using Craftimizer.Simulator; using Craftimizer.Simulator.Actions; using Craftimizer.Solver; using System.Diagnostics; namespace Craftimizer.Benchmark; internal static class Program { private static void Main() { //var summary = BenchmarkRunner.Run(); //return; //TypeLayout.PrintLayout>(true); //return; var input = new SimulationInput( new CharacterStats { Craftsmanship = 4078, Control = 3897, CP = 704, Level = 90, CanUseManipulation = true, HasSplendorousBuff = false, IsSpecialist = false, CLvl = 560, }, new RecipeInfo() { IsExpert = false, ClassJobLevel = 90, RLvl = 640, ConditionsFlag = 15, MaxDurability = 70, MaxQuality = 14040, MaxProgress = 6600, QualityModifier = 70, QualityDivider = 115, ProgressModifier = 80, ProgressDivider = 130, } ); var config = new SolverConfig() { Iterations = 100_000, ForkCount = 32, FurcatedActionCount = 16, MaxStepCount = 30, }; var sim = new SimulatorNoRandom(new(input)); (_, var state) = sim.Execute(new(input), ActionType.MuscleMemory); (_, state) = sim.Execute(state, ActionType.PrudentTouch); //(_, state) = sim.Execute(state, ActionType.Manipulation); //(_, state) = sim.Execute(state, ActionType.Veneration); //(_, state) = sim.Execute(state, ActionType.WasteNot); //(_, state) = sim.Execute(state, ActionType.Groundwork); //(_, state) = sim.Execute(state, ActionType.Groundwork); //(_, state) = sim.Execute(state, ActionType.Groundwork); //(_, state) = sim.Execute(state, ActionType.Innovation); //(_, state) = sim.Execute(state, ActionType.PrudentTouch); //(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo); //(_, state) = sim.Execute(state, ActionType.Manipulation); //(_, state) = sim.Execute(state, ActionType.Innovation); //(_, state) = sim.Execute(state, ActionType.PrudentTouch); //(_, state) = sim.Execute(state, ActionType.AdvancedTouchCombo); //(_, state) = sim.Execute(state, ActionType.GreatStrides); //(_, state) = sim.Execute(state, ActionType.Innovation); //(_, state) = sim.Execute(state, ActionType.FocusedTouchCombo); //(_, state) = sim.Execute(state, ActionType.GreatStrides); //(_, state) = sim.Execute(state, ActionType.ByregotsBlessing); //(_, state) = sim.Execute(state, ActionType.CarefulSynthesis); //(_, state) = sim.Execute(state, ActionType.CarefulSynthesis); Console.WriteLine($"{state.Quality} {state.CP} {state.Progress} {state.Durability}"); //return; var (_, s) = Solver.Solver.SearchStepwiseFurcated(config, state, a => Console.WriteLine(a), default); Console.WriteLine($"Qual: {s.Quality}/{s.Input.Recipe.MaxQuality}"); return; Solver.Solver.SearchStepwiseFurcated(config, new(input), null, default); //Benchmark(() => ); } private static void Benchmark(Func search) { var s = Stopwatch.StartNew(); List q = new(); for (var i = 0; i < 15; ++i) { var state = search().State; //Console.WriteLine($"Qual: {state.Quality}/{state.Input.Recipe.MaxQuality}"); q.Add(state.Quality); } s.Stop(); Console.WriteLine($"{s.Elapsed.TotalMilliseconds / 60:0.00}ms/cycle"); Console.WriteLine(string.Join(',', q)); q.Sort(); Console.WriteLine($"Min: {Quartile(q, 0)}, Max: {Quartile(q, 4)}, Avg: {Quartile(q, 2)}, Q1: {Quartile(q, 1)}, Q3: {Quartile(q, 3)}"); } // https://stackoverflow.com/a/31536435 private static float Quartile(List input, int quartile) { float dblPercentage = quartile switch { 0 => 0, // Smallest value in the data set 1 => 25, // First quartile (25th percentile) 2 => 50, // Second quartile (50th percentile) 3 => 75, // Third quartile (75th percentile) 4 => 100, // Largest value in the data set _ => 0, }; if (dblPercentage >= 100) return input[^1]; var position = (input.Count + 1) * dblPercentage / 100f; var n = (dblPercentage / 100f * (input.Count - 1)) + 1; float leftNumber, rightNumber; if (position >= 1) { leftNumber = input[(int)MathF.Floor(n) - 1]; rightNumber = input[(int)MathF.Floor(n)]; } else { leftNumber = input[0]; // first data rightNumber = input[1]; // first data } if (leftNumber == rightNumber) return leftNumber; else { var part = n - MathF.Floor(n); return leftNumber + (part * (rightNumber - leftNumber)); } } }