[15096] | 1 | #region License Information
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| 2 | /* HeuristicLab
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[17226] | 3 | * Copyright (C) Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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[15096] | 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.Data;
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[16723] | 26 | using HEAL.Attic;
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[15181] | 27 | using HeuristicLab.Random;
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[15096] | 28 |
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| 29 | namespace HeuristicLab.Encodings.RealVectorEncoding {
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| 30 | [Item("SPSO 2011 Particle Updater", "Updates the particle's position according to the formulae described in SPSO 2011.")]
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[16723] | 31 | [StorableType("C680E305-159C-4A76-83E5-53982B583F9B")]
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[15102] | 32 | public sealed class SPSO2011ParticleUpdater : SPSOParticleUpdater {
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[15096] | 33 | #region Construction & Cloning
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| 34 | [StorableConstructor]
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[16723] | 35 | private SPSO2011ParticleUpdater(StorableConstructorFlag _) : base(_) { }
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[15096] | 36 | private SPSO2011ParticleUpdater(SPSO2011ParticleUpdater original, Cloner cloner) : base(original, cloner) { }
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| 37 | public SPSO2011ParticleUpdater() : base() { }
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| 38 | public override IDeepCloneable Clone(Cloner cloner) {
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| 39 | return new SPSO2011ParticleUpdater(this, cloner);
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| 40 | }
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| 41 | #endregion
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| 42 |
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[15214] | 43 | public static void UpdateVelocity(IRandom random, RealVector velocity, RealVector position, RealVector personalBest, RealVector neighborBest, double inertia = 0.721, double personalBestAttraction = 1.193, double neighborBestAttraction = 1.193, double maxVelocity = double.MaxValue) {
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[15096] | 44 | var gravity = new double[velocity.Length];
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[15181] | 45 | var direction = new RealVector(velocity.Length);
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[15096] | 46 | var radius = 0.0;
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| 47 |
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[15181] | 48 | var nd = new NormalDistributedRandom(random, 0, 1);
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| 49 |
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[15096] | 50 | for (int i = 0; i < velocity.Length; i++) {
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[15214] | 51 | var g_id = (personalBestAttraction * personalBest[i]
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| 52 | + neighborBestAttraction * neighborBest[i]
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| 53 | - position[i] * (neighborBestAttraction + personalBestAttraction)) / 3.0;
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[15181] | 54 | // center of the hyper-sphere
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[15096] | 55 | gravity[i] = g_id + position[i];
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[15181] | 56 | // a random direction vector uniform over the surface of hyper-sphere, see http://mathworld.wolfram.com/HyperspherePointPicking.html
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| 57 | direction[i] = nd.NextDouble();
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[15096] | 58 | radius += g_id * g_id;
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| 59 | }
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| 60 |
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[15181] | 61 | // randomly choose a radius within the hyper-sphere
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[15096] | 62 | radius = random.NextDouble() * Math.Sqrt(radius);
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| 63 |
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[15181] | 64 | // unitscale is used to rescale the random direction vector to unit length, resp. length of the radius
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| 65 | var unitscale = Math.Sqrt(direction.DotProduct(direction));
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[15096] | 66 | if (unitscale > 0) {
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| 67 | for (var i = 0; i < velocity.Length; i++) {
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[15181] | 68 | var sampledPos = gravity[i] + direction[i] * radius / unitscale;
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| 69 | velocity[i] = velocity[i] * inertia + sampledPos - position[i];
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[15096] | 70 | }
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| 71 | }
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| 72 |
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| 73 | var speed = Math.Sqrt(velocity.DotProduct(velocity));
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| 74 | if (speed > maxVelocity) {
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| 75 | for (var i = 0; i < velocity.Length; i++) {
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| 76 | velocity[i] *= maxVelocity / speed;
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| 77 | }
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| 78 | }
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| 79 | }
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| 80 |
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| 81 | public static void UpdatePosition(DoubleMatrix bounds, RealVector velocity, RealVector position) {
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| 82 | for (int i = 0; i < velocity.Length; i++) {
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| 83 | position[i] += velocity[i];
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| 84 | }
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| 85 |
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| 86 | for (int i = 0; i < position.Length; i++) {
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| 87 | double min = bounds[i % bounds.Rows, 0];
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| 88 | double max = bounds[i % bounds.Rows, 1];
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| 89 | if (position[i] < min) {
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| 90 | position[i] = min;
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| 91 | velocity[i] = -0.5 * velocity[i];
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| 92 | }
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| 93 | if (position[i] > max) {
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| 94 | position[i] = max;
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| 95 | velocity[i] = -0.5 * velocity[i];
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| 96 | }
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| 97 | }
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| 98 | }
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| 99 |
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| 100 | public override IOperation Apply() {
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| 101 | var random = RandomParameter.ActualValue;
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| 102 | var velocity = VelocityParameter.ActualValue;
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| 103 | var maxVelocity = CurrentMaxVelocityParameter.ActualValue.Value;
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| 104 | var position = RealVectorParameter.ActualValue;
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| 105 | var bounds = BoundsParameter.ActualValue;
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| 106 |
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| 107 | var inertia = CurrentInertiaParameter.ActualValue.Value;
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| 108 | var personalBest = PersonalBestParameter.ActualValue;
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| 109 | var personalBestAttraction = PersonalBestAttractionParameter.ActualValue.Value;
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| 110 | var neighborBest = NeighborBestParameter.ActualValue;
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| 111 | var neighborBestAttraction = NeighborBestAttractionParameter.ActualValue.Value;
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[15102] | 112 |
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[15214] | 113 | UpdateVelocity(random, velocity, position, personalBest, neighborBest, inertia, personalBestAttraction, neighborBestAttraction, maxVelocity);
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[15096] | 114 | UpdatePosition(bounds, velocity, position);
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| 115 |
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| 116 | return base.Apply();
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| 117 | }
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| 118 | }
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| 119 | }
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