Files
Craftimizer/Solver/Crafty/Solver.cs
T
Asriel Camora 0de1faa112 Add benchmarks
2023-06-21 20:44:13 -07:00

319 lines
11 KiB
C#

using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using System;
using System.Diagnostics;
using System.Diagnostics.Contracts;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
using Node = Craftimizer.Solver.Crafty.ArenaNode<Craftimizer.Solver.Crafty.SimulationNode>;
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<ActionType> 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<T>(ReadOnlySpan<T> source, Func<T, float> 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];
}
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
// https://stackoverflow.com/a/73439472
private static Vector128<float> HMax(Vector256<float> v1)
{
var v2 = Avx.Permute(v1, 0b10110001);
var v3 = Avx.Max(v1, v2);
var v4 = Avx.Permute(v3, 0b00001010);
var v5 = Avx.Max(v3, v4);
var v6 = Avx.ExtractVector128(v5, 1);
var v7 = Sse.Max(v5.GetLower(), v6);
return v7;
}
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int HMaxIndexScalar(Vector<float> v, int len)
{
var m = 0;
for (var i = 1; i < len; ++i)
{
if (v[i] >= v[m])
m = i;
}
return m;
}
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
// https://stackoverflow.com/a/23592221
public static int HMaxIndexAVX2(Vector<float> v, int len)
{
// Remove NaNs
var vfilt = Avx.Blend(v.AsVector256(), Vector256<float>.Zero, (byte)~((1 << len) - 1));
// Find max value and broadcast to all lanes
var vmax128 = HMax(vfilt);
var vmax = Vector256.Create(vmax128, vmax128);
// Find the highest index with that value, respecting len
var vcmp = Avx.CompareEqual(vfilt, vmax);
var mask = unchecked((uint)Avx2.MoveMask(vcmp.AsByte()));
var inverseIdx = BitOperations.LeadingZeroCount(mask << ((8 - len) << 2)) >> 2;
return len - 1 - inverseIdx;
}
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int HMaxIndex(Vector<float> v, int len) =>
Avx2.IsSupported ?
HMaxIndexAVX2(v, len) :
HMaxIndexScalar(v, len);
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Node EvalBestChild(float parentVisits, ReadOnlySpan<Node> children)
{
var length = children.Length;
var vecLength = Vector<float>.Count;
var C = Config.ExplorationConstant * MathF.Log(parentVisits);
var w = Config.MaxScoreWeightingConstant;
var W = 1f - w;
var CVector = new Vector<float>(C);
Span<float> scoreSums = stackalloc float[vecLength];
Span<float> visits = stackalloc float[vecLength];
Span<float> maxScores = stackalloc float[vecLength];
var max = 0;
var maxScore = 0f;
for (var i = 0; i < length; i += vecLength)
{
var iterCount = i + vecLength > length ?
length - i :
vecLength;
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 exploitation = (W * (new Vector<float>(scoreSums) / new Vector<float>(visits))) + (w * new Vector<float>(maxScores));
var exploration = Vector.SquareRoot(CVector / new Vector<float>(visits));
var evalScores = exploitation + exploration;
var idx = HMaxIndex(evalScores, iterCount);
if (evalScores[idx] >= maxScore)
{
max = i + idx;
maxScore = evalScores[idx];
}
}
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.First();//.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<ActionType> actions = stackalloc ActionType[Config.MaxStepCount];
while (true)
{
if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
break;
randomAction = currentActions.First();//.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<ActionType> Actions, SimulationNode Node) Solution()
{
var actions = new List<ActionType>();
var node = RootNode;
while (node.Children.Count != 0)
{
node = RustMaxBy<Node>(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<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback)
{
var state = new SimulationState(input);
var actions = new List<ActionType>();
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<ActionType> 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);
}
}