Files
Craftimizer/Solver/Solver.cs
T
Asriel Camora d10332fb9d Update solver
2025-08-18 23:56:40 -07:00

511 lines
18 KiB
C#

using Craftimizer.Simulator;
using Craftimizer.Simulator.Actions;
using System.Diagnostics;
namespace Craftimizer.Solver;
public sealed class Solver : IDisposable
{
public SolverConfig Config { get; }
public SimulationState State { get; }
public CancellationToken Token { get; init; }
private SolverSolution? Solution { get; set; }
public SolverSolution? SanitizedSolution => Solution.HasValue ? Solution.Value with { ActionEnumerable = Solution.Value.Actions.SelectMany(SolverSolution.SanitizeCombo) } : null;
public bool IsStarted => CompletionTask != null;
public bool IsCompletedSuccessfully => Solution.HasValue;
public bool IsCompleted => CompletionTask?.IsCompleted ?? false;
private Func<Task<SolverSolution>> SearchFunc { get; }
private MCTSConfig MCTSConfig => new(Config);
private Task? CompletionTask { get; set; }
private int progress;
private int maxProgress;
private int progressStage;
// In iterative algorithms, the value can be reset back to 0 (and progress stage increases by 1)
// In other algorithms, the value increases monotonically.
public int ProgressValue => progress;
// Maximum ProgressValue value.
public int ProgressMax => maxProgress;
// Always increases by 1 when ProgressValue is reset. Set to null if the algorithm is not iterative.
public int? ProgressStage
{
get
{
var stage = progressStage;
return stage == -1 ? null : stage;
}
}
public bool IsIndeterminate => progress == 0 && progressStage == 0;
public delegate void LogDelegate(string text);
public delegate void NewActionDelegate(ActionType action);
public delegate void SolutionDelegate(SolverSolution solution);
// Print to console or plugin log.
public event LogDelegate? OnLog;
// Display as notification.
public event LogDelegate? OnWarn;
// Always called when a new step is generated.
public event NewActionDelegate? OnNewAction;
// Called when the solver can provide a "probable" solution.
// OnNewAction actions precede these proposed solutions. Purely visual.
public event SolutionDelegate? OnSuggestSolution;
public Solver(in SolverConfig config, in SimulationState state)
{
Config = config;
State = state;
(SearchFunc, var hasProgressStage) = ((Func<Task<SolverSolution>>, bool))(Config.Algorithm switch
{
SolverAlgorithm.Oneshot => (SearchOneshot, false),
SolverAlgorithm.OneshotForked => (SearchOneshotForked, false),
SolverAlgorithm.Stepwise => (SearchStepwise, true),
SolverAlgorithm.StepwiseForked => (SearchStepwiseForked, true),
SolverAlgorithm.StepwiseGenetic => (SearchStepwiseGenetic, true),
SolverAlgorithm.Raphael => (SearchRaphael, true),
_ => throw new ArgumentOutOfRangeException(nameof(config), config, $"Invalid algorithm: {config.Algorithm}")
});
progressStage = hasProgressStage ? 0 : -1;
}
public void Start()
{
if (IsStarted)
throw new InvalidOperationException("Solver has already started.");
CompletionTask = RunTask();
}
private async Task RunTask()
{
Token.ThrowIfCancellationRequested();
progress = 0;
Solution = await SearchFunc().ConfigureAwait(false);
}
public async Task<SolverSolution> GetTask()
{
if (!IsStarted)
throw new InvalidOperationException("Solver has not started.");
await CompletionTask!.ConfigureAwait(false);
return SanitizedSolution!.Value;
}
public async Task<SolverSolution?> GetSafeTask()
{
try
{
return await GetTask().ConfigureAwait(false);
}
catch (AggregateException e)
{
e.Flatten().Handle(ex => ex is OperationCanceledException);
}
catch (OperationCanceledException)
