295 lines
9.9 KiB
C#
295 lines
9.9 KiB
C#
using Craftimizer.Simulator;
|
|
using Craftimizer.Simulator.Actions;
|
|
using System.Diagnostics;
|
|
using System.Numerics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Craftimizer.Solver.Crafty;
|
|
|
|
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/simulator.rs
|
|
public class Solver
|
|
{
|
|
public Simulator Simulator;
|
|
public Arena<SimulationNode> Tree;
|
|
|
|
//public Random Random => Simulator.Input.Random;
|
|
|
|
public const int Iterations = 30000;
|
|
public const float ScoreStorageThreshold = 1f;
|
|
public const float MaxScoreWeightingConstant = 0.1f;
|
|
public const float ExplorationConstant = 4f;
|
|
public const int MaxStepCount = 25;
|
|
|
|
public Solver(SimulationState state, bool strict)
|
|
{
|
|
Simulator = new(state);
|
|
Tree = new(new()
|
|
{
|
|
State = state,
|
|
Action = null,
|
|
SimulationCompletionState = Simulator.CompletionState,
|
|
AvailableActions = Simulator.AvailableActionsHeuristic(strict),
|
|
Scores = new()
|
|
});
|
|
}
|
|
|
|
public Solver(SimulationInput input) : this(new(input), false)
|
|
{
|
|
}
|
|
|
|
private SimulationNode Execute(SimulationState state, ActionType action, bool strict)
|
|
{
|
|
(_, var newState) = Simulator.Execute(state, action);
|
|
return new()
|
|
{
|
|
State = newState,
|
|
Action = action,
|
|
SimulationCompletionState = Simulator.CompletionState,
|
|
AvailableActions = Simulator.AvailableActionsHeuristic(strict),
|
|
Scores = new()
|
|
};
|
|
}
|
|
|
|
public (int Index, CompletionState State) ExecuteActions(int startIndex, List<ActionType> actions, bool strict = false)
|
|
{
|
|
var currentIndex = startIndex;
|
|
foreach (var action in actions)
|
|
{
|
|
var node = Tree.Get(currentIndex).State;
|
|
if (node.IsComplete)
|
|
return (currentIndex, node.CompletionState);
|
|
|
|
if (!node.AvailableActions.HasAction(action))
|
|
return (currentIndex, CompletionState.InvalidAction);
|
|
node.AvailableActions.RemoveAction(action);
|
|
|
|
currentIndex = Tree.Insert(currentIndex, Execute(node.State, action, strict));
|
|
}
|
|
|
|
var currentNode = Tree.Get(currentIndex).State;
|
|
return (currentIndex, currentNode.CompletionState);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private static int RustMaxBy(List<int> source, Func<int, float> into)
|
|
{
|
|
var max = 0;
|
|
var maxV = into(source[0]);
|
|
for (var i = 1; i < source.Count; ++i)
|
|
{
|
|
var nextV = into(source[i]);
|
|
if (maxV <= nextV)
|
|
{
|
|
max = i;
|
|
maxV = nextV;
|
|
}
|
|
}
|
|
return source[max];
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private static Vector<float> EvalBestChildVectorized(float w, float W, Vector<float> C, Vector<float> scoreSums, Vector<float> visits, Vector<float> maxScores)
|
|
{
|
|
var exploitation = W * (scoreSums / visits) + w * maxScores;
|
|
var exploration = Vector.SquareRoot(C / visits);
|
|
return exploitation + exploration;
|
|
}
|
|
|
|
private static int AlignToVectorLength(int length) =>
|
|
(length + (Vector<float>.Count - 1)) & ~(Vector<float>.Count - 1);
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private int EvalBestChild(float parentVisits, List<int> children)
|
|
{
|
|
var length = children.Count;
|
|
|
|
var C = ExplorationConstant * MathF.Log(parentVisits);
|
|
var w = MaxScoreWeightingConstant;
|
|
var W = 1f - w;
|
|
var CVector = new Vector<float>(C);
|
|
|
|
Span<float> scoreSums = stackalloc float[Vector<float>.Count];
|
|
Span<float> visits = stackalloc float[Vector<float>.Count];
|
|
Span<float> maxScores = stackalloc float[Vector<float>.Count];
|
|
|
|
var max = 0;
|
|
var maxScore = 0f;
|
|
for (var i = 0; i < length; i += Vector<float>.Count)
|
|
{
|
|
var iterCount = i + Vector<float>.Count > length ?
