Big changes 2
- Split into several projects - All dalamud/lumina deps are in the plugin - Crafty/craftingway sim implemented! - optimizations to follow
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using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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namespace Craftimizer.Solver.Crafty;
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
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public class Solver
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{
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public Simulator Simulator;
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public Arena<SimulationNode> Tree;
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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 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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Tree = new(new()
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{
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State = state,
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Action = null,
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SimulationCompletionState = Simulator.CompletionState,
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AvailableActions = Simulator.AvailableActionsHeuristic(strict),
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Scores = new()
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});
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}
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public Solver(SimulationInput input) : this(new(input), false)
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{
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}
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private SimulationNode Execute(SimulationState state, ActionType action, bool strict)
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{
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(_, var newState) = Simulator.Execute(state, action);
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return new()
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{
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State = newState,
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Action = action,
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SimulationCompletionState = Simulator.CompletionState,
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AvailableActions = Simulator.AvailableActionsHeuristic(strict),
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Scores = new()
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};
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}
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public (int Index, CompletionState State) ExecuteActions(int startIndex, List<ActionType> actions, bool strict = false)
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{
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var currentIndex = startIndex;
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foreach (var action in actions)
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{
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var node = Tree.Get(currentIndex).State;
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if (node.IsComplete)
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return (currentIndex, node.CompletionState);
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if (!node.AvailableActions.Remove(action))
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return (currentIndex, CompletionState.InvalidAction);
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currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict));
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}
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var currentNode = Tree.Get(currentIndex).State;
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return (currentIndex, currentNode.CompletionState);
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}
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public static float Eval(NodeScores node, NodeScores parent)
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{
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var w = MaxScoreWeightingConstant;
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var c = ExplorationConstant;
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var visits = node.Visits;
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var average_score = node.ScoreSum / visits;
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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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private enum Ordering
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{
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Less,
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Equal,
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Greater
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}
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private static V? RustMaxBy<V, T>(List<V> source, Func<V, T> into)
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{
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static Func<V, V, Ordering> compare_into(Func<T, T, Ordering> compare, Func<V, T> into) =>
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(a, b) => compare(into(a), into(b));
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static Func<T, T, Ordering> compare(IComparer<T> comparer) =>
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(x, y) => comparer.Compare(x, y) switch
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{
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< 0 => Ordering.Less,
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0 => Ordering.Equal,
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> 0 => Ordering.Greater,
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};
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static Func<V, V, V> max_by_fold(Func<V, V, Ordering> compare) =>
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(x, y) => compare(x, y) switch
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{
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Ordering.Less or Ordering.Equal => y,
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Ordering.Greater => x,
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_ => x
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};
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static V? reduce(List<V> d, Func<V, V, V> f)
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{
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V? accum = default!;
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for (var i = 0; i < d.Count; ++i)
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accum = i == 0 ? d[i] : f(accum, d[i]);
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return accum;
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}
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var comparer = compare_into(compare(Comparer<T>.Default), into);
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return reduce(source, max_by_fold(comparer));
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}
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public int Select(int currentIndex)
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{
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var selectedIndex = currentIndex;
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while (true)
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{
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var selectedNode = Tree.Get(selectedIndex);
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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($"pick {randomAction.IntName()}");
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var expandedState = Execute(initialNode.State, randomAction, true);
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var expandedIndex = Tree.Insert(initialIndex, expandedState);
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WriteLine($"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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var preCount = currentState.State.ActionCount;
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while (true)
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{
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if (currentState.IsComplete)
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break;
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randomAction = currentState.AvailableActions.ElementAt(0);
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currentState = Execute(currentState.State, randomAction, true);
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}
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// store the result if a max score was reached
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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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}
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return (expandedIndex, currentState.CompletionState, score);
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}
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public void Backpropagate(int startIndex, int targetIndex, float score)
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{
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WriteLine($"back {startIndex}->{targetIndex} {score}");
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var currentIndex = startIndex;
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while (true)
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{
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var currentNode = Tree.Get(currentIndex);
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var currentScores = currentNode.State.Scores;
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currentScores.Visits++;
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currentScores.ScoreSum += score;
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currentScores.MaxScore = Math.Max(currentScores.MaxScore, score);
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WriteLine($"bak {currentIndex} {currentScores.Visits} {currentScores.ScoreSum} {currentScores.MaxScore}");
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if (currentIndex == targetIndex)
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break;
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currentIndex = currentNode.Parent!.Value;
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}
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}
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public void Search(int startIndex)
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{
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for (var i = 0; i < Iterations; i++)
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{
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WriteLine($"search {i}");
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var selectedIndex = Select(startIndex);
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var (endIndex, state, score) = ExpandAndRollout(selectedIndex);
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WriteLine($"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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return (actions, node.State);
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}
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public static (SimulationState SimState, CompletionState State) Simulate(SimulationInput input, List<ActionType> actions)
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{
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var solver = new Solver(input);
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var (index, result) = solver.ExecuteActions(0, actions);
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return (solver.Tree.Get(index).State.State, result);
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}
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public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, List<ActionType> actions, Action<ActionType>? actionCallback)
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{
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var (state, result) = Simulate(input, actions);
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if (result != CompletionState.Incomplete) {
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return (actions, state);
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}
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var solver = new Solver(state, true);
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while (!solver.Simulator.IsComplete)
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{
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solver.Search(0);
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var (solution_actions, solution_node) = solver.Solution();
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if (solution_node.Scores.MaxScore >= 1.0) {
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actions.AddRange(solution_actions);
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return (actions, solution_node.State);
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}
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var chosen_action = solution_actions[0];
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(_, state) = solver.Simulator.Execute(state, chosen_action);
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actions.Add(chosen_action);
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actionCallback?.Invoke(chosen_action);
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solver = new Solver(state, true);
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}
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return (actions, state);
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}
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public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SimulationInput input, List<ActionType> actions)
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{
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var solver = new Solver(input);
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solver.Search(0);
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var (solution_actions, solution_node) = solver.Solution();
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actions.AddRange(solution_actions);
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return (actions, solution_node.State);
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}
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}
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