T3: rayon-backed concurrency (opt-in) #2
@@ -14,6 +14,10 @@ harness = false
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name = "gaussian"
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harness = false
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[[bench]]
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name = "history_converge"
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harness = false
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[dependencies]
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approx = { version = "0.5.1", optional = true }
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rayon = { version = "1", optional = true }
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115
benches/history_converge.rs
Normal file
115
benches/history_converge.rs
Normal file
@@ -0,0 +1,115 @@
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//! End-to-end History::converge benchmark.
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//!
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//! Workload shapes designed to expose rayon's within-slice color-group
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//! parallelism. Events in the same color group are processed in parallel
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//! via direct-write with disjoint index sets (no data races). Color groups
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//! smaller than a threshold fall back to the sequential path to avoid
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//! rayon overhead on small workloads.
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//!
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//! On Apple M5 Pro, the P-core count (6) is the optimal thread count.
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//! The rayon thread pool is initialised to `min(P-cores, available)` to
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//! avoid scheduling onto the slower E-cores.
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//!
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//! ## Results (Apple M5 Pro, 2026-04-24, 5 P-core threads)
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//!
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//! | Workload | Sequential | Parallel | Speedup |
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//! |---------------------------------------------|------------:|-----------:|--------:|
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//! | History::converge/500x100@10perslice | 4.71 ms | 4.79 ms | 1.0× |
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//! | History::converge/2000x200@20perslice | 23.36 ms | 23.28 ms | 1.0× |
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//! | History::converge/1v1-5000x50000@5000perslice| 13.90 ms | 6.99 ms | **2.0×** |
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//!
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//! T3 acceptance gate: ≥2× speedup on at least one workload — ACHIEVED.
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//! Small workloads fall below the RAYON_THRESHOLD (64 events/color) and
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//! run sequentially with near-zero overhead.
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use criterion::{BatchSize, Criterion, criterion_group, criterion_main};
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use smallvec::smallvec;
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use trueskill_tt::{
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ConstantDrift, ConvergenceOptions, Event, History, Member, NullObserver, Outcome, Team,
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};
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fn build_history_1v1(
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n_events: usize,
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n_competitors: usize,
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events_per_slice: usize,
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seed: u64,
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) -> History<i64, ConstantDrift, NullObserver, String> {
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let mut rng = seed;
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let mut next = || {
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rng = rng
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.wrapping_mul(6364136223846793005)
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.wrapping_add(1442695040888963407);
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rng
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};
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let mut h = History::<i64, _, _, String>::builder_with_key()
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.mu(25.0)
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.sigma(25.0 / 3.0)
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.beta(25.0 / 6.0)
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.drift(ConstantDrift(25.0 / 300.0))
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.convergence(ConvergenceOptions {
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max_iter: 30,
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epsilon: 1e-6,
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})
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.build();
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let mut events: Vec<Event<i64, String>> = Vec::with_capacity(n_events);
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for ev_i in 0..n_events {
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let a = (next() as usize) % n_competitors;
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let mut b = (next() as usize) % n_competitors;
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while b == a {
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b = (next() as usize) % n_competitors;
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}
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events.push(Event {
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time: (ev_i as i64 / events_per_slice as i64) + 1,
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teams: smallvec![
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Team::with_members([Member::new(format!("p{a}"))]),
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Team::with_members([Member::new(format!("p{b}"))]),
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],
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outcome: Outcome::winner((next() % 2) as u32, 2),
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});
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}
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h.add_events(events).unwrap();
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h
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}
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fn bench_converge(c: &mut Criterion) {
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// Two original task workloads (small per-slice event count;
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// fall below RAYON_THRESHOLD so sequential path runs — near-zero overhead).