|
|
length - i :
|
|
Vector<float>.Count;
|
|
|
|
for (var j = 0; j < iterCount; ++j)
|
|
{
|
|
var node = Tree.Get(children[i + j]).State.Scores;
|
|
scoreSums[j] = node.ScoreSum;
|
|
visits[j] = node.Visits;
|
|
maxScores[j] = node.MaxScore;
|
|
}
|
|
var evalScores = EvalBestChildVectorized(w, W, CVector, new(scoreSums), new(visits), new(maxScores));
|
|
|
|
for (var j = 0; j < iterCount; ++j)
|
|
{
|
|
if (evalScores[j] >= maxScore)
|
|
{
|
|
max = i + j;
|
|
maxScore = evalScores[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
return children[max];
|
|
}
|
|
|
|
public int Select(int selectedIndex)
|
|
{
|
|
while (true)
|
|
{
|
|
var selectedNode = Tree.Get(selectedIndex);
|
|
|
|
var expandable = selectedNode.State.AvailableActions.Count != 0;
|
|
var likelyTerminal = selectedNode.Children.Count == 0;
|
|
if (expandable || likelyTerminal)
|
|
{
|
|
return selectedIndex;
|
|
}
|
|
|
|
// select the node with the highest score
|
|
selectedIndex = EvalBestChild(selectedNode.State.Scores.Visits, selectedNode.Children);
|
|
}
|
|
}
|
|
|
|
public (int Index, CompletionState State, float Score) ExpandAndRollout(int initialIndex)
|
|
{
|
|
// expand once
|
|
var initialNode = Tree.Get(initialIndex).State;
|
|
if (initialNode.IsComplete)
|
|
return (initialIndex, initialNode.CompletionState, initialNode.CalculateScore() ?? 0);
|
|
|
|
var randomAction = initialNode.AvailableActions.ElementAt(0);
|
|
initialNode.AvailableActions.RemoveAction(randomAction);
|
|
var expandedState = Execute(initialNode.State, randomAction, true);
|
|
var expandedIndex = Tree.Insert(initialIndex, expandedState);
|
|
|
|
// playout to a terminal state
|
|
var currentState = Tree.Get(expandedIndex).State;
|
|
var actions = new List<ActionType>();
|
|
while (true)
|
|
{
|
|
if (currentState.IsComplete)
|
|
break;
|
|
randomAction = currentState.AvailableActions.ElementAt(0);
|
|
actions.Add(randomAction);
|
|
currentState = Execute(currentState.State, randomAction, true);
|
|
}
|
|
|
|
// store the result if a max score was reached
|
|
var score = currentState.CalculateScore() ?? 0;
|
|
if (currentState.CompletionState == CompletionState.ProgressComplete)
|
|
{
|
|
if (score >= ScoreStorageThreshold && score >= Tree.Get(0).State.Scores.MaxScore)
|
|
{
|
|
(var terminalIndex, _) = ExecuteActions(expandedIndex, actions, true);
|
|
return (terminalIndex, currentState.CompletionState, score);
|
|
}
|
|
}
|
|
return (expandedIndex, currentState.CompletionState, score);
|
|
}
|
|
|
|
public void Backpropagate(int startIndex, int targetIndex, float score)
|
|
{
|
|
var currentIndex = startIndex;
|
|
while (true)
|
|
{
|
|
var currentNode = Tree.Get(currentIndex);
|
|
var currentScores = currentNode.State.Scores;
|
|
currentScores.Visits++;
|
|
currentScores.ScoreSum += score;
|
|
if (currentScores.MaxScore < score)
|
|
currentScores.MaxScore = score;
|
|
|
|
if (currentIndex == targetIndex)
|
|
break;
|
|
|
|
currentIndex = currentNode.Parent;
|
|
}
|
|
}
|
|
|
|
public void Search(int startIndex)
|
|
{
|
|
for (var i = 0; i < Iterations; i++)
|
|
{
|
|
var selectedIndex = Select(startIndex);
|
|
var (endIndex, _, score) = ExpandAndRollout(selectedIndex);
|
|
|
|
Backpropagate(endIndex, startIndex, score);
|
|
}
|
|
}
|
|
|
|
public (List<ActionType> Actions, SimulationNode Node) Solution()
|
|
{
|
|
var actions = new List<ActionType>();
|
|
var node = Tree.Get(0);
|
|
while (node.Children.Count != 0)
|
|
{
|
|
var next_index = RustMaxBy(node.Children, n => Tree.Get(n).State.Scores.MaxScore);
|
|
node = Tree.Get(next_index);
|
|
if (node.State.Action != null)
|
|
actions.Add(node.State.Action.Value);
|
|
}
|
|
|
|
return (actions, node.State);
|
|
}
|
|
|
|
public static (SimulationState SimState, CompletionState State) Simulate(SimulationInput input, List<ActionType> actions)
|
|
{
|
|
var solver = new Solver(input);
|
|
var (index, result) = solver.ExecuteActions(0, actions);
|
|
return (solver.Tree.Get(index).State.State, result);
|
|
}
|
|
|
|
public static (List<ActionType> Actions, SimulationState State) SearchStepwise(SimulationInput input, List<ActionType> actions, Action<ActionType>? actionCallback)
|
|
{
|
|
var (state, result) = Simulate(input, actions);
|
|
if (result != CompletionState.Incomplete)
|
|
{
|
|
return (actions, state);
|
|
}
|
|
|
|
//Debugger.Break();
|
|
var solver = new Solver(state, true);
|
|
while (!solver.Simulator.IsComplete)
|
|
{
|
|
solver.Search(0);
|
|
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) = solver.Simulator.Execute(state, chosen_action);
|
|
actions.Add(chosen_action);
|
|
|
|
actionCallback?.Invoke(chosen_action);
|
|
|
|
solver = new Solver(state, true);
|
|
}
|
|
Debugger.Break();
|
|
|
|
return (actions, state);
|
|
}
|
|
|
|
public static (List<ActionType> Actions, SimulationState State) SearchOneshot(SimulationInput input, List<ActionType> actions)
|
|
{
|
|
var solver = new Solver(input);
|
|
solver.Search(0);
|
|
var (solution_actions, solution_node) = solver.Solution();
|
|
actions.AddRange(solution_actions);
|
|
return (actions, solution_node.State);
|
|
}
|
|
}
|