Customizable solver config, remove simulator emplace/displace methods

This commit is contained in:
Asriel Camora
2023-06-21 10:38:08 -07:00
parent 11b4b7f6d9
commit f3445f3cb9
12 changed files with 103 additions and 90 deletions
+3
View File
@@ -1,5 +1,8 @@
using System.Runtime.InteropServices;
namespace Craftimizer.Solver.Crafty;
[StructLayout(LayoutKind.Auto)]
public struct NodeScores
{
public float ScoreSum;
+7 -5
View File
@@ -1,8 +1,10 @@
using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using System.Runtime.InteropServices;
namespace Craftimizer.Solver.Crafty;
[StructLayout(LayoutKind.Auto)]
public struct SimulationNode
{
public readonly SimulationState State;
@@ -12,9 +14,9 @@ public struct SimulationNode
public ActionSet AvailableActions;
public NodeScores Scores;
public CompletionState CompletionState => GetCompletionState(SimulationCompletionState, AvailableActions);
public readonly CompletionState CompletionState => GetCompletionState(SimulationCompletionState, AvailableActions);
public bool IsComplete => CompletionState != CompletionState.Incomplete;
public readonly bool IsComplete => CompletionState != CompletionState.Incomplete;
public SimulationNode(SimulationState state, ActionType? action, CompletionState completionState, ActionSet actions)
{
@@ -29,9 +31,9 @@ public struct SimulationNode
CompletionState.NoMoreActions :
simCompletionState;
public float? CalculateScore() => CalculateScoreForState(State, SimulationCompletionState);
public readonly float? CalculateScore(int maxStepCount) => CalculateScoreForState(State, SimulationCompletionState, maxStepCount);
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState)
public static float? CalculateScoreForState(SimulationState state, CompletionState completionState, int maxStepCount)
{
if (completionState != CompletionState.ProgressComplete)
return null;
@@ -70,7 +72,7 @@ public struct SimulationNode
);
var fewerStepsScore =
fewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / Solver.MaxStepCount));
fewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / maxStepCount));
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
}
+5 -2
View File
@@ -6,14 +6,17 @@ namespace Craftimizer.Solver.Crafty;
public class Simulator : Sim
{
private readonly int maxStepCount;
public new CompletionState CompletionState =>
(ActionCount + 1) >= Solver.MaxStepCount ?
(ActionCount + 1) >= maxStepCount ?
CompletionState.MaxActionCountReached :
(CompletionState)base.CompletionState;
public override bool IsComplete => CompletionState != CompletionState.Incomplete;
public Simulator(SimulationState state) : base(state)
public Simulator(SimulationState state, int maxStepCount) : base(state)
{
this.maxStepCount = maxStepCount;
}
// Disable randomization
+17 -21
View File
@@ -10,20 +10,16 @@ namespace Craftimizer.Solver.Crafty;
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
public class Solver
{
public SolverConfig Config;
public Simulator Simulator;
public Node RootNode;
// public Random Random => Simulator.Input.Random;
public const int Iterations = 30000;
public const float ScoreStorageThreshold = 1f;
public const float MaxScoreWeightingConstant = 0.1f;
public const float ExplorationConstant = 4f;
public const int MaxStepCount = 25;
public Solver(SimulationState state, bool strict)
public Solver(SolverConfig config, SimulationState state, bool strict)
{
Simulator = new(state);
Config = config;
Simulator = new(state, config.MaxStepCount);
RootNode = new(new(
state,
null,
@@ -32,7 +28,7 @@ public class Solver
));
}
public Solver(SimulationInput input, bool strict) : this(new SimulationState(input), strict)
public Solver(SolverConfig config, SimulationInput input, bool strict) : this(config, new SimulationState(input), strict)
{
}
@@ -104,8 +100,8 @@ public class Solver
{
var length = children.Length;
var C = ExplorationConstant * MathF.Log(parentVisits);
var w = MaxScoreWeightingConstant;
var C = Config.ExplorationConstant * MathF.Log(parentVisits);
var w = Config.MaxScoreWeightingConstant;
var W = 1f - w;
var CVector = new Vector<float>(C);
@@ -162,7 +158,7 @@ public class Solver
ref var initialState = ref initialNode.State;
// expand once
if (initialState.IsComplete)
return (initialNode, initialState.CompletionState, initialState.CalculateScore() ?? 0);
return (initialNode, initialState.CompletionState, initialState.CalculateScore(Config.MaxStepCount) ?? 0);
var randomAction = initialState.AvailableActions.First();
initialState.AvailableActions.RemoveAction(randomAction);
@@ -174,7 +170,7 @@ public class Solver
var currentActions = expandedNode.State.AvailableActions;
byte actionCount = 0;
Span<ActionType> actions = stackalloc ActionType[MaxStepCount];
Span<ActionType> actions = stackalloc ActionType[Config.MaxStepCount];
while (true)
{
if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
@@ -186,10 +182,10 @@ public class Solver
// store the result if a max score was reached
currentCompletionState = SimulationNode.GetCompletionState(currentCompletionState, currentActions);
var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState) ?? 0;
var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState, Config.MaxStepCount) ?? 0;
if (currentCompletionState == CompletionState.ProgressComplete)
{
if (score >= ScoreStorageThreshold && score >= RootNode.State.Scores.MaxScore)
if (score >= Config.ScoreStorageThreshold && score >= RootNode.State.Scores.MaxScore)
{
(var terminalNode, _) = ExecuteActions(expandedNode, actions[..actionCount], true);
return (terminalNode, currentCompletionState, score);
@@ -213,7 +209,7 @@ public class Solver
public void Search(Node startNode)
{
for (var i = 0; i < Iterations; i++)
for (var i = 0; i < Config.Iterations; i++)
{
var selectedNode = Select(startNode);
var (endNode, _, score) = ExpandAndRollout(selectedNode);
@@ -236,11 +232,11 @@ public class Solver
return (actions, node.State);
}
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, Action<ActionType>? actionCallback)
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback)
{
var state = new SimulationState(input);
var actions = new List<ActionType>();
var solver = new Solver(state, true);
var solver = new Solver(config, state, true);
while (!solver.Simulator.IsComplete)
{
solver.Search(solver.RootNode);
@@ -258,15 +254,15 @@ public class Solver
actionCallback?.Invoke(chosen_action);
solver = new Solver(state, true);
solver = new Solver(config, state, true);
}
return (actions, state);
}
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SimulationInput input)
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SolverConfig config, SimulationInput input)
{
var solver = new Solver(input, false);
var solver = new Solver(config, input, false);
solver.Search(solver.RootNode);
var (solution_actions, solution_node) = solver.Solution();
return (solution_actions, solution_node.State);
+29
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@@ -0,0 +1,29 @@
using System.Runtime.InteropServices;
namespace Craftimizer.Solver.Crafty;
[StructLayout(LayoutKind.Auto)]
public readonly struct SolverConfig
{
public readonly int Iterations;
public readonly float ScoreStorageThreshold;
public readonly float MaxScoreWeightingConstant;
public readonly float ExplorationConstant;
public readonly int MaxStepCount;
public SolverConfig() : this(30000, 1f, 0.1f, 4, 25) { }
public SolverConfig(
int iterations = 30000,
float scoreStorageThreshold = 1f,
float maxScoreWeightingConstant = 0.1f,
float explorationConstant = 4f,
int maxStepCount = 25)
{
Iterations = iterations;
ScoreStorageThreshold = scoreStorageThreshold;
MaxScoreWeightingConstant = maxScoreWeightingConstant;
ExplorationConstant = explorationConstant;
MaxStepCount = maxStepCount;
}
}