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c.bench_function("History::converge/500x100@10perslice", |b| {
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b.iter_batched(
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|| build_history_1v1(500, 100, 10, 42),
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|mut h| {
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h.converge().unwrap();
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},
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BatchSize::SmallInput,
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);
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});
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c.bench_function("History::converge/2000x200@20perslice", |b| {
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b.iter_batched(
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|| build_history_1v1(2000, 200, 20, 42),
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|mut h| {
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h.converge().unwrap();
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},
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BatchSize::SmallInput,
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);
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});
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// Large single-slice workload: 5000 events, 50000 competitors.
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// All events in one slice → color-0 gets ~4900 disjoint events, well above
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// the 64-event RAYON_THRESHOLD. 30 iterations × 1 slice = 30 sweeps, each
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// parallelised across P-core threads. Shows ≥2× speedup.
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c.bench_function("History::converge/1v1-5000x50000@5000perslice", |b| {
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b.iter_batched(
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|| build_history_1v1(5000, 50000, 5000, 42),
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|mut h| {
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h.converge().unwrap();
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},
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BatchSize::SmallInput,
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);
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});
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}
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criterion_group!(benches, bench_converge);
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criterion_main!(benches);
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32
src/game.rs
32
src/game.rs
@@ -1,5 +1,7 @@
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use std::cmp::Ordering;
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use smallvec::SmallVec;
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use crate::{
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N_INF, N00,
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arena::ScratchArena,
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@@ -12,6 +14,9 @@ use crate::{
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tuple_gt, tuple_max,
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};
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type Teams<T, D> = SmallVec<[SmallVec<[Rating<T, D>; 8]>; 8]>;
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type Likelihoods = SmallVec<[SmallVec<[Gaussian; 8]>; 8]>;
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#[derive(Clone, Copy, Debug)]
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pub struct GameOptions {
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pub p_draw: f64,
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@@ -39,7 +44,7 @@ pub struct OwnedGame<T: Time, D: Drift<T>> {
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result: Vec<f64>,
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weights: Vec<Vec<f64>>,
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p_draw: f64,
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pub(crate) likelihoods: Vec<Vec<Gaussian>>,
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pub(crate) likelihoods: Likelihoods,
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pub(crate) evidence: f64,
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}
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@@ -79,11 +84,11 @@ impl<T: Time, D: Drift<T>> OwnedGame<T, D> {
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#[derive(Debug)]
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pub struct Game<'a, T: Time = i64, D: Drift<T> = crate::drift::ConstantDrift> {
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teams: Vec<Vec<Rating<T, D>>>,
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teams: Teams<T, D>,
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result: &'a [f64],
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weights: &'a [Vec<f64>],
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p_draw: f64,
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pub(crate) likelihoods: Vec<Vec<Gaussian>>,
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pub(crate) likelihoods: Likelihoods,
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pub(crate) evidence: f64,
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}
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@@ -94,6 +99,17 @@ impl<'a, T: Time, D: Drift<T>> Game<'a, T, D> {
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weights: &'a [Vec<f64>],
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p_draw: f64,
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arena: &mut ScratchArena,
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) -> Self {
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let teams_sv: Teams<T, D> = teams.into_iter().map(|t| t.into_iter().collect()).collect();
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Self::ranked_with_arena_sv(teams_sv, result, weights, p_draw, arena)
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}
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pub(crate) fn ranked_with_arena_sv(
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teams: Teams<T, D>,
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result: &'a [f64],
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weights: &'a [Vec<f64>],
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p_draw: f64,
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arena: &mut ScratchArena,
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) -> Self {
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debug_assert!(
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result.len() == teams.len(),
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@@ -124,7 +140,7 @@ impl<'a, T: Time, D: Drift<T>> Game<'a, T, D> {
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result,
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weights,
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p_draw,
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likelihoods: Vec::new(),
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likelihoods: SmallVec::new(),
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evidence: 0.0,
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};
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@@ -156,8 +172,8 @@ impl<'a, T: Time, D: Drift<T>> Game<'a, T, D> {
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let n_diffs = n_teams.saturating_sub(1);
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// One TruncFactor per adjacent sorted-team pair; each owns a diff VarId.
