1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2016 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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4 | *
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5 | * This file is part of HeuristicLab.
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6 | *
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7 | * HeuristicLab is free software: you can redistribute it and/or modify
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8 | * it under the terms of the GNU General Public License as published by
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9 | * the Free Software Foundation, either version 3 of the License, or
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10 | * (at your option) any later version.
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11 | *
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12 | * HeuristicLab is distributed in the hope that it will be useful,
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 | * GNU General Public License for more details.
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16 | *
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17 | * You should have received a copy of the GNU General Public License
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18 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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19 | */
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20 | #endregion
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21 |
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22 | using System;
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23 | using HeuristicLab.Common;
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24 | using HeuristicLab.Core;
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25 | using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
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26 | using HeuristicLab.PluginInfrastructure;
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27 |
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28 | namespace HeuristicLab.Encodings.RealVectorEncoding {
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29 | [Item("Neighborhood Particle Updater", "Updates the particle's position using (among other things) the best neighbor's position. Point = Point + Velocity*Inertia + (PersonalBestPoint-Point)*Phi_P*r_p + (BestNeighborPoint-Point)*Phi_G*r_g.")]
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30 | [StorableClass]
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31 | [NonDiscoverableType]
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32 | [Obsolete("Replaced by SPSO2007ParticleUpdater")]
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33 | internal sealed class RealVectorNeighborhoodParticleUpdater : RealVectorParticleUpdater {
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34 |
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35 | #region Construction & Cloning
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36 | [StorableConstructor]
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37 | private RealVectorNeighborhoodParticleUpdater(bool deserializing) : base(deserializing) { }
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38 | private RealVectorNeighborhoodParticleUpdater(RealVectorNeighborhoodParticleUpdater original, Cloner cloner) : base(original, cloner) { }
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39 | public RealVectorNeighborhoodParticleUpdater() : base() { }
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40 | public override IDeepCloneable Clone(Cloner cloner) {
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41 | return new RealVectorNeighborhoodParticleUpdater(this, cloner);
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42 | }
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43 | #endregion
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44 |
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45 | private void UpdateVelocity() {
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46 | var velocity = VelocityParameter.ActualValue;
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47 | var position = RealVectorParameter.ActualValue;
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48 | var inertia = CurrentInertiaParameter.ActualValue.Value;
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49 | var personalBest = PersonalBestParameter.ActualValue;
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50 | var personalBestAttraction = PersonalBestAttractionParameter.ActualValue.Value;
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51 | var neighborBest = NeighborBestParameter.ActualValue;
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52 | var neighborBestAttraction = NeighborBestAttractionParameter.ActualValue.Value;
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53 |
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54 | var random = RandomParameter.ActualValue;
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55 |
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56 | for (int i = 0; i < velocity.Length; i++) {
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57 | double r_p = random.NextDouble();
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58 | double r_g = random.NextDouble();
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59 | velocity[i] =
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60 | velocity[i] * inertia +
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61 | (personalBest[i] - position[i]) * personalBestAttraction * r_p +
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62 | (neighborBest[i] - position[i]) * neighborBestAttraction * r_g;
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63 | }
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64 |
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65 | var maxVelocity = CurrentMaxVelocityParameter.ActualValue.Value;
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66 | var speed = Math.Sqrt(velocity.DotProduct(velocity));
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67 | if (speed > maxVelocity) {
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68 | for (var i = 0; i < velocity.Length; i++) {
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69 | velocity[i] *= maxVelocity / speed;
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70 | }
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71 | }
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72 | }
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73 |
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74 | private void UpdatePosition() {
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75 | var velocity = VelocityParameter.ActualValue;
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76 | var position = RealVectorParameter.ActualValue;
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77 |
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78 | for (int i = 0; i < velocity.Length; i++) {
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79 | position[i] += velocity[i];
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80 | }
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81 |
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82 | var bounds = BoundsParameter.ActualValue;
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83 | for (int i = 0; i < position.Length; i++) {
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84 | double min = bounds[i % bounds.Rows, 0];
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85 | double max = bounds[i % bounds.Rows, 1];
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86 | if (position[i] < min) {
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87 | position[i] = min;
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88 | velocity[i] = -0.5 * velocity[i]; // SPSO 2011
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89 | }
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90 | if (position[i] > max) {
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91 | position[i] = max;
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92 | velocity[i] = -0.5 * velocity[i]; // SPSO 2011
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93 | }
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94 | }
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95 | }
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96 |
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97 | public override IOperation Apply() {
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98 | UpdateVelocity();
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99 | UpdatePosition();
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100 |
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101 | return base.Apply();
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102 | }
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103 | }
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104 | }
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