298 lines
10 KiB
C#
298 lines
10 KiB
C#
using Craftimizer.Simulator;
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using Craftimizer.Simulator.Actions;
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using System;
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using System.Diagnostics;
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using System.Diagnostics.Contracts;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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using Node = Craftimizer.Solver.Crafty.ArenaNode<Craftimizer.Solver.Crafty.SimulationNode>;
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namespace Craftimizer.Solver.Crafty;
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// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
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public class Solver
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{
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public SolverConfig Config;
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public Simulator Simulator;
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public Node RootNode;
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public Random Random => Simulator.Input.Random;
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public Solver(SolverConfig config, SimulationState state, bool strict)
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{
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Config = config;
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Simulator = new(state, config.MaxStepCount);
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RootNode = new(new(
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state,
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null,
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Simulator.CompletionState,
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Simulator.AvailableActionsHeuristic(strict)
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));
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}
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public Solver(SolverConfig config, SimulationInput input, bool strict) : this(config, new SimulationState(input), strict)
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{
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}
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private SimulationNode Execute(SimulationState state, ActionType action, bool strict)
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{
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(_, var newState) = Simulator.Execute(state, action);
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return new(
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newState,
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action,
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Simulator.CompletionState,
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Simulator.AvailableActionsHeuristic(strict)
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);
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}
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public (Node EndNode, CompletionState State) ExecuteActions(Node startNode, ReadOnlySpan<ActionType> actions, bool strict = false)
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{
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foreach (var action in actions)
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{
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var state = startNode.State;
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if (state.IsComplete)
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return (startNode, state.CompletionState);
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if (!state.AvailableActions.HasAction(action))
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return (startNode, CompletionState.InvalidAction);
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state.AvailableActions.RemoveAction(action);
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startNode = startNode.Add(Execute(state.State, action, strict));
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}
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return (startNode, startNode.State.CompletionState);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static T RustMaxBy<T>(ReadOnlySpan<T> source, Func<T, float> into)
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{
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var max = 0;
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var maxV = into(source[0]);
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for (var i = 1; i < source.Length; ++i)
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{
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var nextV = into(source[i]);
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if (maxV <= nextV)
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{
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max = i;
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maxV = nextV;
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}
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}
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return source[max];
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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// https://stackoverflow.com/a/73439472
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private static Vector128<float> HMax(Vector256<float> v1)
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{
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var v2 = Avx.Permute(v1, 0b10110001);
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var v3 = Avx.Max(v1, v2);
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var v4 = Avx.Permute(v3, 0b00001010);
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var v5 = Avx.Max(v3, v4);
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var v6 = Avx.ExtractVector128(v5, 1);
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var v7 = Sse.Max(v5.GetLower(), v6);
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return v7;
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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// https://stackoverflow.com/a/23592221
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private static (int, uint) HMaxIndex(Vector256<float> v, int len)
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{
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var vfilt = Avx.Blend(v, Vector256<float>.Zero, (byte)~((1 << len) - 1));
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var vmax128 = HMax(vfilt);
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var vmax = Vector256.Create(vmax128, vmax128);
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var vcmp = Avx.CompareEqual(v, vmax);
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var mask = unchecked((uint)Avx2.MoveMask(vcmp.AsByte()));
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mask <<= (8 - len) << 2;
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var inverseIdx = BitOperations.LeadingZeroCount(mask) >> 2;
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return (len - 1 - inverseIdx, mask);
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}
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[Pure]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private Node EvalBestChild(float parentVisits, ReadOnlySpan<Node> children)
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{
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var length = children.Length;
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var vecLength = Vector<float>.Count;
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var C = Config.ExplorationConstant * MathF.Log(parentVisits);
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var w = Config.MaxScoreWeightingConstant;
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var W = 1f - w;
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var CVector = new Vector<float>(C);
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Span<float> scoreSums = stackalloc float[vecLength];
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Span<float> visits = stackalloc float[vecLength];
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Span<float> maxScores = stackalloc float[vecLength];
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var max = 0;
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var maxScore = 0f;
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for (var i = 0; i < length; i += vecLength)
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{
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var iterCount = i + vecLength > length ?
