Customizable solver config, remove simulator emplace/displace methods
This commit is contained in:
@@ -33,10 +33,10 @@ internal static class Program
|
|||||||
|
|
||||||
var s = Stopwatch.StartNew();
|
var s = Stopwatch.StartNew();
|
||||||
if (true)
|
if (true)
|
||||||
_ = Solver.Crafty.Solver.SearchStepwise(input, a => Console.WriteLine(a));
|
_ = Solver.Crafty.Solver.SearchStepwise(new(), input, a => Console.WriteLine(a));
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
(var actions, _) = Solver.Crafty.Solver.SearchOneshot(input);
|
(var actions, _) = Solver.Crafty.Solver.SearchOneshot(new(), input);
|
||||||
foreach (var action in actions)
|
foreach (var action in actions)
|
||||||
Console.Write($">{action.IntName()}");
|
Console.Write($">{action.IntName()}");
|
||||||
Console.WriteLine();
|
Console.WriteLine();
|
||||||
|
|||||||
@@ -34,13 +34,13 @@ internal static class ActionUtils
|
|||||||
_ => baseCraftAction
|
_ => baseCraftAction
|
||||||
}, null);
|
}, null);
|
||||||
}
|
}
|
||||||
else if (LuminaSheets.ActionSheet.GetRow(actionId) is Action baseAction)
|
if (LuminaSheets.ActionSheet.GetRow(actionId) is Action baseAction)
|
||||||
{
|
{
|
||||||
return (null,
|
return (null,
|
||||||
LuminaSheets.ActionSheet.First(r =>
|
LuminaSheets.ActionSheet.First(r =>
|
||||||
r.Icon == baseAction.Icon &&
|
r.Icon == baseAction.Icon &&
|
||||||
r.ActionCategory.Row == baseAction.ActionCategory.Row &&
|
r.ActionCategory.Row == baseAction.ActionCategory.Row &&
|
||||||
r.Name.RawString == baseAction.Name.RawString &&
|
r.Name.RawString.Equals(baseAction.Name.RawString, StringComparison.Ordinal) &&
|
||||||
(r.ClassJobCategory.Value?.IsClassJob(classJob) ?? false)
|
(r.ClassJobCategory.Value?.IsClassJob(classJob) ?? false)
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
using Craftimizer.Simulator.Actions;
|
using Craftimizer.Simulator.Actions;
|
||||||
|
using System.Runtime.InteropServices;
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
[StructLayout(LayoutKind.Auto)]
|
||||||
public struct ActionStates
|
public struct ActionStates
|
||||||
{
|
{
|
||||||
public byte TouchComboIdx;
|
public byte TouchComboIdx;
|
||||||
|
|||||||
@@ -46,7 +46,7 @@ public static class ActionUtils
|
|||||||
var types = typeof(BaseAction).Assembly.GetTypes()
|
var types = typeof(BaseAction).Assembly.GetTypes()
|
||||||
.Where(t => t.IsAssignableTo(typeof(BaseAction)) && !t.IsAbstract);
|
.Where(t => t.IsAssignableTo(typeof(BaseAction)) && !t.IsAbstract);
|
||||||
Actions = Enum.GetNames<ActionType>()
|
Actions = Enum.GetNames<ActionType>()
|
||||||
.Select(a => types.First(t => t.Name == a))
|
.Select(a => types.First(t => t.Name.Equals(a, StringComparison.Ordinal)))
|
||||||
.Select(t => (Activator.CreateInstance(t) as BaseAction)!)
|
.Select(t => (Activator.CreateInstance(t) as BaseAction)!)
