Remove crafty namespace from solver
This commit is contained in:
@@ -0,0 +1,571 @@
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using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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using System.Diagnostics;
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using System.Diagnostics.Contracts;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Text;
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using Node = Craftimizer.Solver.ArenaNode<Craftimizer.Solver.SimulationNode>;
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namespace Craftimizer.Solver;
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
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public sealed class Solver
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{
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private SolverConfig config;
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private Node rootNode;
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private RootScores rootScores;
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public float MaxScore => rootScores.MaxScore;
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public Solver(SolverConfig config, SimulationState state)
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{
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this.config = config;
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var sim = new Simulator(state, config.MaxStepCount);
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rootNode = new(new(
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state,
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null,
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sim.CompletionState,
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sim.AvailableActionsHeuristic(config.StrictActions)
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));
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rootScores = new();
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}
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private static SimulationNode Execute(Simulator simulator, 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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newState,
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action,
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simulator.CompletionState,
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simulator.AvailableActionsHeuristic(strict)
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);
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}
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private static Node ExecuteActions(Simulator simulator, Node startNode, ReadOnlySpan<ActionType> actions, bool strict)
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{
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foreach (var action in actions)
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{
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var state = startNode.State;
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if (state.IsComplete)
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return startNode;
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if (!state.AvailableActions.HasAction(action))
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return startNode;
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state.AvailableActions.RemoveAction(action);
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startNode = startNode.Add(Execute(simulator, state.State, action, strict));
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}
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return startNode;
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}
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[Pure]
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private SolverSolution Solution()
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{
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var actions = new List<ActionType>();
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var node = rootNode;
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while (node.Children.Count != 0)
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{
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node = node.ChildAt(ChildMaxScore(ref node.ChildScores))!;
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if (node.State.Action != null)
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actions.Add(node.State.Action.Value);
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}
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//var at = node.ChildIdx;
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//ref var sum = ref node.ParentScores!.Value.Data[at.arrayIdx].ScoreSum.Span[at.subIdx];
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//ref var max = ref node.ParentScores!.Value.Data[at.arrayIdx].MaxScore.Span[at.subIdx];
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//ref var visits = ref node.ParentScores!.Value.Data[at.arrayIdx].Visits.Span[at.subIdx];
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//Console.WriteLine($"{sum} {max} {visits}");
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return new(actions, node.State.State);
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static (int arrayIdx, int subIdx) ChildMaxScore(ref NodeScoresBuffer scores)
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{
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var length = scores.Count;
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var vecLength = Vector<float>.Count;
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var max = (0, 0);
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var maxScore = 0f;
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for (var i = 0; length > 0; ++i)
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{
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var iterCount = Math.Min(vecLength, length);
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ref var chunk = ref scores.Data[i];
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var m = new Vector<float>(chunk.MaxScore.Span);
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var idx = Intrinsics.HMaxIndex(m, iterCount);
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if (m[idx] >= maxScore)
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{
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max = (i, idx);
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maxScore = m[idx];
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}
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length -= iterCount;
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}
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return max;
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}
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// Calculates the best child node to explore next
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// Exploitation: ((1 - w) * (s / v)) + (w * m)
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// Exploration: sqrt(c * ln(V) / v)
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// w = maxScoreWeightingConstant
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// s = score sum
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// m = max score
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// v = visits
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// V = parentVisits
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// c = explorationConstant
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// Somewhat based off of https://en.wikipedia.org/wiki/Monte_Carlo_tree_search#Exploration_and_exploitation
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// Here, w_i = (1-w)*score sum
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// n_i = visits
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// max score is tacked onto it
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// N_i = parent visits
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// c = exploration constant (but crafty places it inside the sqrt..?)
