Files
Craftimizer/Benchmark/Program.cs
T
Asriel Camora 636501ab86 Remove all concurrency code
Muddled the code too much, and only gave a marginal performance improvement in the grand scheme of things. Other ways to parallelize MCTS will be nicer to implement and could yield better results.
2023-07-07 20:17:35 +02:00

71 lines
2.0 KiB
C#

using BenchmarkDotNet.Running;
using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using Craftimizer.Solver.Crafty;
using ObjectLayoutInspector;
using System.Diagnostics;
namespace Craftimizer.Benchmark;
internal static class Program
{
private static void Main()
{
//var summary = BenchmarkRunner.Run<Bench>();
//return;
//TypeLayout.PrintLayout<ArenaNode<SimulationNode>>(true);
//return;
var input = new SimulationInput(
new CharacterStats {
Craftsmanship = 4041,
Control = 3905,
CP = 609,
Level = 90,
CanUseManipulation = true,
HasSplendorousBuff = true,
IsSpecialist = true,
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 = 30_000,
ThreadCount = 8,
};
Debugger.Break();
var s = Stopwatch.StartNew();
if (true) {
(_, var state) = Solver.Crafty.Solver.SearchStepwise(config, input, a => Console.WriteLine(a));
Console.WriteLine($"Qual: {state.Quality}/{state.Input.Recipe.MaxQuality}");
}
else
{
//(var actions, _) = SolverUtils.SearchOneshot<SolverConcurrent>(config, input);
//foreach (var action in actions)
// Console.Write($">{action.IntName()}");
//Console.WriteLine();
}
s.Stop();
Console.WriteLine($"{s.Elapsed.TotalMilliseconds:0.00}");
Debugger.Break();
}
}