Files
Craftimizer/Solver/SolverConfig.cs
T
2023-10-10 00:39:38 -07:00

74 lines
2.4 KiB
C#

using Craftimizer.Simulator.Actions;
using Craftimizer.Simulator;
using System.Runtime.InteropServices;
namespace Craftimizer.Solver;
public enum SolverAlgorithm
{
Oneshot,
OneshotForked,
Stepwise,
StepwiseForked,
StepwiseFurcated,
}
[StructLayout(LayoutKind.Auto)]
public readonly record struct SolverConfig
{
public int Iterations { get; init; }
public float ScoreStorageThreshold { get; init; }
public float MaxScoreWeightingConstant { get; init; }
public float ExplorationConstant { get; init; }
public int MaxStepCount { get; init; }
public int MaxRolloutStepCount { get; init; }
public int MaxThreadCount { get; init; }
public int ForkCount { get; init; }
public int FurcatedActionCount { get; init; }
public bool StrictActions { get; init; }
public float ScoreProgress { get; init; }
public float ScoreQuality { get; init; }
public float ScoreDurability { get; init; }
public float ScoreCP { get; init; }
public float ScoreSteps { get; init; }
public SolverAlgorithm Algorithm { get; init; }
public SolverConfig()
{
Iterations = 100000;
ScoreStorageThreshold = 1f;
MaxScoreWeightingConstant = 0.1f;
ExplorationConstant = 4;
MaxStepCount = 30;
MaxRolloutStepCount = 99;
// Use 80% of all cores if less than 20 cores are available, otherwise use all but 4 cores. Keep at least 1 core.
MaxThreadCount = Math.Max(1, Math.Max(Environment.ProcessorCount - 4, (int)MathF.Floor(Environment.ProcessorCount * 0.8f)));
// Use 32 forks at minimum, or the number of cores, whichever is higher.
ForkCount = Math.Max(Environment.ProcessorCount, 32);
FurcatedActionCount = ForkCount / 2;
StrictActions = true;
ScoreProgress = .20f;
ScoreQuality = .65f;
ScoreDurability = .05f;
ScoreCP = .05f;
ScoreSteps = .05f;
Algorithm = SolverAlgorithm.StepwiseFurcated;
}
public static readonly SolverConfig SimulatorDefault = new SolverConfig() with
{
};
public static readonly SolverConfig SynthHelperDefault = new SolverConfig() with
{
Iterations = 300000,
ForkCount = Environment.ProcessorCount - 1, // Keep one for the game thread
FurcatedActionCount = Environment.ProcessorCount / 2,
Algorithm = SolverAlgorithm.StepwiseForked
};
}