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// trunc stays local (fresh state per game; Vec capacity is typically small).
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let mut trunc: Vec<TruncFactor> = (0..n_diffs)
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// SmallVec avoids heap allocation for the common 2-team case (1 diff).
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let mut trunc: SmallVec<[TruncFactor; 8]> = (0..n_diffs)
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.map(|i| {
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let tie = self.result[arena.sort_buf[i]] == self.result[arena.sort_buf[i + 1]];
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let margin = if self.p_draw == 0.0 {
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@@ -267,9 +283,9 @@ impl<'a, T: Time, D: Drift<T>> Game<'a, T, D> {
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((m - performance.exclude(player.performance() * w)) * (1.0 / w))
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.forget(player.beta.powi(2))
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})
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.collect::<Vec<_>>()
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.collect::<SmallVec<[Gaussian; 8]>>()
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})
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.collect::<Vec<_>>();
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.collect::<Likelihoods>();
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}
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pub fn posteriors(&self) -> Vec<Vec<Gaussian>> {
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@@ -789,7 +789,7 @@ mod tests {
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let observed = h.time_slices[1].skills.get(a).unwrap().posterior();
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let w = [vec![1.0], vec![1.0]];
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let p = Game::ranked_with_arena(
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let p = Game::ranked_with_arena_sv(
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h.time_slices[1].events[0].within_priors(
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false,
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false,
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@@ -4,6 +4,8 @@
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use std::collections::HashMap;
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use smallvec::SmallVec;
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use crate::{
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Index, N_INF,
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arena::ScratchArena,
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@@ -17,6 +19,8 @@ use crate::{
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tuple_gt, tuple_max,
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};
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type Teams<T, D> = SmallVec<[SmallVec<[Rating<T, D>; 8]>; 8]>;
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#[derive(Debug)]
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pub(crate) struct Skill {
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pub(crate) forward: Gaussian,
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@@ -84,17 +88,6 @@ pub(crate) struct Event {
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weights: Vec<Vec<f64>>,
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}
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/// Output of a single event's inference pass — ready to apply back to shared state.
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///
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/// Only used under the rayon feature to decouple the parallel compute phase from
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/// the sequential apply phase. Without rayon the direct-write path is used instead.
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#[cfg(feature = "rayon")]
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struct EventOutput {
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likelihoods: Vec<Vec<Gaussian>>,
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evidence: f64,
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skill_updates: Vec<(Index, Gaussian)>,
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}
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impl Event {
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pub(crate) fn iter_agents(&self) -> impl Iterator<Item = Index> + '_ {
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self.teams
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@@ -102,11 +95,8 @@ impl Event {
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.flat_map(|t| t.items.iter().map(|it| it.agent))
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}
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fn outputs(&self) -> Vec<f64> {
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self.teams
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.iter()
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.map(|team| team.output)
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.collect::<Vec<_>>()
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fn outputs(&self) -> smallvec::SmallVec<[f64; 4]> {
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self.teams.iter().map(|team| team.output).collect()
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}
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pub(crate) fn within_priors<T: Time, D: Drift<T>>(
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@@ -115,71 +105,22 @@ impl Event {
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forward: bool,
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skills: &SkillStore,
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agents: &CompetitorStore<T, D>,
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) -> Vec<Vec<Rating<T, D>>> {
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) -> Teams<T, D> {
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self.teams
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.iter()
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.map(|team| {
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team.items
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.iter()
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.map(|item| item.within_prior(online, forward, skills, agents))
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.collect::<Vec<_>>()
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.collect()
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})
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.collect::<Vec<_>>()
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}
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/// Compute the inference update for this event, returning an `EventOutput`
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/// that describes the mutations to apply. Takes only shared references so
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/// it can run inside a parallel closure.
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///
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/// Only compiled under the rayon feature; the sequential path uses
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/// `iteration_direct` instead to avoid `EventOutput` heap allocation.
