using System; using System.Linq; using static TorchSharp.torch.nn; using static TorchSharp.torch; using TorchSharp.Modules; using TorchSharp; using System.Collections.Generic; namespace BetterGenshinImpact.GameTask.AutoFishing; /// /// copy from https://github.com/myHuTao-qwq/HutaoFisher/blob/master/src/rodnet.cpp /// /// 以下是hutaofisher的访谈: /// /// 修改我的qq昵称: 03-20 00:22:48 /// 有任何问题可以问我 只要我在工位而不是在实验室里跟XXXX斗智斗勇就回答你 /// /// 额 我的算法有几个感觉挺符合直觉的假设 /// /// 就是 你抛竿的时候鱼是否会咬钩取决于鱼饵落点到鱼的距离 /// /// 这里的距离是鱼饵落点的(x, y, z)坐标与鱼的(x, y, z)坐标之差在xy平面(水平面)上的投影 /// /// 现在问题转化成了如何估计这两个坐标 /// /// 这里我们先约定x轴就是水平面上与屏幕长边平行的线 y轴就是屏幕短边的对于 剩下一个z就是游戏里面往天上的方向 /// /// 然后经验告诉我鱼饵落点环的x几乎为0 /// /// 剩下我们可以用鱼饵落点环的长和宽算出y和z /// /// 再近似鱼的bouding box的中心就是鱼计算咬钩的那个点 同时近似一个大类里面的所有鱼的z是相同的(这个参数可学习) 于是我们也可以计算出鱼的xyz /// /// 最后一步就是把对应的投影距离算出来 然后线性回归一下得到太近 刚好 太远三个类 /// /// tmd 今天我意识到 XXXX可不就是XXXX /// /// 哦 到这一步以后剩下的就很弱智了 远了挪近一点 近了挪远一点 调调参差不多得了 /// /// *后来又新增了一些访谈内容: /// /// 额 总之就是要求不能把不咬钩的识别成咬钩的 但是咬钩的可以识别成不咬钩的 /// /// 然后就可视化一下onehot在不同距离的结果 加一个offset使得模型输出的结果在保证可以predict距离正好的结果的同时距离范围尽可能小 /// public class RodNet : Module { const double alpha = 1734.34 / 2.5; // fitted parameters static readonly double[] dz = {1.0307939, 1.5887239, 1.4377865, 0.8548809, 1.8640924, -0.1687729, 1.8621461, 0.7167622, 1.7071064, 1.8727832, 0.5531539}; static readonly double[] h_coeff = {0.5840698, 0.8029298, 0.6090596, -0.1390072, 0.7214464, -0.6076725, 0.3286690, -0.2991239, 0.6072225, 0.7662407, -0.3689651}; static readonly double[,] weight = {{0.7779633, -1.7124480, 2.7366412}, {-0.0381155, -1.6536976, 3.5904298}, {0.1947731, -0.0445049, 0.8416666}, {-0.0331017, -1.3641578, 1.2834741}, {1.0268835, -1.6553984, 2.9930501}, {0.0108103, -0.8515291, 1.0032536}, {-0.0746362, -0.9677668, 0.7450780}, {0.7382144, -9.5275803, 2.6134675}, {-0.3597502, -1.7422760, 1.4354013}, {-0.0578425, -2.0274212, 1.7173727}, {-0.1225260, -1.0630554, 1.2958838}}; static readonly double[,] bias = {{3.1733532, 9.3601589, -11.0612173}, {6.4961057, 11.2683334, -13.7752209}, {2.3662698, 2.4709859, -2.5402584}, {2.4701204, 8.5112562, -7.6070199}, {0.9597272, 8.9189463, -11.9037018}, {2.1239815, 5.8446727, -5.7748013}, {2.1403685, 5.5432696, -4.0048418}, {-9.0128260, 28.4402637, -24.2205143}, {5.2072763, 8.6428480, -9.2946615}, {4.9253063, 11.4634714, -9.4336052}, {5.2460732, 7.7711511, -7.5998945}}; static readonly double[] offset = { 0.8, 0.4, 0.35, 0.35, 0.6, 0.3, 0.3, 0.8, 0.8, 0.8, 0.8 }; private Parameter thetaParameter; private Parameter bParameter; private Parameter dzParameter; private Parameter hCoeffParameter; public RodNet() : base("RodNet") { long num_embeddings = RodNet.weight.GetLength(0); long embedding_dim = 3; this.thetaParameter = new Parameter(torch.randn(num_embeddings, embedding_dim, dtype: ScalarType.Float64)); this.bParameter = new Parameter(torch.randn(num_embeddings, embedding_dim, dtype: ScalarType.Float64)); this.dzParameter = new Parameter(torch.zeros(num_embeddings, 1, dtype: ScalarType.Float64)); this.hCoeffParameter = new Parameter(torch.zeros(num_embeddings, 1, dtype: ScalarType.Float64)); RegisterComponents(); } static void Softmax(double[] dst, double[] x, int n) { double sum = 0; for (int i = 0; i < n; i++) { dst[i] = Math.Exp(x[i]); sum += dst[i]; } for (int i = 0; i < n; i++) { dst[i] /= sum; } } internal static int GetRodState(RodInput input) { double[] pred = ComputeScores(input); return Array.IndexOf(pred, pred.Max()); } public static double[] ComputeScores(RodInput input) { var (y0, z0, t, u, v, h) = GetRodStatePreProcess(input); v -= h * h_coeff[input.fish_label]; double x, y, dist; x = u * (z0 + dz[input.fish_label]) * Math.Sqrt(1 + t * t) / (t - v); y = (z0 + dz[input.fish_label]) * (1 + t * v) / (t - v); dist = Math.Sqrt(x * x + (y - y0) * (y - y0)); int fish_label = input.fish_label; double[] logits = new double[3]; for (int i = 0; i < 3; i++) { logits[i] = weight[fish_label, i] * dist + bias[fish_label, i]; } double[] pred = new double[3]; Softmax(pred, logits, 3); pred[0] -= offset[fish_label]; // to make the prediction more precise when deployed return pred; } internal int GetRodState_Torch(RodInput input) { using var _ = no_grad(); Tensor outputTensor = ComputeScores_Torch(input); var max = argmax(outputTensor); return (int)max.item(); } public Tensor ComputeScores_Torch(RodInput input) { using var _ = no_grad(); this.SetWeightsManually(); var (y0, z0, t, u, v, h) = GetRodStatePreProcess(input); Tensor fishLabel = tensor(new double[] { input.fish_label }, dtype: ScalarType.Int32); Tensor uv = tensor(new double[,] { { u, v } }, dtype: ScalarType.Float64); Tensor y0z0t = tensor(new double[,] { { y0, z0, t } }, dtype: ScalarType.Float64); Tensor h_ = tensor(new double[,] { { h } }, dtype: ScalarType.Float64); var logits = forward(fishLabel, uv, y0z0t, h_); var output = PostProcess(logits, fishLabel); return output; } /// /// 使用时直接赋值已知权重 /// public void SetWeightsManually() { var weightTensor = tensor(RodNet.weight, ScalarType.Float64); var biasTensor = tensor(RodNet.bias, ScalarType.Float64); var dzTensor = tensor(RodNet.dz, ScalarType.Float64).reshape([RodNet.dz.Length, 1]); var h_coeffTensor = tensor(RodNet.h_coeff, ScalarType.Float64).reshape([RodNet.h_coeff.Length, 1]); this.thetaParameter = new Parameter(weightTensor); this.bParameter = new Parameter(biasTensor); this.dzParameter = new Parameter(dzTensor); this.hCoeffParameter = new Parameter(h_coeffTensor); } public override Tensor forward(Tensor fishLabel, Tensor uv, Tensor y0z0t, Tensor h) { var uvSplit = uv.split([1, 1], dim: 1); Tensor u = uvSplit[0]; Tensor v = uvSplit[1]; var y0z0tSplit = y0z0t.split([1, 1, 1], dim: 1); Tensor y0 = y0z0tSplit[0]; Tensor z0 = y0z0tSplit[1]; Tensor t = y0z0tSplit[2]; v = v - h * hCoeffParameter[fishLabel]; Tensor x, y, dist; var dz = dzParameter[fishLabel]; x = u * (z0 + dz) * torch.sqrt(1 + t * t) / (t - v); y = (z0 + dz) * (1 + t * v) / (t - v); dist = torch.sqrt(x * x + (y - y0) * (y - y0)); Tensor logits = this.thetaParameter[fishLabel] * dist + this.bParameter[fishLabel]; return logits; } public Tensor PostProcess(Tensor logits, Tensor fishLabel) { var x_softmax = torch.nn.functional.softmax(logits, 1); Tensor x_offset = tensor(fishLabel.data().Select(l => RodNet.offset[l]).ToArray()); x_softmax[torch.arange(x_offset.shape[0]), 0] -= x_offset; return x_softmax; } /// /// 根据rod和fish的坐标计算y0z0t、uv、h /// /// /// y0, z0, t, u, v, h public static (double, double, double, double, double, double) GetRodStatePreProcess(RodInput input) { /* * 以下为hutaofisher代码中关于部分变量的意义的注释 # uv: screen coordinate of bbox center of the fish # abv0: rod shape and center coordinate in screen */ double a, b, v0, u, v, h; a = (input.rod_x2 - input.rod_x1) / 2 / alpha; b = (input.rod_y2 - input.rod_y1) / 2 / alpha; h = (input.fish_y2 - input.fish_y1) / 2 / alpha; if (a < b) { b = Math.Sqrt(a * b); a = b + 1e-6; } v0 = (288 - (input.rod_y1 + input.rod_y2) / 2) / alpha; u = (input.fish_x1 + input.fish_x2 - input.rod_x1 - input.rod_x2) / 2 / alpha; v = (288 - (input.fish_y1 + input.fish_y2) / 2) / alpha; double y0, z0, t; y0 = Math.Sqrt(Math.Pow(a, 4) - b * b + a * a * (1 - b * b + v0 * v0)) / (a * a); z0 = b / (a * a); t = a * a * (y0 * b + v0) / (a * a - b * b); return (y0, z0, t, u, v, h); } }