Use ActionSet instead of a List

This commit is contained in:
Asriel Camora
2023-06-18 12:35:32 -07:00
parent a6ab098890
commit e546ff2dcd
5 changed files with 184 additions and 107 deletions
+69
View File
@@ -0,0 +1,69 @@
using Craftimizer.Simulator.Actions;
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics.X86;
namespace Craftimizer.Simulator;
public record ActionSet
{
public ulong Bits { get; set; }
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool HasFlag(ActionType action) => (Bits & (1ul << ((int)action + 1))) != 0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetFlag(ActionType action) => Bits |= 1ul << ((int)action + 1);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ClearFlag(ActionType action) => Bits &= ~(1ul << ((int)action + 1));
public IEnumerable<ActionType> Actions => GetActions();
private IEnumerable<ActionType> GetActions()
{
foreach (var action in Enum.GetValues<ActionType>())
if (HasFlag(action))
yield return action;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int NthBitSet(ulong value, int n)
{
if (Bmi2.X64.IsSupported)
return BitOperations.TrailingZeroCount(Bmi2.X64.ParallelBitDeposit(1ul << n, value));
ulong mask = 0x0000FFFFFFFFu;
var size = 32;
var _base = 0;
if (n++ >= BitOperations.PopCount(value))
return 64;
while (size > 0)
{
var count = BitOperations.PopCount(value & mask);
if (n > count)
{
_base += size;
size >>= 1;
mask |= mask << size;
}
else
{
size >>= 1;
mask >>= size;
}
}
return _base;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ActionType ActionAt(int index) => (ActionType)(NthBitSet(Bits, index) - 1);
public int ActionCount => BitOperations.PopCount(Bits);
public bool IsEmpty => Bits == 0;
}
-2
View File
@@ -29,8 +29,6 @@ public class Simulator
}
public virtual bool IsComplete => CompletionState != CompletionState.Incomplete;
public IEnumerable<ActionType> AvailableActions => ActionUtils.AvailableActions(this);
#pragma warning disable CS8618 // Emplace sets all the fields already
public Simulator(SimulationState state)
#pragma warning restore CS8618
+2 -2
View File
@@ -7,10 +7,10 @@ public readonly record struct SimulationNode
{
public SimulationState State { get; init; }
public ActionType? Action { get; init; }
public List<ActionType> AvailableActions { get; init; }
public ActionSet AvailableActions { get; init; }
public CompletionState SimulationCompletionState { get; init; }
public CompletionState CompletionState =>
AvailableActions.Count == 0 && SimulationCompletionState == CompletionState.Incomplete ?
AvailableActions.IsEmpty && SimulationCompletionState == CompletionState.Incomplete ?
CompletionState.NoMoreActions :
SimulationCompletionState;
+105 -98
View File
@@ -49,109 +49,116 @@ public class Simulator : Sim
ActionType.BasicTouch,
};
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L146
private bool CanUseAction(ActionType action, bool strict)
{
var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false;
// don't allow quality moves at max quality
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
return false;
if (action == ActionType.Observe &&
IsPreviousAction(ActionType.Observe))
return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict)
{
// always used Trained Eye if it's available
if (action == ActionType.TrainedEye)
return true;
// only allow Focused moves after Observe
if (IsPreviousAction(ActionType.Observe) &&
action != ActionType.FocusedSynthesis &&
action != ActionType.FocusedTouch)
return false;
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
HasEffect(EffectType.MuscleMemory) &&
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves under Veneration
if (HasEffect(EffectType.Veneration) &&
!baseAction.IncreasesProgress &&
baseAction.IncreasesQuality)
return false;
if (baseAction.IncreasesProgress)
{
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
if (would_finish)
{
// don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5))
return false;
}
else
{
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
if (HasEffect(EffectType.Innovation) &&
!baseAction.IncreasesQuality &&
baseAction.IncreasesProgress)
return false;
}
}
if (action == ActionType.ByregotsBlessing &&
GetEffectStrength(EffectType.InnerQuiet) <= 1)
return false;
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
return false;
if (action == ActionType.Observe &&
CP < 5)
return false;
if (action == ActionType.MastersMend &&
Input.Recipe.MaxDurability - Durability < 25)
return false;
if (action == ActionType.Manipulation &&
HasEffect(EffectType.Manipulation))
return false;
