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source: branches/LearningClassifierSystems/HeuristicLab.Encodings.CombinedIntegerVectorEncoding/3.3/Manipulator/UniformSomePositionInConditionManipulator.cs @ 9090

Last change on this file since 9090 was 9090, checked in by sforsten, 11 years ago

#1980: implemented covering and changed SinglePointCrossover for CombinedIntegerVectorEncoding

File size: 3.8 KB
Line 
1#region License Information
2/* HeuristicLab
3 * Copyright (C) 2002-2012 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
4 *
5 * This file is part of HeuristicLab.
6 *
7 * HeuristicLab is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * HeuristicLab is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
19 */
20#endregion
21
22using HeuristicLab.Common;
23using HeuristicLab.Core;
24using HeuristicLab.Data;
25using HeuristicLab.Parameters;
26using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
27
28namespace HeuristicLab.Encodings.CombinedIntegerVectorEncoding {
29  public class UniformSomePositionInConditionManipulator : CombinedIntegerVectorManipulator {
30
31    public IValueLookupParameter<PercentValue> ProbabilityParameter {
32      get { return (IValueLookupParameter<PercentValue>)Parameters["Probability"]; }
33    }
34    public ILookupParameter<IItemSet<CombinedIntegerVector>> PossibleActionsParameter {
35      get { return (ILookupParameter<IItemSet<CombinedIntegerVector>>)Parameters["PossibleActions"]; }
36    }
37
38    [StorableConstructor]
39    protected UniformSomePositionInConditionManipulator(bool deserializing) : base(deserializing) { }
40    protected UniformSomePositionInConditionManipulator(UniformSomePositionInConditionManipulator original, Cloner cloner)
41      : base(original, cloner) {
42    }
43    public override IDeepCloneable Clone(Cloner cloner) {
44      return new UniformSomePositionInConditionManipulator(this, cloner);
45    }
46    public UniformSomePositionInConditionManipulator()
47      : base() {
48      Parameters.Add(new ValueLookupParameter<PercentValue>("Probability", "The probability for each dimension to be manipulated.", new PercentValue(0.5)));
49      Parameters.Add(new LookupParameter<IItemSet<CombinedIntegerVector>>("PossibleActions"));
50    }
51
52    protected override CombinedIntegerVector Manipulate(IRandom random, CombinedIntegerVector parent, CombinedIntegerVector child) {
53      return Manipulate(random, parent, child, ProbabilityParameter.ActualValue.Value, PossibleActionsParameter.ActualValue);
54    }
55
56    public static CombinedIntegerVector Manipulate(IRandom random, CombinedIntegerVector parent, CombinedIntegerVector child, double probability, IItemSet<CombinedIntegerVector> possibleActions) {
57      child = ManipulateCondition(random, parent, child, probability);
58      return ManipulateAction(random, parent, child, probability, possibleActions);
59    }
60
61    public static CombinedIntegerVector ManipulateCondition(IRandom random, CombinedIntegerVector parent, CombinedIntegerVector child, double probability) {
62      int conditionLength = child.Length - child.ActionLength;
63      for (int index = 0; index < child.Length - child.ActionLength; index++) {
64        if (random.NextDouble() < probability) {
65          child = UniformOnePositionInConditionManipulator.Manipulate(parent, child, index);
66        }
67      }
68      return child;
69    }
70
71    public static CombinedIntegerVector ManipulateAction(IRandom random, CombinedIntegerVector parent, CombinedIntegerVector child, double probability, IItemSet<CombinedIntegerVector> possibleActions) {
72      if (child.ActionLength > 0 && random.NextDouble() < probability) {
73        UniformActionManipulator.Manipulate(random, parent, child, possibleActions);
74      }
75      return child;
76    }
77  }
78}
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