|
||||||
.ToArray();
|
.ToArray();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,8 @@
|
|||||||
|
using System.Runtime.InteropServices;
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
|
[StructLayout(LayoutKind.Auto)]
|
||||||
public struct Effects
|
public struct Effects
|
||||||
{
|
{
|
||||||
public byte InnerQuiet;
|
public byte InnerQuiet;
|
||||||
|
|||||||
@@ -1,18 +1,21 @@
|
|||||||
|
using System.Runtime.InteropServices;
|
||||||
|
|
||||||
namespace Craftimizer.Simulator;
|
namespace Craftimizer.Simulator;
|
||||||
|
|
||||||
public readonly struct SimulationState
|
[StructLayout(LayoutKind.Auto)]
|
||||||
|
public struct SimulationState
|
||||||
{
|
{
|
||||||
public SimulationInput Input { get; init; }
|
public readonly SimulationInput Input;
|
||||||
|
|
||||||
public int ActionCount { get; init; }
|
public int ActionCount;
|
||||||
public int StepCount { get; init; }
|
public int StepCount;
|
||||||
public int Progress { get; init; }
|
public int Progress;
|
||||||
public int Quality { get; init; }
|
public int Quality;
|
||||||
public int Durability { get; init; }
|
public int Durability;
|
||||||
public int CP { get; init; }
|
public int CP;
|
||||||
public Condition Condition { get; init; }
|
public Condition Condition;
|
||||||
public Effects ActiveEffects { get; init; }
|
public Effects ActiveEffects;
|
||||||
public ActionStates ActionStates { get; init; }
|
public ActionStates ActionStates;
|
||||||
|
|
||||||
// https://github.com/ffxiv-teamcraft/simulator/blob/0682dfa76043ff4ccb38832c184d046ceaff0733/src/model/tables.ts#L2
|
// https://github.com/ffxiv-teamcraft/simulator/blob/0682dfa76043ff4ccb38832c184d046ceaff0733/src/model/tables.ts#L2
|
||||||
private static readonly int[] HQPercentTable = {
|
private static readonly int[] HQPercentTable = {
|
||||||
@@ -21,9 +24,9 @@ public readonly struct SimulationState
|
|||||||
17, 18, 18, 18, 19, 19, 20, 20, 21, 22, 23, 24, 26, 28, 31, 34, 38, 42, 47, 52, 58, 64, 68, 71,
|
17, 18, 18, 18, 19, 19, 20, 20, 21, 22, 23, 24, 26, 28, 31, 34, 38, 42, 47, 52, 58, 64, 68, 71,
|
||||||
74, 76, 78, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 94, 96, 98, 100
|
74, 76, 78, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 94, 96, 98, 100
|
||||||
};
|
};
|
||||||
public int HQPercent => HQPercentTable[(int)Math.Clamp((float)Quality / Input.Recipe.MaxQuality * 100, 0, 100)];
|
public readonly int HQPercent => HQPercentTable[(int)Math.Clamp((float)Quality / Input.Recipe.MaxQuality * 100, 0, 100)];
|
||||||
|
|
||||||
public bool IsFirstStep => StepCount == 0;
|
public readonly bool IsFirstStep => StepCount == 0;
|
||||||
|
|
||||||
public SimulationState(SimulationInput input)
|
public SimulationState(SimulationInput input)
|
||||||
{
|
{
|
||||||
|
|||||||
+16
-44
@@ -4,18 +4,20 @@ namespace Craftimizer.Simulator;
|
|||||||
|
|
||||||
public class Simulator
|
public class Simulator
|
||||||
{
|
{
|
||||||
public SimulationInput Input { get; private set; }
|
protected SimulationState State;
|
||||||
public int ActionCount { get; private set; }
|
|
||||||
public int StepCount { get; private set; }
|
|
||||||
public int Progress { get; private set; }
|
|
||||||
public int Quality { get; private set; }
|
|
||||||
public int Durability { get; private set; }
|
|
||||||
public int CP { get; private set; }
|
|
||||||
public Condition Condition { get; private set; }
|
|
||||||
public Effects ActiveEffects;
|
|
||||||
public ActionStates ActionStates;
|
|
||||||
|
|
||||||
public bool IsFirstStep => StepCount == 0;
|
public SimulationInput Input => State.Input;
|
||||||
|
public ref int ActionCount => ref State.ActionCount;
|
||||||
|
public ref int StepCount => ref State.StepCount;
|
||||||
|
public ref int Progress => ref State.Progress;
|
||||||
|
public ref int Quality => ref State.Quality;
|
||||||
|
public ref int Durability => ref State.Durability;
|
||||||
|
public ref int CP => ref State.CP;
|
||||||
|
public ref Condition Condition => ref State.Condition;
|
||||||
|
public ref Effects ActiveEffects => ref State.ActiveEffects;
|
||||||
|
public ref ActionStates ActionStates => ref State.ActionStates;
|
||||||
|
|
||||||
|
public bool IsFirstStep => State.StepCount == 0;
|
||||||
|
|
||||||
public CompletionState CompletionState
|
public CompletionState CompletionState
|
||||||
{
|
{
|
||||||
@@ -32,45 +34,15 @@ public class Simulator
|
|||||||
|
|
||||||
