{
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var state = search().State;
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//Console.WriteLine($"Qual: {state.Quality}/{state.Input.Recipe.MaxQuality}");
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q.Add(state.Quality);
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}
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s.Stop();
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Console.WriteLine($"{s.Elapsed.TotalMilliseconds / 60:0.00}ms/cycle");
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Console.WriteLine(string.Join(',', q));
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q.Sort();
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Console.WriteLine($"Min: {Quartile(q, 0)}, Max: {Quartile(q, 4)}, Avg: {Quartile(q, 2)}, Q1: {Quartile(q, 1)}, Q3: {Quartile(q, 3)}");
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}
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// https://stackoverflow.com/a/31536435
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private static float Quartile(List<int> input, int quartile)
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{
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float dblPercentage = quartile switch
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{
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0 => 0, // Smallest value in the data set
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1 => 25, // First quartile (25th percentile)
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2 => 50, // Second quartile (50th percentile)
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3 => 75, // Third quartile (75th percentile)
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4 => 100, // Largest value in the data set
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_ => 0,
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Iterations = 100_000,
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ForkCount = 32,
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FurcatedActionCount = 16,
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MaxStepCount = 30,
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};
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if (dblPercentage >= 100) return input[^1];
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var position = (input.Count + 1) * dblPercentage / 100f;
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var n = (dblPercentage / 100f * (input.Count - 1)) + 1;
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var sim = new SimulatorNoRandom(new(input));
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(_, var state) = sim.Execute(new(input), ActionType.MuscleMemory);
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(_, state) = sim.Execute(state, ActionType.PrudentTouch);
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//(_, state) = sim.Execute(state, ActionType.Manipulation);
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//(_, state) = sim.Execute(state, ActionType.Veneration);
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//(_, state) = sim.Execute(state, ActionType.WasteNot);
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//(_, state) = sim.Execute(state, ActionType.Groundwork);
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//(_, state) = sim.Execute(state, ActionType.Groundwork);
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//(_, state) = sim.Execute(state, ActionType.Groundwork);
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//(_, state) = sim.Execute(state, ActionType.Innovation);
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//(_, state) = sim.Execute(state, ActionType.PrudentTouch);
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//(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
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//(_, state) = sim.Execute(state, ActionType.Manipulation);
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//(_, state) = sim.Execute(state, ActionType.Innovation);
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//(_, state) = sim.Execute(state, ActionType.PrudentTouch);
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//(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo);
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//(_, state) = sim.Execute(state, ActionType.GreatStrides);
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//(_, state) = sim.Execute(state, ActionType.Innovation);
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//(_, state) = sim.Execute(state, ActionType.FocusedTouchCombo);
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//(_, state) = sim.Execute(state, ActionType.GreatStrides);
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//(_, state) = sim.Execute(state, ActionType.ByregotsBlessing);
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//(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
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//(_, state) = sim.Execute(state, ActionType.CarefulSynthesis);
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float leftNumber, rightNumber;
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if (position >= 1)
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{
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leftNumber = input[(int)MathF.Floor(n) - 1];
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rightNumber = input[(int)MathF.Floor(n)];
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}
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else
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{
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leftNumber = input[0]; // first data
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rightNumber = input[1]; // first data
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}
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if (leftNumber == rightNumber)
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return leftNumber;
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else
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{
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var part = n - MathF.Floor(n);
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return leftNumber + (part * (rightNumber - leftNumber));
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}
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Console.WriteLine($"{state.Quality} {state.CP} {state.Progress} {state.Durability}");
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//return;
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var solver = new Solver.Solver(config, state);
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solver.OnLog += Console.WriteLine;
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solver.OnNewAction += s => Console.WriteLine(s);
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solver.Start();
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var (_, s) = await solver.GetTask().ConfigureAwait(false);
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Console.WriteLine($"Qual: {s.Quality}/{s.Input.Recipe.MaxQuality}");
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}
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}
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@@ -8,7 +8,7 @@
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<IsPackable>false</IsPackable>
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<IsTestProject>true</IsTestProject>
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<Platforms>x64</Platforms>
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<Configurations>Debug;Release</Configurations>
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<Configurations>Debug;Release;Trace</Configurations>
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</PropertyGroup>
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<ItemGroup>
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@@ -22,9 +22,14 @@
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<ProjectReference Include="..\Simulator\Craftimizer.Simulator.csproj" />
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<ProjectReference Include="..\Solver\Craftimizer.Solver.csproj" />
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</ItemGroup>
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<PropertyGroup Condition="'$(IS_BENCH)'=='1'">
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<DefineConstants>$(DefineConstants);IS_DETERMINISTIC</DefineConstants>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Trace'">
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<Optimize>True</Optimize>
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<DefineConstants>$(DefineConstants);IS_DETERMINISTIC;IS_TRACE</DefineConstants>
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</PropertyGroup>
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</Project>
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@@ -89,33 +89,47 @@ public class ActionSetTests
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Assert.AreEqual(4, set.Count);
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#if !IS_TRACE
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Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(0));
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Assert.AreEqual(ActionType.FocusedTouch, set.ElementAt(1));
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Assert.AreEqual(ActionType.ByregotsBlessing, set.ElementAt(2));
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Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(3));
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#else
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Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(0));
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Assert.AreEqual(ActionType.ByregotsBlessing, set.ElementAt(1));