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]
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private (int arrayIdx, int subIdx) EvalBestChild(int parentVisits, ref NodeScoresBuffer scores)
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{
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var length = scores.Count;
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var vecLength = Vector<float>.Count;
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var C = MathF.Sqrt(config.ExplorationConstant * MathF.Log(parentVisits));
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var w = config.MaxScoreWeightingConstant;
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var W = 1f - w;
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var CVector = new Vector<float>(C);
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var max = (0, 0);
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var maxScore = 0f;
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for (var i = 0; length > 0; ++i)
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{
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var iterCount = Math.Min(vecLength, length);
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ref var chunk = ref scores.Data[i];
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var s = new Vector<float>(chunk.ScoreSum.Span);
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var vInt = new Vector<int>(chunk.Visits.Span);
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var m = new Vector<float>(chunk.MaxScore.Span);
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vInt = Vector.Max(vInt, Vector<int>.One);
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var v = Vector.ConvertToSingle(vInt);
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var exploitation = W * (s / v) + w * m;
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var exploration = CVector * Intrinsics.ReciprocalSqrt(v);
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var evalScores = exploitation + exploration;
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var idx = Intrinsics.HMaxIndex(evalScores, iterCount);
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if (evalScores[idx] >= maxScore)
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{
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max = (i, idx);
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maxScore = evalScores[idx];
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}
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length -= iterCount;
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}
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return max;
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}
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[Pure]
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public Node Select()
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{
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var node = rootNode;
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var nodeVisits = rootScores.Visits;
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while (true)
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{
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var expandable = !node.State.AvailableActions.IsEmpty;
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var likelyTerminal = node.Children.Count == 0;
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if (expandable || likelyTerminal)
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return node;
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// select the node with the highest score
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var at = EvalBestChild(nodeVisits, ref node.ChildScores);
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nodeVisits = node.ChildScores.GetVisits(at);
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node = node.ChildAt(at)!;
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}
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}
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public (Node ExpandedNode, float Score) ExpandAndRollout(Random random, Simulator simulator, Node initialNode)
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{
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ref var initialState = ref initialNode.State;
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// expand once
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if (initialState.IsComplete)
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return (initialNode, initialState.CalculateScore(config) ?? 0);
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var poppedAction = initialState.AvailableActions.PopRandom(random);
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var expandedNode = initialNode.Add(Execute(simulator, initialState.State, poppedAction, true));
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// playout to a terminal state
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var currentState = expandedNode.State.State;
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var currentCompletionState = expandedNode.State.SimulationCompletionState;
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var currentActions = expandedNode.State.AvailableActions;
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byte actionCount = 0;
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Span<ActionType> actions = stackalloc ActionType[Math.Min(config.MaxStepCount - currentState.ActionCount, config.MaxRolloutStepCount)];
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while (SimulationNode.GetCompletionState(currentCompletionState, currentActions) == CompletionState.Incomplete &&
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actionCount < actions.Length)
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{
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var nextAction = currentActions.SelectRandom(random);
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actions[actionCount++] = nextAction;
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(_, currentState) = simulator.Execute(currentState, nextAction);
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currentCompletionState = simulator.CompletionState;
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if (currentCompletionState != CompletionState.Incomplete)
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break;
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currentActions = simulator.AvailableActionsHeuristic(true);
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}
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// store the result if a max score was reached
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var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState, config) ?? 0;
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if (currentCompletionState == CompletionState.ProgressComplete)
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{
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if (score >= config.ScoreStorageThreshold && score >= MaxScore)
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{
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var terminalNode = ExecuteActions(simulator, expandedNode, actions[..actionCount], true);
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return (terminalNode, score);
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}
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}
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return (expandedNode, score);
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}
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public void Backpropagate(Node startNode, float score)
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{
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while (true)
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{
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if (startNode == rootNode)
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{
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rootScores.Visit(score);
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break;
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}
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startNode.ParentScores!.Value.Visit(startNode.ChildIdx, score);
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startNode = startNode.Parent!;
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}
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}
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private void ShowAllNodes()
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{
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static void ShowNodes(StringBuilder b, Node node, Stack<Node> path)
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{
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path.Push(node);
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b.AppendLine($"{new string(' ', path.Count)}{node.State.Action}");
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{
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for (var i = 0; i < node.Children.Count; ++i)
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{
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var n = node.ChildAt((i >> 3, i & 7))!;
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ShowNodes(b, n, path);