public IEnumerable<ActionType> AvailableActions => ActionUtils.AvailableActions(this);
|
public IEnumerable<ActionType> AvailableActions => ActionUtils.AvailableActions(this);
|
||||||
|
|
||||||
#pragma warning disable CS8618 // Emplace sets all the fields already
|
|
||||||
public Simulator(SimulationState state)
|
public Simulator(SimulationState state)
|
||||||
#pragma warning restore CS8618
|
|
||||||
{
|
{
|
||||||
Emplace(state);
|
State = state;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Emplace(SimulationState state)
|
|
||||||
{
|
|
||||||
Input = state.Input;
|
|
||||||
ActionCount = state.ActionCount;
|
|
||||||
StepCount = state.StepCount;
|
|
||||||
Progress = state.Progress;
|
|
||||||
Quality = state.Quality;
|
|
||||||
Durability = state.Durability;
|
|
||||||
CP = state.CP;
|
|
||||||
Condition = state.Condition;
|
|
||||||
ActiveEffects = state.ActiveEffects;
|
|
||||||
ActionStates = state.ActionStates;
|
|
||||||
}
|
|
||||||
|
|
||||||
private SimulationState Displace() => new()
|
|
||||||
{
|
|
||||||
Input = Input,
|
|
||||||
ActionCount = ActionCount,
|
|
||||||
StepCount = StepCount,
|
|
||||||
Progress = Progress,
|
|
||||||
Quality = Quality,
|
|
||||||
Durability = Durability,
|
|
||||||
CP = CP,
|
|
||||||
Condition = Condition,
|
|
||||||
ActiveEffects = ActiveEffects,
|
|
||||||
ActionStates = ActionStates,
|
|
||||||
};
|
|
||||||
|
|
||||||
public (ActionResponse Response, SimulationState NewState) Execute(SimulationState state, ActionType action)
|
public (ActionResponse Response, SimulationState NewState) Execute(SimulationState state, ActionType action)
|
||||||
{
|
{
|
||||||
Emplace(state);
|
State = state;
|
||||||
return (Execute(action), Displace());
|
return (Execute(action), State);
|
||||||
}
|
}
|
||||||
|
|
||||||
private ActionResponse Execute(ActionType action)
|
private ActionResponse Execute(ActionType action)
|
||||||
|
|||||||
@@ -1,5 +1,8 @@
|
|||||||
|
using System.Runtime.InteropServices;
|
||||||
|
|
||||||
namespace Craftimizer.Solver.Crafty;
|
namespace Craftimizer.Solver.Crafty;
|
||||||
|
|
||||||
|
[StructLayout(LayoutKind.Auto)]
|
||||||
public struct NodeScores
|
public struct NodeScores
|
||||||
{
|
{
|
||||||
public float ScoreSum;
|
public float ScoreSum;
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
using Craftimizer.Simulator;
|
using Craftimizer.Simulator;
|
||||||
using Craftimizer.Simulator.Actions;
|
using Craftimizer.Simulator.Actions;
|
||||||
|
using System.Runtime.InteropServices;
|
||||||
|
|
||||||
namespace Craftimizer.Solver.Crafty;
|
namespace Craftimizer.Solver.Crafty;
|
||||||
|
|
||||||
|
[StructLayout(LayoutKind.Auto)]
|
||||||
public struct SimulationNode
|
public struct SimulationNode
|
||||||
{
|
{
|
||||||
public readonly SimulationState State;
|
public readonly SimulationState State;
|
||||||
@@ -12,9 +14,9 @@ public struct SimulationNode
|
|||||||
public ActionSet AvailableActions;
|
public ActionSet AvailableActions;
|
||||||
public NodeScores Scores;
|
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)
|
public SimulationNode(SimulationState state, ActionType? action, CompletionState completionState, ActionSet actions)
|
||||||
{
|
{
|
||||||
@@ -29,9 +31,9 @@ public struct SimulationNode
|
|||||||
CompletionState.NoMoreActions :
|
CompletionState.NoMoreActions :
|
||||||
simCompletionState;
|
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)
|
if (completionState != CompletionState.ProgressComplete)
|
||||||
return null;
|
return null;
|
||||||
@@ -70,7 +72,7 @@ public struct SimulationNode
|
|||||||
);
|
);
|
||||||
|
|
||||||
var fewerStepsScore =
|
var fewerStepsScore =
|
||||||
fewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / Solver.MaxStepCount));
|
fewerStepsBonus * (1f - ((float)(state.ActionCount + 1) / maxStepCount));
|
||||||
|
|
||||||
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
|
return progressScore + qualityScore + durabilityScore + cpScore + fewerStepsScore;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,14 +6,17 @@ namespace Craftimizer.Solver.Crafty;
|
|||||||
|
|
||||||
public class Simulator : Sim
|
public class Simulator : Sim
|
||||||
{
|
{
|
||||||
|
private readonly int maxStepCount;
|
||||||
|
|
||||||
public new CompletionState CompletionState =>
|
public new CompletionState CompletionState =>
|
||||||
(ActionCount + 1) >= Solver.MaxStepCount ?
|
(ActionCount + 1) >= maxStepCount ?