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Assert.AreEqual(ActionType.FocusedTouch, set.ElementAt(2));
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Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(3));
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#endif
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set.RemoveAction(ActionType.FocusedTouch);
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Assert.AreEqual(3, set.Count);
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#if !IS_TRACE
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Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(0));
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Assert.AreEqual(ActionType.ByregotsBlessing, set.ElementAt(1));
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Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(2));
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#else
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Assert.AreEqual(ActionType.BasicSynthesis, set.ElementAt(0));
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Assert.AreEqual(ActionType.ByregotsBlessing, set.ElementAt(1));
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Assert.AreEqual(ActionType.DelicateSynthesis, set.ElementAt(2));
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#endif
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}
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[TestMethod]
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public void TestRandomIndex()
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{
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#if IS_DETERMINISTIC
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Assert.Inconclusive("Craftimizer is built for benchmarking; all random actions are deterministic and not actually random.");
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Assert.Inconclusive("Craftimizer is currently built for determinism; all random actions are not actually random.");
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#endif
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var actions = new[]
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{
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ActionType.BasicTouch,
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ActionType.BasicSynthesis,
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ActionType.GreatStrides,
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ActionType.TrainedFinesse,
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};
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{
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ActionType.BasicTouch,
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ActionType.BasicSynthesis,
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ActionType.GreatStrides,
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ActionType.TrainedFinesse,
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};
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var set = new ActionSet();
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foreach(var action in actions)
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+2
-1
@@ -53,7 +53,8 @@ Global
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{C3AEA981-9DA8-405C-995B-86528493891B}.Debug|x64.Build.0 = Debug|x64
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{C3AEA981-9DA8-405C-995B-86528493891B}.Release|x64.ActiveCfg = Release|x64
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{C3AEA981-9DA8-405C-995B-86528493891B}.Release|x64.Build.0 = Release|x64
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{C3AEA981-9DA8-405C-995B-86528493891B}.Trace|x64.ActiveCfg = Release|x64
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{C3AEA981-9DA8-405C-995B-86528493891B}.Trace|x64.ActiveCfg = Trace|x64
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{C3AEA981-9DA8-405C-995B-86528493891B}.Trace|x64.Build.0 = Trace|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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+37
-1
@@ -11,6 +11,7 @@ public struct ActionSet
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public static readonly ActionType[] AcceptedActions = new[]
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{
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#if !IS_TRACE
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ActionType.StandardTouchCombo,
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ActionType.AdvancedTouchCombo,
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ActionType.FocusedTouchCombo,
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@@ -40,6 +41,36 @@ public struct ActionSet
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ActionType.Observe,
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ActionType.MastersMend,
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ActionType.BasicTouch,
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#else
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//ActionType.BasicSynthesis,
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ActionType.BasicTouch,
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ActionType.MastersMend,
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ActionType.Observe,
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ActionType.WasteNot,
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ActionType.Veneration,
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ActionType.StandardTouch,
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ActionType.GreatStrides,
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ActionType.Innovation,
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ActionType.BasicSynthesis,
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ActionType.WasteNot2,
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ActionType.ByregotsBlessing,
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ActionType.MuscleMemory,
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//ActionType.CarefulSynthesis,
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ActionType.Manipulation,
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ActionType.PrudentTouch,
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ActionType.FocusedSynthesis,
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ActionType.FocusedTouch,
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ActionType.Reflect,
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ActionType.PreparatoryTouch,
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//ActionType.Groundwork,
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ActionType.DelicateSynthesis,
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ActionType.TrainedEye,
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ActionType.CarefulSynthesis,
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ActionType.AdvancedTouch,
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ActionType.Groundwork,
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ActionType.PrudentSynthesis,
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ActionType.TrainedFinesse,
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#endif
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};
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public static readonly int[] AcceptedActionsLUT;
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@@ -64,7 +95,12 @@ public struct ActionSet
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static ActionType ToAction(int index) => AcceptedActions[index];
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private static ActionType ToAction(int index)
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{
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if (index < 0 || index >= AcceptedActions.Length)
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throw new ArgumentOutOfRangeException(nameof(index), index, $"Index {index} is out of range for {nameof(ActionSet)}.");
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return AcceptedActions[index];
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static uint ToMask(ActionType action) => 1u << (FromAction(action) + 1);
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@@ -46,6 +46,9 @@ public struct SimulationNode
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if (completionState != CompletionState.ProgressComplete)
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return null;
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if (state.Input.Recipe.MaxQuality == 0)
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return 1f - ((float)(state.ActionCount + 1) / config.MaxStepCount);
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static float Apply(float bonus, float value, float target) =>
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bonus * (target > 0 ? Math.Min(1f, value / target) : 1);
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@@ -55,7 +58,7 @@ public struct SimulationNode
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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 byregotBonus = 0;// CanByregot(state) ? (state.ActiveEffects.InnerQuiet * .2f + 1) * state.Input.BaseQualityGain : 0;
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var qualityScore = Apply(
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config.ScoreQuality,
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state.Quality + byregotBonus,
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@@ -75,7 +78,7 @@ public struct SimulationNode
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);
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var fewerStepsScore =
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config.ScoreSteps * (1f - (float)(state.ActionCount + 1) / config.MaxStepCount);
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config.ScoreSteps * (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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Block a user