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length - i :
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vecLength;
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for (var j = 0; j < iterCount; ++j)
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{
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var node = children[i + j].State.Scores;
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scoreSums[j] = node.ScoreSum;
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visits[j] = node.Visits;
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maxScores[j] = node.MaxScore;
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}
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var exploitation = (W * (new Vector<float>(scoreSums) / new Vector<float>(visits))) + (w * new Vector<float>(maxScores));
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var exploration = Vector.SquareRoot(CVector / new Vector<float>(visits));
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var evalScores = exploitation + exploration;
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var (idx, mask) = HMaxIndex(evalScores.AsVector256(), iterCount);
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if (evalScores[idx] >= maxScore)
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{
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max = i + idx;
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maxScore = evalScores[idx];
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}
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}
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return children[max];
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}
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public Node Select(Node selectedNode)
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{
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while (true)
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{
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var expandable = selectedNode.State.AvailableActions.Count != 0;
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var likelyTerminal = selectedNode.Children.Count == 0;
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if (expandable || likelyTerminal)
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return selectedNode;
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// select the node with the highest score
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selectedNode = EvalBestChild(selectedNode.State.Scores.Visits, CollectionsMarshal.AsSpan(selectedNode.Children));
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}
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}
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public (Node ExpandedNode, CompletionState State, float Score) ExpandAndRollout(Node initialNode)
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{
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ref var initialState = ref initialNode.State;
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// expand once
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if (initialState.IsComplete)
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return (initialNode, initialState.CompletionState, initialState.CalculateScore(Config.MaxStepCount) ?? 0);
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var randomAction = initialState.AvailableActions.SelectRandom(Random);
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initialState.AvailableActions.RemoveAction(randomAction);
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var expandedNode = initialNode.Add(Execute(initialState.State, randomAction, true));
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// playout to a terminal state
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var currentState = expandedNode.State.State;
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var currentCompletionState = expandedNode.State.SimulationCompletionState;
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var currentActions = expandedNode.State.AvailableActions;
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byte actionCount = 0;
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Span<ActionType> actions = stackalloc ActionType[Config.MaxStepCount];
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while (true)
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{
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if (SimulationNode.GetCompletionState(currentCompletionState, currentActions) != CompletionState.Incomplete)
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break;
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randomAction = currentActions.SelectRandom(Random);
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actions[actionCount++] = randomAction;
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(_, currentState) = Simulator.Execute(currentState, randomAction);
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currentCompletionState = Simulator.CompletionState;
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currentActions = Simulator.AvailableActionsHeuristic(true);
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}
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// store the result if a max score was reached
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var score = SimulationNode.CalculateScoreForState(currentState, currentCompletionState, Config.MaxStepCount) ?? 0;
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if (currentCompletionState == CompletionState.ProgressComplete)
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{
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if (score >= Config.ScoreStorageThreshold && score >= RootNode.State.Scores.MaxScore)
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{
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(var terminalNode, _) = ExecuteActions(expandedNode, actions[..actionCount], true);
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return (terminalNode, currentCompletionState, score);
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}
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}
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return (expandedNode, currentCompletionState, score);
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}
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public static void Backpropagate(Node startNode, Node targetNode, float score)
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{
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while (true)
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{
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startNode.State.Scores.Visit(score);
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if (startNode == targetNode)
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break;
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startNode = startNode.Parent!;
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}
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}
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public void Search(Node startNode)
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{
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for (var i = 0; i < Config.Iterations; i++)
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{
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var selectedNode = Select(startNode);
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var (endNode, _, score) = ExpandAndRollout(selectedNode);
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Backpropagate(endNode, startNode, score);
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}
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}
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public (List<ActionType> Actions, SimulationNode Node) Solution()
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{
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var actions = new List<ActionType>();
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var node = RootNode;
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while (node.Children.Count != 0)
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{
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node = RustMaxBy<Node>(CollectionsMarshal.AsSpan(node.Children), n => n.State.Scores.MaxScore);
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if (node.State.Action != null)
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actions.Add(node.State.Action.Value);
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}
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return (actions, node.State);
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}
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public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SolverConfig config, SimulationInput input, Action<ActionType>? actionCallback)
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{
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var state = new SimulationState(input);
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var actions = new List<ActionType>();
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var solver = new Solver(config, state, true);
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while (!solver.Simulator.IsComplete)
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{
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solver.Search(solver.RootNode);
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var (solution_actions, solution_node) = solver.Solution();
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if (solution_node.Scores.MaxScore >= 1.0)
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{
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actions.AddRange(solution_actions);
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return (actions, solution_node.State);
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}
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var chosen_action = solution_actions[0];
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(_, state) = solver.Simulator.Execute(state, chosen_action);
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actions.Add(chosen_action);
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actionCallback?.Invoke(chosen_action);
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solver = new Solver(config, state, true);
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}
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return (actions, state);
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}
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public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SolverConfig config, SimulationInput input)
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{
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var solver = new Solver(config, input, false);
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solver.Search(solver.RootNode);
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var (solution_actions, solution_node) = solver.Solution();
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return (solution_actions, solution_node.State);
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}
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}
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