{
}
return null;
}
public void TryWait()
{
if (IsStarted && !IsCompleted)
GetSafeTask().Wait();
}
public void Dispose()
{
CompletionTask?.Dispose();
}
private void InvokeNewAction(ActionType action)
{
foreach (var sanitizedAction in SolverSolution.SanitizeCombo(action))
OnNewAction?.Invoke(sanitizedAction);
}
private void ResetProgress()
{
if (!ProgressStage.HasValue)
throw new InvalidOperationException("Progress cannot be reset.");
Interlocked.Exchange(ref progress, 0);
Interlocked.Increment(ref progressStage);
}
private async Task<SolverSolution> SearchRaphael()
{
if (State.ActionCount > 0)
{
OnWarn?.Invoke("Optimal solver not support existing actions; falling back to Stepwise Genetic.");
return await SearchStepwiseGenetic().ConfigureAwait(false);
}
maxProgress = 50000;
var s = new SimulatorNoRandom() { State = State };
var pool = RaphaelUtils.ConvertToRawActions(Config.ActionPool.Where(a => a.Base().IsPossible(s)).ToArray());
var input = new Raphael.SolverInput()
{
CP = checked((ushort)State.Input.Stats.CP),
Durability = checked((ushort)State.Input.Recipe.MaxDurability),
Progress = checked((ushort)State.Input.Recipe.MaxProgress),
Quality = checked((ushort)(State.Input.Recipe.MaxQuality - State.Input.StartingQuality)),
BaseProgressGain = checked((ushort)State.Input.BaseProgressGain),
BaseQualityGain = checked((ushort)State.Input.BaseQualityGain),
JobLevel = checked((byte)State.Input.Stats.Level),
};
SimulationState ExecuteActions(IEnumerable<ActionType> actions)
{
var sim = new SimulatorNoRandom();
var (resp, outState, failedIdx) = sim.ExecuteMultiple(State, actions);
if (resp != ActionResponse.SimulationComplete)
{
if (failedIdx != -1)
throw new ArgumentException($"Invalid state; simulation failed to execute solution: {string.Join(',', actions)}", nameof(actions));
}
return outState;
}
ActionType[]? solution = null;
void OnFinish(Raphael.Action[] s) =>
solution = RaphaelUtils.ConvertRawActions(s);
void OnSuggestSolution(Raphael.Action[] s)
{
var steps = RaphaelUtils.ConvertRawActions(s);
var outState = ExecuteActions(steps);
this.OnSuggestSolution?.Invoke(new(steps, in outState));
}
void OnProgress(nuint p)
{
var prog = checked((int)p);
var stage = prog / maxProgress;
while (stage != progressStage)
ResetProgress();
progress = prog % maxProgress;
}
void Log(string s) =>
OnLog?.Invoke(s);
Raphael.SolverConfig config = new()
{
Adversarial = Config.Adversarial,
BackloadProgress = Config.BackloadProgress,
LogLevel = Raphael.LevelFilter.Debug,
ThreadCount = (ushort)Config.MaxThreadCount,
};
using var solver = new Raphael.Solver(in config, in input, pool);
solver.OnFinish += OnFinish;
solver.OnSuggestSolution += OnSuggestSolution;
solver.OnProgress += OnProgress;
solver.OnLog += Log;
progressStage = 0;
progress = 0;
await using var registration = Token.Register(solver.Cancel).ConfigureAwait(true);
await Task.Run(solver.Solve, Token).ConfigureAwait(true);
Token.ThrowIfCancellationRequested();
if (solution == null)
return new([], State);
foreach (var action in solution)
InvokeNewAction(action);
var outState = ExecuteActions(solution);
return new(solution, in outState);
}
private async Task<SolverSolution> SearchStepwiseGenetic()
{
var iterCount = Config.Iterations / Config.ForkCount;
var maxIterCount = Math.Max(Config.Iterations, Config.MaxIterations) / Config.ForkCount;
maxProgress = iterCount * Config.ForkCount;
var definiteActionCount = 0;
var bestSims = new List<(float Score, SolverSolution Result)>();
var state = State;
var sim = new Simulator(Config.ActionPool, Config.MaxStepCount);