|
||||||
CompletionState.MaxActionCountReached :
|
CompletionState.MaxActionCountReached :
|
||||||
(CompletionState)base.CompletionState;
|
(CompletionState)base.CompletionState;
|
||||||
public override bool IsComplete => CompletionState != CompletionState.Incomplete;
|
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
|
// Disable randomization
|
||||||
|
|||||||
+17
-21
@@ -10,20 +10,16 @@ namespace Craftimizer.Solver.Crafty;
|
|||||||
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
|
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
|
||||||
public class Solver
|
public class Solver
|
||||||
{
|
{
|
||||||
|
public SolverConfig Config;
|
||||||
public Simulator Simulator;
|
public Simulator Simulator;
|
||||||
public Node RootNode;
|
public Node RootNode;
|
||||||
|
|
||||||
// public Random Random => Simulator.Input.Random;
|
// public Random Random => Simulator.Input.Random;
|
||||||
|
|
||||||
public const int Iterations = 30000;
|
public Solver(SolverConfig config, SimulationState state, bool strict)
|
||||||
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)
|
|
||||||
{
|
{
|
||||||
Simulator = new(state);
|
Config = config;
|
||||||
|
Simulator = new(state, config.MaxStepCount);
|
||||||
RootNode = new(new(
|
RootNode = new(new(
|
||||||
state,
|
state,
|
||||||
null,
|
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 length = children.Length;
|
||||||
|
|
||||||
var C = ExplorationConstant * MathF.Log(parentVisits);
|
var C = Config.ExplorationConstant * MathF.Log(parentVisits);
|
||||||
var w = MaxScoreWeightingConstant;
|
var w = Config.MaxScoreWeightingConstant;
|
||||||
var W = 1f - w;
|
var W = 1f - w;
|
||||||
var CVector = new Vector<float>(C);
|
var CVector = new Vector<float>(C);
|
||||||
|
|
||||||
@@ -162,7 +158,7 @@ public class Solver
|
|||||||
ref var initialState = ref initialNode.State;
|
ref var initialState = ref initialNode.State;
|
||||||
// expand once
|
// expand once
|
||||||
if (initialState.IsComplete)
|
if (initialState.IsComplete)
|
||||||
return (initialNode, initialState.CompletionState, initialState.CalculateScore() ?? 0);
|
return (initialNode, initialState.CompletionState, initialState.CalculateScore(Config.MaxStepCount) ?? 0);
|
||||||
|
|
||||||
var randomAction = initialState.AvailableActions.First();
|
var randomAction = initialState.AvailableActions.First();
|
||||||
initialState.AvailableActions.RemoveAction(randomAction);
|
initialState.AvailableActions.RemoveAction(randomAction);
|
||||||
@@ -174,7 +170,7 @@ public class Solver
|
|||||||
var currentActions = expandedNode.State.AvailableActions;
|
var currentActions = expandedNode.State.AvailableActions;
|
||||||
|
|
||||||
byte actionCount = 0;
|
byte actionCount = 0;
|
||||||
Span<ActionType> actions = stackalloc ActionType[MaxStepCount];
|
Span<ActionType> actions = stackalloc ActionType[Config.MaxStepCount];
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
|
if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
|
||||||
@@ -186,10 +182,10 @@ public class Solver
|
|||||||
|
|
||||||
// store the result if a max score was reached
|
// store the result if a max score was reached
|
||||||
currentCompletionState = SimulationNode.GetCompletionState(currentCompletionState, currentActions);
|
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 (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);
|
(var terminalNode, _) = ExecuteActions(expandedNode, actions[..actionCount], true);
|
||||||
return (terminalNode, currentCompletionState, score);
|
return (terminalNode, currentCompletionState, score);
|
||||||
@@ -213,7 +209,7 @@ public class Solver
|
|||||||
|
|
||||||
public void Search(Node startNode)
|
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 selectedNode = Select(startNode);
|
||||||
var (endNode, _, score) = ExpandAndRollout(selectedNode);
|
var (endNode, _, score) = ExpandAndRollout(selectedNode);
|
||||||
@@ -236,11 +232,11 @@ public class Solver
|
|||||||
return (actions, node.State);
|
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 state = new SimulationState(input);
|
||||||
var actions = new List<ActionType>();
|
var actions = new List<ActionType>();
|
||||||
var solver = new Solver(state, true);
|
var solver = new Solver(config, state, true);
|
||||||
while (!solver.Simulator.IsComplete)
|
while (!solver.Simulator.IsComplete)
|
||||||
{
|
{
|
||||||
solver.Search(solver.RootNode);
|
solver.Search(solver.RootNode);
|
||||||
@@ -258,15 +254,15 @@ public class Solver
|
|||||||
|
|
||||||
actionCallback?.Invoke(chosen_action);
|
actionCallback?.Invoke(chosen_action);
|
||||||
|
|
||||||
solver = new Solver(state, true);
|
solver = new Solver(config, state, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
return (actions, state);
|
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);
|
solver.Search(solver.RootNode);
|
||||||
var (solution_actions, solution_node) = solver.Solution();
|
var (solution_actions, solution_node) = solver.Solution();
|
||||||
return (solution_actions, solution_node.State);
|
return (solution_actions, solution_node.State);
|
||||||
|
|||||||
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user