using Craftimizer.Simulator; using Craftimizer.Simulator.Actions; namespace Craftimizer.Solver.Crafty; // https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs public class Solver { public Simulator Simulator; public Arena Tree; //public Random Random => Simulator.Input.Random; public const int Iterations = 1000; 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); Tree = new(new() { State = state, Action = null, SimulationCompletionState = Simulator.CompletionState, AvailableActions = Simulator.AvailableActionsHeuristic(strict), Scores = new() }); } public Solver(SimulationInput input) : this(new(input), false) { } private SimulationNode Execute(SimulationState state, ActionType action, bool strict) { (_, var newState) = Simulator.Execute(state, action); return new() { State = newState, Action = action, SimulationCompletionState = Simulator.CompletionState, AvailableActions = Simulator.AvailableActionsHeuristic(strict), Scores = new() }; } public (int Index, CompletionState State) ExecuteActions(int startIndex, List actions, bool strict = false) { var currentIndex = startIndex; foreach (var action in actions) { var node = Tree.Get(currentIndex).State; if (node.IsComplete) return (currentIndex, node.CompletionState); if (!node.AvailableActions.Remove(action)) return (currentIndex, CompletionState.InvalidAction); currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict)); } var currentNode = Tree.Get(currentIndex).State; return (currentIndex, currentNode.CompletionState); } public static float Eval(NodeScores node, NodeScores parent) { var w = MaxScoreWeightingConstant; var c = ExplorationConstant; var visits = node.Visits; var average_score = node.ScoreSum / visits; var exploitation = ((1f - w) * average_score) + (w * node.MaxScore); var exploration = MathF.Sqrt(c * MathF.Log(parent.Visits) / visits); return exploitation + exploration; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private static int RustMaxBy(List source, Func into) { var max = 0; var maxV = into(source[0]); for (var i = 1; i < source.Count; ++i) { var nextV = into(source[i]); if (maxV <= nextV) { max = i; maxV = nextV; } } return source[max]; } public int Select(int currentIndex) { var selectedIndex = currentIndex; while (true) { var selectedNode = Tree.Get(selectedIndex); var expandable = selectedNode.State.AvailableActions.Count != 0; var likelyTerminal = selectedNode.Children.Count == 0; if (expandable || likelyTerminal) { break; } // select the node with the highest score selectedIndex = RustMaxBy(selectedNode.Children, n => Eval(Tree.Get(n).State.Scores, selectedNode.State.Scores)); } return selectedIndex; } public (int Index, CompletionState State, float Score) ExpandAndRollout(int initialIndex) { // expand once var initialNode = Tree.Get(initialIndex).State; if (initialNode.IsComplete) return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0); var randomAction = initialNode.AvailableActions.ElementAt(0); initialNode.AvailableActions.RemoveAt(0); var expandedState = Execute(initialNode.State, randomAction, true); var expandedIndex = Tree.Insert(initialIndex, expandedState); // playout to a terminal state var currentState = Tree.Get(expandedIndex).State; var preCount = currentState.State.ActionCount; while (true) { if (currentState.IsComplete) break; randomAction = currentState.AvailableActions.ElementAt(0); currentState = Execute(currentState.State, randomAction, true); } // store the result if a max score was reached var score = currentState.CalculateScore() ?? 0; if (currentState.CompletionState == CompletionState.ProgressComplete) { if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Scores.MaxScore) { (var terminalIndex, _) = ExecuteActions(expandedIndex, currentState.State.ActionHistory.Skip(preCount).ToList(), true); return (terminalIndex, currentState.CompletionState, score); } } return (expandedIndex, currentState.CompletionState, score); } public void Backpropagate(int startIndex, int targetIndex, float score) { var currentIndex = startIndex; while (true) { var currentNode = Tree.Get(currentIndex); var currentScores = currentNode.State.Scores; currentScores.Visits++; currentScores.ScoreSum += score; currentScores.MaxScore = Math.Max(currentScores.MaxScore, score); if (currentIndex == targetIndex) break; currentIndex = currentNode.Parent!.Value; } } public void Search(int startIndex) { for (var i = 0; i < Iterations; i++) { var selectedIndex = Select(startIndex); var (endIndex, _, score) = ExpandAndRollout(selectedIndex); Backpropagate(endIndex, startIndex, score); } } public (List Actions, SimulationNode Node) Solution() { var actions = new List(); var node = Tree.Get(0); while (node.Children.Count != 0) { var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Scores.MaxScore); node = Tree.Get(next_index); if (node.State.Action != null) { actions.Add(node.State.Action.Value); } } return (actions, node.State); } public static (SimulationState SimState, CompletionState State) Simulate(SimulationInput input, List actions) { var solver = new Solver(input); var (index, result) = solver.ExecuteActions(0, actions); return (solver.Tree.Get(index).State.State, result); } public static (List Actions, SimulationState State) SearchStepwise(SimulationInput input, List actions, Action? actionCallback) { var (state, result) = Simulate(input, actions); if (result != CompletionState.Incomplete) { return (actions, state); } var solver = new Solver(state, true); while (!solver.Simulator.IsComplete) { solver.Search(0); 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(state, true); } return (actions, state); } public static (List Actions, SimulationState State) SearchOneshot(SimulationInput input, List actions) { var solver = new Solver(input); solver.Search(0); var (solution_actions, solution_node) = solver.Solution(); actions.AddRange(solution_actions); return (actions, solution_node.State); } }