using Craftimizer.Simulator; using Craftimizer.Simulator.Actions; using System.Diagnostics.Contracts; using System.Numerics; using System.Runtime.CompilerServices; using Node = Craftimizer.Solver.Crafty.ArenaNode; namespace Craftimizer.Solver.Crafty; // https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs public sealed class Solver { public SolverConfig Config; public Node RootNode; public Random Random; public Solver(SolverConfig config, SimulationState state, bool strict) { Config = config; var sim = new Simulator(state, config.MaxStepCount); RootNode = new(new( state, null, sim.CompletionState, sim.AvailableActionsHeuristic(strict) )); Random = state.Input.Random; } public Solver(SolverConfig config, SimulationInput input, bool strict) : this(config, new SimulationState(input), strict) { } private static SimulationNode Execute(Simulator simulator, SimulationState state, ActionType action, bool strict) { (_, var newState) = simulator.Execute(state, action); return new( newState, action, simulator.CompletionState, simulator.AvailableActionsHeuristic(strict) ); } public static (Node EndNode, CompletionState State) ExecuteActions(Simulator simulator, Node startNode, ReadOnlySpan actions, bool strict = false) { foreach (var action in actions) { var state = startNode.State; if (state.IsComplete) return (startNode, state.CompletionState); if (!state.AvailableActions.HasAction(action)) return (startNode, CompletionState.InvalidAction); state.AvailableActions.RemoveAction(action); startNode = startNode.Add(Execute(simulator, state.State, action, strict)); } return (startNode, startNode.State.CompletionState); } [Pure] [MethodImpl(MethodImplOptions.AggressiveInlining)] private static Node ChildMaxScore(ref Node.ChildBuffer children) { var length = children.Count; var vecLength = Vector.Count; Span scores = stackalloc float[vecLength]; var max = (0, 0); var maxScore = 0f; for (var i = 0; length > 0; ++i) { var iterCount = Math.Min(vecLength, length); ref var chunk = ref children.Data[i]; for (var j = 0; j < iterCount; ++j) scores[j] = chunk[j].State.Scores.MaxScore; var idx = Intrinsics.HMaxIndex(new Vector(scores), iterCount); if (scores[idx] >= maxScore) { max = (i, idx); maxScore = scores[idx]; } length -= iterCount; } return children.Data[max.Item1][max.Item2]; } [Pure] [MethodImpl(MethodImplOptions.AggressiveInlining)] private Node? EvalBestChild(float parentVisits, ref Node.ChildBuffer children) { if (parentVisits == 0) return null; var length = children.Count; var vecLength = Vector.Count; var C = MathF.Sqrt(Config.ExplorationConstant * MathF.Log(parentVisits)); var w = Config.MaxScoreWeightingConstant; var W = 1f - w; var CVector = new Vector(C); Span scoreSums = stackalloc float[vecLength]; Span visits = stackalloc float[vecLength]; Span maxScores = stackalloc float[vecLength]; var max = (0, 0); var maxScore = 0f; for (var i = 0; length > 0; ++i) { var iterCount = Math.Min(vecLength, length); ref var chunk = ref children.Data[i]; for (var j = 0; j < iterCount; ++j) { var node = chunk[j]?.State.Scores ?? new(); scoreSums[j] = node.ScoreSum; visits[j] = node.Visits; maxScores[j] = node.MaxScore; } var s = new Vector(scoreSums); var m = new Vector(maxScores); var v = new Vector(visits); v = Vector.Max(v, Vector.One); var exploitation = (W * (s / v)) + (w * m); var exploration = CVector * Intrinsics.ReciprocalSqrt(v); var evalScores = exploitation + exploration; var idx = Intrinsics.HMaxIndex(evalScores, iterCount); if (evalScores[idx] >= maxScore) { max = (i, idx); maxScore = evalScores[idx]; } length -= iterCount; } return children.Data[max.Item1][max.Item2]; } [Pure] public Node Select() { var node = RootNode; while (true) { var expandable = !node.State.AvailableActions.IsEmpty; var likelyTerminal = node.Children.Count == 0; if (expandable || likelyTerminal) return node; // select the node with the highest score // if null (current node is invalid & not backpropagated just yet), try again from root node = EvalBestChild(node.State.Scores.Visits, ref node.Children) ?? RootNode; } } public (Node ExpandedNode, float Score)? ExpandAndRollout(Simulator simulator, Node initialNode) { ref var initialState = ref initialNode.State; // expand once if (initialState.IsComplete) return (initialNode, initialState.CalculateScore(Config.MaxStepCount) ?? 