Files
Craftimizer/Solver/Crafty/Solver.cs
T
Asriel Camora 75553de490 Rudamentary locked multithreading
2x faster, but 8x threads.. not very good yet
2023-07-04 09:25:32 +02:00

309 lines
11 KiB
C#

using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using System.Diagnostics.Contracts;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
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 Node RootNode;
public Random Random;
public Solver(SolverConfig config, SimulationState state, bool strict)
{
Config = config;
Simulator sim = new(state, config.MaxStepCount);
RootNode = new(new(
state,
null,
sim.CompletionState,
sim.AvailableActionsHeuristic(strict)
));
Random = state.Input.Random;
}
public Solver(SolverConfig config, SimulationInput input, bool strict) : this(config, new SimulationState(input), strict)
{
}
private static SimulationNode Execute(Simulator simulator, SimulationState state, ActionType action, bool strict)
{
(_, var newState) = simulator.Execute(state, action);
return new(
newState,
action,
simulator.CompletionState,
simulator.AvailableActionsHeuristic(strict)
);
}
public static (Node EndNode, CompletionState State) ExecuteActions(Simulator simulator, 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(simulator, state.State, action, strict));
}
return (startNode, startNode.State.CompletionState);
}
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static Node ChildMaxScore(ReadOnlySpan<Node> children)
{
var length = children.Length;
var vecLength = Vector<float>.Count;
Span<float> scores = 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)
scores[j] = children[i + j].State.Scores.MaxScore;
var idx = Intrinsics.HMaxIndex(new Vector<float>(scores), iterCount);
if (scores[idx] >= maxScore)
{
max = i + idx;
maxScore = scores[idx];
}
}
return children[max];
}
[Pure]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Node EvalBestChild(float parentVisits, ReadOnlySpan<Node> children)
{
var length = children.Length;
var vecLength = Vector<float>.Count;
var C = MathF.Sqrt(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 s = new Vector<float>(scoreSums);
var m = new Vector<float>(maxScores);
var v = new Vector<float>(visits);
v = Vector.Max(v, Vector<float>.One);
var exploitation = (W * (s / v)) + (w * m);
var exploration = CVector * Intrinsics.ReciprocalSqrt(v);
var evalScores = exploitation + exploration;
var idx = Intrinsics.HMaxIndex(evalScores, iterCount);
if (evalScores[idx] >= maxScore)
{
max = i + idx;
maxScore = evalScores[idx];
}
}
return children[max];
}
[Pure]
public Node Select()
{
var node = RootNode;
while (true)
{
if (!Monitor.TryEnter(node, 5))
return Select();
var expandable = node.State.AvailableActions.Count != 0;
var likelyTerminal = node.Children.Count == 0;
if (expandable || likelyTerminal)
return node;
// select the node with the highest score
var n = EvalBestChild(node.State.Scores.Visits, CollectionsMarshal.AsSpan(node.Children));
Monitor.Exit(node);
node = n;
}
}
public (Node ExpandedNode, CompletionState State, float Score) ExpandAndRollout(Simulator simulator, 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(simulator, 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.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(simulator, expandedNode, actions[..actionCount], true);
return (terminalNode, currentCompletionState, score);
}
}
return (expandedNode, currentCompletionState, score);
}
public void Backpropagate(Node startNode, float score)
{
while (true)
{
startNode.State.Scores.Visit(score);
if (startNode == RootNode)
break;
startNode = startNode.Parent!;
}
}
public void SearchThread(CancellationToken token)
{
Simulator simulator = new(RootNode.State.State, Config.MaxStepCount);
for (var i = 0; i < Config.Iterations; i++)
{
if (token.IsCancellationRequested)
break;
var selectedNode = Select();
var (endNode, _, score) = ExpandAndRollout(simulator, selectedNode);
Monitor.Exit(selectedNode);
Backpropagate(endNode, score);
}
}
public void Search(CancellationToken token)
{
var tasks = new Task[Config.ThreadCount];
for (var i = 0; i < Config.ThreadCount; ++i)
tasks[i] = Task.Run(() => SearchThread(token), token);
Task.WaitAll(tasks, token);
}
[Pure]
public (List<ActionType> Actions, SimulationNode Node) Solution()
{
var actions = new List<ActionType>();
var node = RootNode;
while (node.Children.Count != 0)
{
node = ChildMaxScore(CollectionsMarshal.AsSpan(node.Children));
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, CancellationToken token = default) =>
SearchStepwise(config, new SimulationState(input), actionCallback, token);
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationState state, Action<ActionType>? actionCallback, CancellationToken token = default)
{
var actions = new List<ActionType>();
Simulator sim = new(state, config.MaxStepCount);
var solver = new Solver(config, state, true);
while (!sim.IsComplete)
{
if (token.IsCancellationRequested)
break;
solver.Search(token);
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) = sim.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, CancellationToken token = default) =>
SearchOneshot(config, new SimulationState(input), token);
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SolverConfig config, SimulationState state, CancellationToken token = default)
{
var solver = new Solver(config, state, false);
solver.Search(token);
var (solution_actions, solution_node) = solver.Solution();
return (solution_actions, solution_node.State);
}
}