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}
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path.Pop();
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}
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}
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var b = new StringBuilder();
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ShowNodes(b, rootNode, new());
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Console.WriteLine(b.ToString());
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}
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private bool AllNodesComplete()
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{
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static bool NodesIncomplete(Node node, Stack<Node> path)
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{
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path.Push(node);
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if (node.Children.Count == 0)
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{
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if (!node.State.AvailableActions.IsEmpty)
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return true;
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}
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else
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{
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for (var i = 0; i < node.Children.Count; ++i)
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{
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var n = node.ChildAt((i >> 3, i & 7))!;
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if (NodesIncomplete(n, path))
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return true;
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}
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path.Pop();
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}
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return false;
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}
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return !NodesIncomplete(rootNode, new());
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void Search(int iterations, CancellationToken token)
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{
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Simulator simulator = new(rootNode.State.State, config.MaxStepCount);
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var random = rootNode.State.State.Input.Random;
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var n = 0;
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for (var i = 0; i < iterations || MaxScore == 0; i++)
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{
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if (token.IsCancellationRequested)
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break;
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var selectedNode = Select();
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var (endNode, score) = ExpandAndRollout(random, simulator, selectedNode);
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if (MaxScore == 0)
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{
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if (endNode == selectedNode)
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{
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if (n++ > 5000)
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{
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n = 0;
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if (AllNodesComplete())
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{
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//Console.WriteLine("All nodes solved for. Can't find a valid solution.");
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//ShowAllNodes();
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return;
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}
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}
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}
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else
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n = 0;
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}
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Backpropagate(endNode, score);
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}
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}
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public static SolverSolution SearchStepwiseFurcated(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token)
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{
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var definiteActionCount = 0;
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var bestSims = new List<(float Score, SolverSolution Result)>();
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var sim = new Simulator(state, config.MaxStepCount);
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var activeStates = new List<SolverSolution>() { new(new(), state) };
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while (activeStates.Count != 0)
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{
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if (token.IsCancellationRequested)
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break;
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var s = Stopwatch.StartNew();
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var tasks = new Task<(float MaxScore, int FurcatedActionIdx, SolverSolution Solution)>[config.ForkCount];
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for (var i = 0; i < config.ForkCount; i++)
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{
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var stateIdx = (int)((float)i / config.ForkCount * activeStates.Count);
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var st = activeStates[stateIdx];
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tasks[i] = Task.Run(() =>
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{
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var solver = new Solver(config, activeStates[stateIdx].State);
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solver.Search(config.Iterations / config.ForkCount, token);
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return (solver.MaxScore, stateIdx, solver.Solution());
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}, token);
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}
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Task.WaitAll(tasks, token);
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s.Stop();
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if (token.IsCancellationRequested)
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break;
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var bestActions = tasks.Select(t => t.Result).OrderByDescending(r => r.MaxScore).Take(config.FurcatedActionCount).ToArray();
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var bestAction = bestActions[0];
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if (bestAction.MaxScore >= config.ScoreStorageThreshold)
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{
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var (maxScore, furcatedActionIdx, solution) = bestAction;
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var (activeActions, activeState) = activeStates[furcatedActionIdx];
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activeActions.AddRange(solution.Actions);
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return solution with { Actions = activeActions };
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}
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var newStates = new List<SolverSolution>(config.FurcatedActionCount);
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for (var i = 0; i < bestActions.Length; ++i)
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{
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var (maxScore, furcatedActionIdx, (solutionActions, solutionNode)) = bestActions[i];
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if (solutionActions.Count == 0)
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continue;
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var (activeActions, activeState) = activeStates[furcatedActionIdx];
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var chosenAction = solutionActions[0];
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var newActions = new List<ActionType>(activeActions) { chosenAction };
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var newState = sim.Execute(activeState, chosenAction).NewState;
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if (sim.IsComplete)
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bestSims.Add((maxScore, new(newActions, newState)));
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else
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newStates.Add(new(newActions, newState));
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}
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if (bestSims.Count == 0 && newStates.Count != 0)
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{
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var definiteCount = definiteActionCount;