0); var poppedAction = initialState.AvailableActions.PopRandom(Random); if (!poppedAction.HasValue) return null; var expandedNode = initialNode.Add(Execute(simulator, initialState.State, poppedAction.Value, true)); // playout to a terminal state var currentState = expandedNode.State.State; var currentCompletionState = expandedNode.State.SimulationCompletionState; var currentActions = expandedNode.State.AvailableActions; byte actionCount = 0; Span actions = stackalloc ActionType[Config.MaxStepCount]; while (true) { if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete) break; var nextAction = currentActions.SelectRandom(Random); actions[actionCount++] = nextAction; (_, currentState) = simulator.Execute(currentState, nextAction); currentCompletionState = simulator.CompletionState; currentActions = simulator.AvailableActionsHeuristic(true); } // store the result if a max score was reached var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState, Config.MaxStepCount) ?? 0; if (currentCompletionState == CompletionState.ProgressComplete) { if (score >= Config.ScoreStorageThreshold && score >= RootNode.State.Scores.MaxScore) { (var terminalNode, _) = ExecuteActions(simulator, expandedNode, actions[..actionCount], true); return (terminalNode, score); } } return (expandedNode, score); } public void Backpropagate(Node startNode, float score) { while (true) { startNode.State.Scores.Visit(score); if (startNode == RootNode) break; startNode = startNode.Parent!; } } public void SearchThread(CancellationToken token) { Simulator simulator = new(RootNode.State.State, Config.MaxStepCount); for (var i = 0; i < Config.Iterations; i++) { if (token.IsCancellationRequested) break; var selectedNode = Select(); var rolledOut = ExpandAndRollout(simulator, selectedNode); if (!rolledOut.HasValue) { // Retry, count this iteration as moot i--; continue; } var (endNode, score) = rolledOut.Value; Backpropagate(endNode, score); } } public void Search(CancellationToken token) { var tasks = new Task[Config.ThreadCount]; for (var i = 0; i < Config.ThreadCount; ++i) tasks[i] = Task.Run(() => SearchThread(token), token); Task.WaitAll(tasks, CancellationToken.None); } [Pure] public (List Actions, SimulationNode Node) Solution() { var actions = new List(); var node = RootNode; while (node.Children.Count != 0) { node = ChildMaxScore(ref node.Children); if (node.State.Action != null) actions.Add(node.State.Action.Value); } return (actions, node.State); } public static (List Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationInput input, Action? actionCallback, CancellationToken token = default) => SearchStepwise(config, new SimulationState(input), actionCallback, token); public static (List Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationState state, Action? actionCallback, CancellationToken token = default) { var actions = new List(); Simulator sim = new(state, config.MaxStepCount); var solver = new Solver(config, state, true); while (!sim.IsComplete) { if (token.IsCancellationRequested) break; solver.Search(token); var (solution_actions, solution_node) = solver.Solution(); if (solution_node.Scores.MaxScore >= 1.0) { actions.AddRange(solution_actions); return (actions, solution_node.State); } var chosen_action = solution_actions[0]; (_, state) = sim.Execute(state, chosen_action); actions.Add(chosen_action); actionCallback?.Invoke(chosen_action); solver = new Solver(config, state, true); } return (actions, state); } public static (List Actions, SimulationState State) SearchOneshot(SolverConfig config, SimulationInput input, CancellationToken token = default) => SearchOneshot(config, new SimulationState(input), token); public static (List Actions, SimulationState State) SearchOneshot(SolverConfig config, SimulationState state, CancellationToken token = default) { var solver = new Solver(config, state, false); solver.Search(token); var (solution_actions, solution_node) = solver.Solution(); return (solution_actions, solution_node.State); } }