using Craftimizer.Simulator.Actions; using Craftimizer.Simulator; using System.Runtime.InteropServices; namespace Craftimizer.Solver; public enum SolverAlgorithm { Oneshot, OneshotForked, Stepwise, StepwiseForked, StepwiseFurcated, } [StructLayout(LayoutKind.Auto)] public readonly record struct SolverConfig { public int Iterations { get; init; } public float ScoreStorageThreshold { get; init; } public float MaxScoreWeightingConstant { get; init; } public float ExplorationConstant { get; init; } public int MaxStepCount { get; init; } public int MaxRolloutStepCount { get; init; } public int ForkCount { get; init; } public int FurcatedActionCount { get; init; } public bool StrictActions { get; init; } public float ScoreProgress { get; init; } public float ScoreQuality { get; init; } public float ScoreDurability { get; init; } public float ScoreCP { get; init; } public float ScoreSteps { get; init; } public SolverAlgorithm Algorithm { get; init; } public SolverConfig() { Iterations = 100000; ScoreStorageThreshold = 1f; MaxScoreWeightingConstant = 0.1f; ExplorationConstant = 4; MaxStepCount = 30; MaxRolloutStepCount = 99; ForkCount = Math.Max(Environment.ProcessorCount, 32); FurcatedActionCount = ForkCount / 2; StrictActions = true; ScoreProgress = .20f; ScoreQuality = .65f; ScoreDurability = .05f; ScoreCP = .05f; ScoreSteps = .05f; Algorithm = SolverAlgorithm.StepwiseFurcated; } public static readonly SolverConfig SimulatorDefault = new SolverConfig() with { }; public static readonly SolverConfig SynthHelperDefault = new SolverConfig() with { Iterations = 300000, ForkCount = Environment.ProcessorCount - 1, // Keep one for the game thread FurcatedActionCount = Environment.ProcessorCount / 2, Algorithm = SolverAlgorithm.StepwiseForked }; }