Big changes 2

- Split into several projects
- All dalamud/lumina deps are in the plugin
- Crafty/craftingway sim implemented!
- optimizations to follow
This commit is contained in:
Asriel Camora
2023-06-17 08:50:46 -07:00
parent 15d416ef2a
commit e190368d62
76 changed files with 1284 additions and 435 deletions
+304
View File
@@ -0,0 +1,304 @@
using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
namespace Craftimizer.Solver.Crafty;
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
public class Solver
{
public Simulator Simulator;
public Arena<SimulationNode> Tree;
//public Random Random => Simulator.Input.Random;
public const int Iterations = 100000;
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);
Tree = new(new()
{
State = state,
Action = null,
SimulationCompletionState = Simulator.CompletionState,
AvailableActions = Simulator.AvailableActionsHeuristic(strict),
Scores = new()
});
}
public Solver(SimulationInput input) : this(new(input), false)
{
}
private SimulationNode Execute(SimulationState state, ActionType action, bool strict)
{
(_, var newState) = Simulator.Execute(state, action);
return new()
{
State = newState,
Action = action,
SimulationCompletionState = Simulator.CompletionState,
AvailableActions = Simulator.AvailableActionsHeuristic(strict),
Scores = new()
};
}
public (int Index, CompletionState State) ExecuteActions(int startIndex, List<ActionType> actions, bool strict = false)
{
var currentIndex = startIndex;
foreach (var action in actions)
{
var node = Tree.Get(currentIndex).State;
if (node.IsComplete)
return (currentIndex, node.CompletionState);
if (!node.AvailableActions.Remove(action))
return (currentIndex, CompletionState.InvalidAction);
currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict));
}
var currentNode = Tree.Get(currentIndex).State;
return (currentIndex, currentNode.CompletionState);
}
public static float Eval(NodeScores node, NodeScores parent)
{
var w = MaxScoreWeightingConstant;
var c = ExplorationConstant;
var visits = node.Visits;
var average_score = node.ScoreSum / visits;
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;
}
private enum Ordering
{
Less,
Equal,
Greater
}
private static V? RustMaxBy<V, T>(List<V> source, Func<V, T> into)
{
static Func<V, V, Ordering> compare_into(Func<T, T, Ordering> compare, Func<V, T> into) =>
(a, b) => compare(into(a), into(b));
static Func<T, T, Ordering> compare(IComparer<T> comparer) =>
(x, y) => comparer.Compare(x, y) switch
{
< 0 => Ordering.Less,
0 => Ordering.Equal,
> 0 => Ordering.Greater,
};
static Func<V, V, V> max_by_fold(Func<V, V, Ordering> compare) =>
(x, y) => compare(x, y) switch
{
Ordering.Less or Ordering.Equal => y,
Ordering.Greater => x,
_ => x
};
static V? reduce(List<V> d, Func<V, V, V> f)
{
V? accum = default!;
for (var i = 0; i < d.Count; ++i)
accum = i == 0 ? d[i] : f(accum, d[i]);
return accum;
}
var comparer = compare_into(compare(Comparer<T>.Default), into);
return reduce(source, max_by_fold(comparer));
}
public int Select(int currentIndex)
{
var selectedIndex = currentIndex;
while (true)
{
var selectedNode = Tree.Get(selectedIndex);
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($"pick {randomAction.IntName()}");
var expandedState = Execute(initialNode.State, randomAction, true);
var expandedIndex = Tree.Insert(initialIndex, expandedState);
WriteLine($"ins {expandedIndex}");
// playout to a terminal state
var currentState = Tree.Get(expandedIndex).State;
var preCount = currentState.State.ActionCount;
while (true)
{
if (currentState.IsComplete)
break;
randomAction = currentState.AvailableActions.ElementAt(0);
currentState = Execute(currentState.State, randomAction, true);
}
// store the result if a max score was reached
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);
}
}
return (expandedIndex, currentState.CompletionState, score);
}
public void Backpropagate(int startIndex, int targetIndex, float score)
{
WriteLine($"back {startIndex}->{targetIndex} {score}");
var currentIndex = startIndex;
while (true)
{
var currentNode = Tree.Get(currentIndex);
var currentScores = currentNode.State.Scores;
currentScores.Visits++;
currentScores.ScoreSum += score;
currentScores.MaxScore = Math.Max(currentScores.MaxScore, score);
WriteLine($"bak {currentIndex} {currentScores.Visits} {currentScores.ScoreSum} {currentScores.MaxScore}");
if (currentIndex == targetIndex)
break;
currentIndex = currentNode.Parent!.Value;
}
}
public void Search(int startIndex)
{
for (var i = 0; i < Iterations; i++)
{
WriteLine($"search {i}");
var selectedIndex = Select(startIndex);
var (endIndex, state, score) = ExpandAndRollout(selectedIndex);
WriteLine($"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);
}
}
return (actions, node.State);
}
public static (SimulationState SimState, CompletionState State) Simulate(SimulationInput input, List<ActionType> actions)
{
var solver = new Solver(input);
var (index, result) = solver.ExecuteActions(0, actions);
return (solver.Tree.Get(index).State.State, result);
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, List<ActionType> actions, Action<ActionType>? actionCallback)
{
var (state, result) = Simulate(input, actions);
if (result != CompletionState.Incomplete) {
return (actions, state);
}
var solver = new Solver(state, true);
while (!solver.Simulator.IsComplete)
{
solver.Search(0);
var (solution_actions, solution_node) = solver.Solution();
if (solution_node.Scores.MaxScore >= 1.0) {
actions.AddRange(solution_actions);
return (actions, solution_node.State);
}
var chosen_action = solution_actions[0];
(_, state) = solver.Simulator.Execute(state, chosen_action);
actions.Add(chosen_action);
actionCallback?.Invoke(chosen_action);
solver = new Solver(state, true);
}
return (actions, state);
}
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SimulationInput input, List<ActionType> actions)
{
var solver = new Solver(input);
solver.Search(0);
var (solution_actions, solution_node) = solver.Solution();
actions.AddRange(solution_actions);
return (actions, solution_node.State);
}
}