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var equalCount = int.MaxValue;
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var refActions = newStates[0].Actions;
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for (var i = 1; i < newStates.Count; ++i)
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{
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var cmpActions = newStates[i].Actions;
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var possibleCount = Math.Min(Math.Min(refActions.Count, cmpActions.Count), equalCount);
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var completelyEqual = true;
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for (var j = definiteCount; j < possibleCount; ++j)
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{
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if (refActions[j] != cmpActions[j])
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{
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equalCount = j;
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completelyEqual = false;
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break;
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}
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}
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if (completelyEqual)
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equalCount = possibleCount;
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}
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if (definiteCount != equalCount)
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{
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for (var i = definiteCount; i < equalCount; ++i)
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actionCallback?.Invoke(refActions[i]);
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definiteActionCount = equalCount;
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}
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}
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activeStates = newStates;
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Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / config.ForkCount / s.Elapsed.TotalSeconds / 1000:0.00} kI/s/t");
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}
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if (bestSims.Count == 0)
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return new(new(), state);
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var result = bestSims.MaxBy(s => s.Score).Result;
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for (var i = definiteActionCount; i < result.Actions.Count; ++i)
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actionCallback?.Invoke(result.Actions[i]);
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return result;
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}
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public static SolverSolution SearchStepwiseForked(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token)
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{
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var actions = new List<ActionType>();
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var sim = new Simulator(state, config.MaxStepCount);
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while (true)
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{
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if (token.IsCancellationRequested)
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break;
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if (sim.IsComplete)
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break;
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var s = Stopwatch.StartNew();
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var tasks = new Task<(float MaxScore, SolverSolution Solution)>[config.ForkCount];
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for (var i = 0; i < config.ForkCount; ++i)
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tasks[i] = Task.Run(() =>
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{
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var solver = new Solver(config, state);
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solver.Search(config.Iterations / config.ForkCount, token);
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return (solver.MaxScore, solver.Solution());
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}, token);
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Task.WaitAll(tasks, token);
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s.Stop();
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if (token.IsCancellationRequested)
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break;
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var (maxScore, solution) = tasks.Select(t => t.Result).MaxBy(r => r.MaxScore);
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if (maxScore >= config.ScoreStorageThreshold)
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{
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actions.AddRange(solution.Actions);
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return solution with { Actions = actions };
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}
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var chosenAction = solution.Actions[0];
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actionCallback?.Invoke(chosenAction);
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Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / config.ForkCount / s.Elapsed.TotalSeconds / 1000:0.00} kI/s/t");
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(_, state) = sim.Execute(state, chosenAction);
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actions.Add(chosenAction);
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}
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return new(actions, state);
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}
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public static SolverSolution SearchStepwise(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token)
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{
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var actions = new List<ActionType>();
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var sim = new Simulator(state, config.MaxStepCount);
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while (true)
|
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{
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if (token.IsCancellationRequested)
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break;
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if (sim.IsComplete)
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break;
|
||||
|
||||
var solver = new Solver(config, state);
|
||||
|
||||
var s = Stopwatch.StartNew();
|
||||
solver.Search(config.Iterations, token);
|
||||
s.Stop();
|
||||
|
||||
var solution = solver.Solution();
|
||||
|
||||
if (solver.MaxScore >= config.ScoreStorageThreshold)
|
||||
{
|
||||
actions.AddRange(solution.Actions);
|
||||
return solution with { Actions = actions };
|
||||
}
|
||||
|
||||
var chosenAction = solution.Actions[0];
|
||||
actionCallback?.Invoke(chosenAction);
|
||||
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}ms {config.Iterations / s.Elapsed.TotalSeconds / 1000:0.00} kI/s");
|
||||
|
||||
(_, state) = sim.Execute(state, chosenAction);
|
||||
actions.Add(chosenAction);
|
||||
}
|
||||
|
||||
return new(actions, state);
|
||||
}
|
||||
|
||||
public static SolverSolution SearchOneshotForked(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token)
|
||||
{
|
||||
var tasks = new Task<(float MaxScore, SolverSolution Solution)>[config.ForkCount];
|
||||
for (var i = 0; i < config.ForkCount; ++i)
|
||||
tasks[i] = Task.Run(() =>
|
||||
{
|
||||
var solver = new Solver(config, state);
|
||||
solver.Search(config.Iterations / config.ForkCount, token);
|
||||
return (solver.MaxScore, solver.Solution());
|
||||
}, token);
|
||||
Task.WaitAll(tasks, CancellationToken.None);
|
||||
|
||||
var solution = tasks.Select(t => t.Result).MaxBy(r => r.MaxScore).Solution;
|
||||
foreach (var action in solution.Actions)
|
||||
actionCallback?.Invoke(action);
|
||||
|
||||
return solution;
|
||||
}
|
||||
|
||||
public static SolverSolution SearchOneshot(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token)
|
||||
{
|
||||
var solver = new Solver(config, state);
|
||||
solver.Search(config.Iterations, token);
|
||||
var solution = solver.Solution();
|
||||
foreach (var action in solution.Actions)
|
||||
actionCallback?.Invoke(action);
|
||||
|
||||
return solution;
|
||||
}
|
||||
|
||||
public static SolverSolution Search(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback = null, CancellationToken token = default)
|
||||
{
|
||||
Func<SolverConfig, SimulationState, Action<ActionType>?, CancellationToken, SolverSolution> func = config.Algorithm switch
|
||||
{
|
||||
SolverAlgorithm.Oneshot => SearchOneshot,
|
||||
SolverAlgorithm.OneshotForked => SearchOneshotForked,
|
||||
SolverAlgorithm.Stepwise => SearchStepwise,
|
||||
SolverAlgorithm.StepwiseForked => SearchStepwiseForked,
|
||||
SolverAlgorithm.StepwiseFurcated or _ => SearchStepwiseFurcated,
|
||||
};
|
||||
return func(config, state, actionCallback, token);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user