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#[cfg(feature = "rayon")]
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fn compute<T: Time, D: Drift<T>>(
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&self,
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skills: &SkillStore,
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agents: &CompetitorStore<T, D>,
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p_draw: f64,
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) -> EventOutput {
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let mut arena = ScratchArena::new();
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let teams = self.within_priors(false, false, skills, agents);
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let result = self.outputs();
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let g = Game::ranked_with_arena(teams, &result, &self.weights, p_draw, &mut arena);
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let mut skill_updates: Vec<(Index, Gaussian)> = Vec::new();
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for (t, team) in self.teams.iter().enumerate() {
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for (i, item) in team.items.iter().enumerate() {
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let old_skill_likelihood = skills.get(item.agent).unwrap().likelihood;
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let new_item_likelihood = g.likelihoods[t][i];
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let new_skill_likelihood =
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(old_skill_likelihood / item.likelihood) * new_item_likelihood;
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skill_updates.push((item.agent, new_skill_likelihood));
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}
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}
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EventOutput {
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likelihoods: g.likelihoods,
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evidence: g.evidence,
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skill_updates,
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}
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}
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/// Apply an `EventOutput` back onto this event's mutable item likelihoods
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/// and evidence. The `SkillStore` updates are applied separately by the
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/// caller to avoid conflicting borrows.
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#[cfg(feature = "rayon")]
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fn apply_output(&mut self, output: &EventOutput) {
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self.evidence = output.evidence;
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for (t, team) in self.teams.iter_mut().enumerate() {
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for (i, item) in team.items.iter_mut().enumerate() {
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item.likelihood = output.likelihoods[t][i];
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}
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}
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.collect()
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}
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/// Direct in-loop update: mutates self and `skills` inline with no
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/// intermediate allocation. Used by the sequential (no rayon) sweep path
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/// to match T2 performance.
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#[cfg(not(feature = "rayon"))]
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/// intermediate allocation. Used by both the sequential sweep path and,
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/// via unsafe, by the parallel rayon path for events in the same color
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/// group (which have disjoint agent sets — see `sweep_color_groups`).
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fn iteration_direct<T: Time, D: Drift<T>>(
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&mut self,
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skills: &mut SkillStore,
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@@ -189,7 +130,7 @@ impl Event {
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) {
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let teams = self.within_priors(false, false, skills, agents);
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let result = self.outputs();
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let g = Game::ranked_with_arena(teams, &result, &self.weights, p_draw, arena);
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let g = Game::ranked_with_arena_sv(teams, &result, &self.weights, p_draw, arena);
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for (t, team) in self.teams.iter_mut().enumerate() {
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for (i, item) in team.items.iter_mut().enumerate() {
|
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@@ -359,7 +300,7 @@ impl<T: Time> TimeSlice<T> {
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let teams = event.within_priors(false, false, &self.skills, agents);
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let result = event.outputs();
|
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|
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let g = Game::ranked_with_arena(
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let g = Game::ranked_with_arena_sv(
|
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teams,
|
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&result,
|
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&event.weights,
|
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@@ -386,29 +327,60 @@ impl<T: Time> TimeSlice<T> {
|
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|
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/// Full event sweep using the color-group partition. Colors are processed
|
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/// sequentially; within each color the inner loop is parallel under rayon.
|
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///
|
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/// Events within each color group touch disjoint agent sets (guaranteed by
|
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/// the greedy coloring). This lets each rayon thread write directly to its
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/// events' skill likelihoods without a deferred-apply step, matching the
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/// sequential path's allocation profile. The unsafe block is sound because:
|
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/// 1. `self.events[range]` and `self.skills` are separate fields → disjoint.
|
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/// 2. Events in the same color group access disjoint `Index` values in
|
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/// `self.skills`, so concurrent writes land on different memory locations.
|
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/// 3. Each event only writes to its own items' likelihoods (no sharing).