var activeStates = new List<SolverSolution>() { new(Array.Empty<ActionType>(), state) };
while (activeStates.Count != 0)
{
Token.ThrowIfCancellationRequested();
using var semaphore = new SemaphoreSlim(0, Config.MaxThreadCount);
var s = Stopwatch.StartNew();
var tasks = new Task<(float MaxScore, int FurcatedActionIdx, SolverSolution Solution)>[Config.ForkCount];
for (var i = 0; i < Config.ForkCount; i++)
{
var stateIdx = (int)((float)i / Config.ForkCount * activeStates.Count);
tasks[i] = Task.Run(async () =>
{
var solver = new MCTS(MCTSConfig, activeStates[stateIdx].State);
await semaphore.WaitAsync(Token).ConfigureAwait(false);
try
{
solver.Search(iterCount, maxIterCount, ref progress, Token);
}
finally
{
try
{
semaphore.Release();
}
catch (ObjectDisposedException) { }
}
var solution = solver.Solution();
return (solver.MaxScore, stateIdx, solution);
}, Token);
}
semaphore.Release(Config.MaxThreadCount);
await Task.WhenAll(tasks).WaitAsync(Token).ConfigureAwait(false);
s.Stop();
OnLog?.Invoke($"{s.Elapsed.TotalMilliseconds:0.00}ms {(float)progress / Config.ForkCount / s.Elapsed.TotalSeconds / 1000:0.00} kI/s/t");
Token.ThrowIfCancellationRequested();
var bestActions = tasks.Select(t => t.Result).OrderByDescending(r => r.MaxScore).Take(Config.FurcatedActionCount).ToArray();
var newStates = new List<SolverSolution>(Config.FurcatedActionCount);
for (var i = 0; i < bestActions.Length; ++i)
{
var (maxScore, furcatedActionIdx, (solutionActions, _)) = bestActions[i];
if (solutionActions.Count == 0)
continue;
var (activeActions, activeState) = activeStates[furcatedActionIdx];
var chosenAction = solutionActions[0];
var newActions = new List<ActionType>(activeActions) { chosenAction };
var newState = sim.Execute(activeState, chosenAction).NewState;
if (sim.IsComplete)
bestSims.Add((maxScore, new(newActions, newState)));
else
newStates.Add(new(newActions, newState));
}
if (bestSims.Count == 0 && newStates.Count != 0)
{
var definiteCount = definiteActionCount;
var equalCount = int.MaxValue;
var refActions = newStates[0].Actions;
for (var i = 1; i < newStates.Count; ++i)
{
var cmpActions = newStates[i].Actions;
var possibleCount = Math.Min(Math.Min(refActions.Count, cmpActions.Count), equalCount);
var completelyEqual = true;
for (var j = definiteCount; j < possibleCount; ++j)
{
if (refActions[j] != cmpActions[j])
{
equalCount = j;
completelyEqual = false;
break;
}
}
if (completelyEqual)
equalCount = possibleCount;
}
if (definiteCount != equalCount)
{
foreach (var action in refActions.Take(equalCount).Skip(definiteCount))
InvokeNewAction(action);
definiteActionCount = equalCount;
}
}
ResetProgress();
activeStates = newStates;
}
if (bestSims.Count == 0)
return new(Array.Empty<ActionType>(), state);
var result = bestSims.MaxBy(s => s.Score).Result;
foreach (var action in result.Actions.Skip(definiteActionCount))
InvokeNewAction(action);
return result;
}
private async Task<SolverSolution> SearchStepwiseForked()
{
var iterCount = Config.Iterations / Config.ForkCount;
var maxIterCount = Math.Max(Config.Iterations, Config.MaxIterations) / Config.ForkCount;
maxProgress = iterCount * Config.ForkCount;
var actions = new List<ActionType>();
var state = State;
var sim = new Simulator(Config.ActionPool, Config.MaxStepCount, state);
while (true)
{
Token.ThrowIfCancellationRequested();
if (sim.IsComplete)
break;
using var semaphore = new SemaphoreSlim(0, Config.MaxThreadCount);
var s = Stopwatch.StartNew();
var tasks = new Task<(float MaxScore, SolverSolution Solution)>[Config.ForkCount];