if (action == ActionType.GreatStrides &&
HasEffect(EffectType.GreatStrides))
return false;
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
return false;
}
return true;
}
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137
public List<ActionType> AvailableActionsHeuristic(bool strict)
public ActionSet AvailableActionsHeuristic(bool strict)
{
if (IsComplete)
return new();
ActionUtils.SetSimulation(this);
return AcceptedActions.Where(action =>
{
var baseAction = action.WithUnsafe();
if (!baseAction.CanUse)
return false;
if (CalculateSuccessRate(baseAction.SuccessRate) != 1)
return false;
// don't allow quality moves at max quality
if (Quality >= Input.Recipe.MaxQuality && baseAction.IncreasesQuality)
return false;
if (action == ActionType.Observe &&
IsPreviousAction(ActionType.Observe))
return false;
if (action == ActionType.FinalAppraisal)
return false;
if (strict)
{
// always used Trained Eye if it's available
if (action == ActionType.TrainedEye)
return true;
// only allow Focused moves after Observe
if (IsPreviousAction(ActionType.Observe) &&
action != ActionType.FocusedSynthesis &&
action != ActionType.FocusedTouch)
return false;
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
HasEffect(EffectType.MuscleMemory) &&
baseAction.IncreasesQuality)
return false;
// don't allow pure quality moves under Veneration
if (HasEffect(EffectType.Veneration) &&
!baseAction.IncreasesProgress &&
baseAction.IncreasesQuality)
return false;
if (baseAction.IncreasesProgress)
{
var progress_increase = CalculateProgressGain(baseAction.Efficiency);
var would_finish = Progress + progress_increase >= Input.Recipe.MaxProgress;
if (would_finish)
{
// don't allow finishing the craft if there is significant quality remaining
if (Quality < (Input.Recipe.MaxQuality / 5))
return false;
}
else
{
// don't allow pure progress moves under Innovation, if it wouldn't finish the craft
if (HasEffect(EffectType.Innovation) &&
!baseAction.IncreasesQuality &&
baseAction.IncreasesProgress)
return false;
}
}
if (action == ActionType.ByregotsBlessing &&
GetEffectStrength(EffectType.InnerQuiet) <= 1)
return false;
if ((action == ActionType.WasteNot || action == ActionType.WasteNot2) &&
(HasEffect(EffectType.WasteNot) || HasEffect(EffectType.WasteNot2)))
return false;
if (action == ActionType.Observe &&
CP < 5)
return false;
if (action == ActionType.MastersMend &&
Input.Recipe.MaxDurability - Durability < 25)
return false;
if (action == ActionType.Manipulation &&
HasEffect(EffectType.Manipulation))
return false;
if (action == ActionType.GreatStrides &&
HasEffect(EffectType.GreatStrides))
return false;
if ((action == ActionType.Veneration || action == ActionType.Innovation) &&
(GetEffectDuration(EffectType.Veneration) > 1 || GetEffectDuration(EffectType.Innovation) > 1))
return false;
}
return true;
}).ToList();
var ret = new ActionSet();
foreach(var action in AcceptedActions)
if (CanUseAction(action, strict))
ret.SetFlag(action);
return ret;
}
}
+8 -5
View File
@@ -56,8 +56,9 @@ public class Solver
if (node.IsComplete)
return (currentIndex, node.CompletionState);
if (!node.AvailableActions.Remove(action))
if (!node.AvailableActions.HasFlag(action))
return (currentIndex, CompletionState.InvalidAction);
node.AvailableActions.ClearFlag(action);
currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict));
}
@@ -104,7 +105,7 @@ public class Solver
{
var selectedNode = Tree.Get(selectedIndex);
var expandable = selectedNode.State.AvailableActions.Count != 0;
var expandable = !selectedNode.State.AvailableActions.IsEmpty;
var likelyTerminal = selectedNode.Children.Count == 0;
if (expandable || likelyTerminal) {
break;
@@ -123,8 +124,9 @@ public class Solver
if (initialNode.IsComplete)
return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
var randomAction = initialNode.AvailableActions.ElementAt(0);
initialNode.AvailableActions.RemoveAt(0);
var randomIdx = random.Next(initialNode.AvailableActions.ActionCount);
var randomAction = initialNode.AvailableActions.ActionAt(randomIdx);
initialNode.AvailableActions.ClearFlag(randomAction);
var expandedState = Execute(initialNode.State, randomAction, true);
var expandedIndex = Tree.Insert(initialIndex, expandedState);
@@ -135,7 +137,8 @@ public class Solver
{
if (currentState.IsComplete)
break;
randomAction = currentState.AvailableActions.ElementAt(0);
randomIdx = random.Next(currentState.AvailableActions.ActionCount);
randomAction = currentState.AvailableActions.ActionAt(randomIdx);
currentState = Execute(currentState.State, randomAction, true);
}