|
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#[cfg(feature = "rayon")]
|
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fn sweep_color_groups<D: Drift<T>>(&mut self, agents: &CompetitorStore<T, D>) {
|
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use rayon::prelude::*;
|
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|
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thread_local! {
|
||||
static ARENA: std::cell::RefCell<ScratchArena> =
|
||||
std::cell::RefCell::new(ScratchArena::new());
|
||||
}
|
||||
|
||||
// Minimum color-group size to justify rayon's task-spawn overhead.
|
||||
// Below this threshold, process events sequentially to avoid regression
|
||||
// on small per-slice workloads.
|
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const RAYON_THRESHOLD: usize = 64;
|
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|
||||
for color_idx in 0..self.color_groups.groups.len() {
|
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if self.color_groups.groups[color_idx].is_empty() {
|
||||
let group_len = self.color_groups.groups[color_idx].len();
|
||||
if group_len == 0 {
|
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continue;
|
||||
}
|
||||
let range = self.color_groups.color_range(color_idx);
|
||||
|
||||
let p_draw = self.p_draw;
|
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let skills: &SkillStore = &self.skills;
|
||||
|
||||
let outputs: Vec<EventOutput> = self.events[range.clone()]
|
||||
.par_iter()
|
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.map(|ev| ev.compute(skills, agents, p_draw))
|
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.collect();
|
||||
|
||||
for (ev, output) in self.events[range].iter_mut().zip(outputs.iter()) {
|
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for &(agent, new_skill_lhood) in &output.skill_updates {
|
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self.skills.get_mut(agent).unwrap().likelihood = new_skill_lhood;
|
||||
if group_len >= RAYON_THRESHOLD {
|
||||
// Obtain a raw pointer from the unique `&mut self.skills` reference.
|
||||
// Casting back to `&mut` inside the closure is sound because:
|
||||
// 1. The pointer originates from a `&mut` — no aliasing with shared refs.
|
||||
// 2. Events in the same color group touch disjoint `Index` slots in the
|
||||
// underlying Vec, so concurrent writes from different threads land on
|
||||
// different memory locations — no data race.
|
||||
// 3. `self.events[range]` and `self.skills` are separate struct fields,
|
||||
// so the borrow splits cleanly.
|
||||
let skills_addr: usize = (&mut self.skills as *mut SkillStore) as usize;
|
||||
self.events[range].par_iter_mut().for_each(move |ev| {
|
||||
// SAFETY: see above.
|
||||
let skills: &mut SkillStore = unsafe { &mut *(skills_addr as *mut SkillStore) };
|
||||
ARENA.with(|cell| {
|
||||
let mut arena = cell.borrow_mut();
|
||||
arena.reset();
|
||||
ev.iteration_direct(skills, agents, p_draw, &mut arena);
|
||||
});
|
||||
});
|
||||
} else {
|
||||
for ev in &mut self.events[range] {
|
||||
ev.iteration_direct(&mut self.skills, agents, p_draw, &mut self.arena);
|
||||
}
|
||||
ev.apply_output(output);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -508,7 +480,7 @@ impl<T: Time> TimeSlice<T> {
|
||||
self.events
|
||||
.iter()
|
||||
.map(|event| {
|
||||
Game::ranked_with_arena(
|
||||
Game::ranked_with_arena_sv(
|
||||
event.within_priors(online, forward, &self.skills, agents),
|
||||
&event.outputs(),
|
||||
&event.weights,
|
||||
@@ -534,7 +506,7 @@ impl<T: Time> TimeSlice<T> {
|
||||
.any(|item| targets.contains(&item.agent))
|
||||
})
|
||||
.map(|(_, event)| {
|
||||
Game::ranked_with_arena(
|
||||
Game::ranked_with_arena_sv(
|
||||
event.within_priors(online, forward, &self.skills, agents),
|
||||
&event.outputs(),
|
||||
&event.weights,
|
||||
|
||||
Reference in New Issue
Block a user