for (var i = 0; i < Config.ForkCount; ++i)
tasks[i] = Task.Run(async () =>
{
var solver = new MCTS(MCTSConfig, state);
await semaphore.WaitAsync(Token).ConfigureAwait(false);
try
{
solver.Search(iterCount, maxIterCount, ref progress, Token);
}
finally
{
try
{
semaphore.Release();
}
catch (ObjectDisposedException) { }
}
var solution = solver.Solution();
return (solver.MaxScore, solution);
}, Token);
semaphore.Release(Config.MaxThreadCount);
await Task.WhenAll(tasks).WaitAsync(Token).ConfigureAwait(false);
s.Stop();
OnLog?.Invoke($"{s.Elapsed.TotalMilliseconds:0.00}ms {(float)progress / Config.ForkCount / s.Elapsed.TotalSeconds / 1000:0.00} kI/s/t");
Token.ThrowIfCancellationRequested();
var (maxScore, solution) = tasks.Select(t => t.Result).MaxBy(r => r.MaxScore);
var chosenAction = solution.Actions[0];
InvokeNewAction(chosenAction);
(_, state) = sim.Execute(state, chosenAction);
actions.Add(chosenAction);
ResetProgress();
}
return new(actions, state);
}
private Task<SolverSolution> SearchStepwise()
{
maxProgress = Config.Iterations;
var actions = new List<ActionType>();
var state = State;
var sim = new Simulator(Config.ActionPool, Config.MaxStepCount, state);
while (true)
{
Token.ThrowIfCancellationRequested();
if (sim.IsComplete)
break;
var solver = new MCTS(MCTSConfig, state);
var s = Stopwatch.StartNew();
solver.Search(Config.Iterations, Config.MaxIterations, ref progress, Token);
s.Stop();
OnLog?.Invoke($"{s.Elapsed.TotalMilliseconds:0.00}ms {progress / s.Elapsed.TotalSeconds / 1000:0.00} kI/s");
var solution = solver.Solution();
var chosenAction = solution.Actions[0];
InvokeNewAction(chosenAction);
(_, state) = sim.Execute(state, chosenAction);
actions.Add(chosenAction);
ResetProgress();
}
return Task.FromResult(new SolverSolution(actions, state));
}
private async Task<SolverSolution> SearchOneshotForked()
{
var iterCount = Config.Iterations / Config.ForkCount;
var maxIterCount = Math.Max(Config.Iterations, Config.MaxIterations) / Config.ForkCount;
maxProgress = iterCount * Config.ForkCount;
using var semaphore = new SemaphoreSlim(0, Config.MaxThreadCount);
var s = Stopwatch.StartNew();
var tasks = new Task<(float MaxScore, SolverSolution Solution)>[Config.ForkCount];
for (var i = 0; i < Config.ForkCount; ++i)
tasks[i] = Task.Run(async () =>
{
var solver = new MCTS(MCTSConfig, State);
await semaphore.WaitAsync(Token).ConfigureAwait(false);
try
{
solver.Search(iterCount, maxIterCount, ref progress, Token);
}
finally
{
try
{
semaphore.Release();
}
catch (ObjectDisposedException) { }
}
var solution = solver.Solution();
return (solver.MaxScore, solution);
}, Token);
semaphore.Release(Config.MaxThreadCount);
await Task.WhenAll(tasks).WaitAsync(Token).ConfigureAwait(false);
s.Stop();
OnLog?.Invoke($"{s.Elapsed.TotalMilliseconds:0.00}ms {(float)progress / Config.ForkCount / s.Elapsed.TotalSeconds / 1000:0.00} kI/s/t");
var solution = tasks.Select(t => t.Result).MaxBy(r => r.MaxScore).Solution;
foreach (var action in solution.Actions)
InvokeNewAction(action);
return solution;
}
private Task<SolverSolution> SearchOneshot()
{
maxProgress = Config.Iterations;
var solver = new MCTS(MCTSConfig, State);
var s = Stopwatch.StartNew();
solver.Search(Config.Iterations, Config.MaxIterations, ref progress, Token);
s.Stop();
OnLog?.Invoke($"{s.Elapsed.TotalMilliseconds:0.00}ms {progress / s.Elapsed.TotalSeconds / 1000:0.00} kI/s");
var solution = solver.Solution();
foreach (var action in solution.Actions)
InvokeNewAction(action);
return Task.FromResult(solution);
}
}