using Craftimizer.Simulator; using Craftimizer.Simulator.Actions; using System; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using Node = Craftimizer.Solver.Crafty.ArenaNode; 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 Solver(SolverConfig config, SimulationState state, bool strict) { Config = config; Simulator = new(state, config.MaxStepCount); RootNode = new(new( state, null, Simulator.CompletionState, Simulator.AvailableActionsHeuristic(strict) )); } public Solver(SolverConfig config, SimulationInput input, bool strict) : this(config, new SimulationState(input), strict) { } private SimulationNode Execute(SimulationState state, ActionType action, bool strict) { (_, var newState) = Simulator.Execute(state, action); return new( newState, action, Simulator.CompletionState, Simulator.AvailableActionsHeuristic(strict) ); } public (Node EndNode, CompletionState State) ExecuteActions(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(state.State, action, strict)); } return (startNode, startNode.State.CompletionState); } [MethodImpl(MethodImplOptions.AggressiveInlining)] private static T RustMaxBy(ReadOnlySpan source, Func into) { var max = 0; var maxV = into(source[0]); for (var i = 1; i < source.Length; ++i) { var nextV = into(source[i]); if (maxV <= nextV) { max = i; maxV = nextV; } } return source[max]; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private static Vector EvalBestChildVectorized(float w, float W, Vector C, Vector scoreSums, Vector visits, Vector maxScores) { var exploitation = W * (scoreSums / visits) + w * maxScores; var exploration = Vector.SquareRoot(C / visits); return exploitation + exploration; } private static int AlignToVectorLength(int length) => (length + (Vector.Count - 1)) & ~(Vector.Count - 1); [MethodImpl(MethodImplOptions.AggressiveInlining)] private Node EvalBestChild(float parentVisits, ReadOnlySpan children) { var length = children.Length; var C = Config.ExplorationConstant * MathF.Log(parentVisits); var w = Config.MaxScoreWeightingConstant; var W = 1f - w; var CVector = new Vector(C); Span scoreSums = stackalloc float[Vector.Count]; Span visits = stackalloc float[Vector.Count]; Span maxScores = stackalloc float[Vector.Count]; var max = 0; var maxScore = 0f; for (var i = 0; i < length; i += Vector.Count) { var iterCount = i + Vector.Count > length ? length - i : Vector.Count; for (var j = 0; j < iterCount; ++j) { var node = children[i + j].State.Scores; scoreSums[j] = node.ScoreSum; visits[j] = node.Visits; maxScores[j] = node.MaxScore; } var evalScores = EvalBestChildVectorized(w, W, CVector, new(scoreSums), new(visits), new(maxScores)); for (var j = 0; j < iterCount; ++j) { if (evalScores[j] >= maxScore) { max = i + j; maxScore = evalScores[j]; } } } return children[max]; } public Node Select(Node selectedNode) { while (true) { var expandable = selectedNode.State.AvailableActions.Count != 0; var likelyTerminal = selectedNode.Children.Count == 0; if (expandable || likelyTerminal) return selectedNode; // select the node with the highest score selectedNode = EvalBestChild(selectedNode.State.Scores.Visits, CollectionsMarshal.AsSpan(selectedNode.Children)); } } public (Node ExpandedNode, CompletionState State, float Score) ExpandAndRollout(Node initialNode) { ref var initialState = ref initialNode.State; // expand once if (initialState.IsComplete) return (initialNode, initialState.CompletionState, initialState.CalculateScore(Config.MaxStepCount) ?? 0); var randomAction = initialState.AvailableActions.SelectRandom(Random); initialState.AvailableActions.RemoveAction(randomAction); var expandedNode = initialNode.Add(Execute(initialState.State, randomAction, 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; randomAction = currentActions.SelectRandom(Random); actions[actionCount++] = randomAction; (_, currentState) = Simulator.Execute(currentState, randomAction); 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(expandedNode, actions[..actionCount], true); return (terminalNode, currentCompletionState, score); } } return (expandedNode, currentCompletionState, score); } public static void Backpropagate(Node startNode, Node targetNode, float score) { while (true) { startNode.State.Scores.Visit(score); if (startNode == targetNode) break; startNode = startNode.Parent!; } } public void Search(Node startNode) { for (var i = 0; i < Config.Iterations; i++) { var selectedNode = Select(startNode); var (endNode, _, score) = ExpandAndRollout(selectedNode); Backpropagate(endNode, startNode, score); } } public (List Actions, SimulationNode Node) Solution() { var actions = new List(); var node = RootNode; while (node.Children.Count != 0) { node = RustMaxBy(CollectionsMarshal.AsSpan(node.Children), n => n.State.Scores.MaxScore); 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) { var state = new SimulationState(input); var actions = new List(); var solver = new Solver(config, state, true); while (!solver.Simulator.IsComplete) { solver.Search(solver.RootNode); 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) = solver.Simulator.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) { var solver = new Solver(config, input, false); solver.Search(solver.RootNode); var (solution_actions, solution_node) = solver.Solution(); return (solution_actions, solution_node.State); } }