1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2013 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.Core;
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24 |
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25 | namespace HeuristicLab.Problems.Instances.QAPGenerator {
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26 | public static class TaillardQAPInstanceGenerator {
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27 | /// <summary>
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28 | /// Generates two random symmetric matrices with independent uniformly distributed elements in the range [0;100[.
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29 | /// The generated instances are referred to as Tai-a or taiXXa instances published in the literature.
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30 | /// The instance generator is described in E. Taillard. 1991. Robust Taboo Search for the Quadratic Assignment Problem. Parallel Computing, Vol 17, pp. 443-455.
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31 | /// </summary>
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32 | /// <param name="N">The width and height of the matrices to generate, i.e. the size of the problem instance.</param>
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33 | /// <param name="A">The flow matrix.</param>
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34 | /// <param name="B">The distance matrix.</param>
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35 | /// <param name="random">The random number generator to use, in case this is omitted Taillard's default PRNG and seed will be used.</param>
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36 | public static void GenerateTaia(int N, out double[,] A, out double[,] B, IRandom random = null) {
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37 | if (random == null) random = new Bratley(123456789);
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38 | A = new double[N, N];
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39 | B = new double[N, N];
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40 | for (var i = 0; i < N - 1; i++) {
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41 | for (var j = i + 1; j < N; j++) {
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42 | A[i, j] = Math.Floor(100.0 * random.NextDouble());
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43 | A[j, i] = A[i, j];
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44 | }
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45 | }
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46 | for (var i = 0; i < N - 1; i++) {
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47 | for (var j = i + 1; j < N; j++) {
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48 | B[i, j] = Math.Floor(100.0 * random.NextDouble());
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49 | B[j, i] = B[i, j];
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50 | }
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51 | }
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52 | }
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53 |
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54 | /// <summary>
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55 | /// The generated instances are referred to as Tai-b or taiXXb instances published in the literature.
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56 | /// The instance generator is described in E. Taillard. 1995. Comparison of iterative searches for the quadratic assignment problem. Location Science, Vol 3, No. 2, pp. 87-105.
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57 | /// </summary>
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58 | /// <param name="N">The width and height of the matrices to generate, i.e. the size of the problem instance.</param>
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59 | /// <param name="maxClusterDistance">The maximum radius of the disc that contains the clusters.</param>
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60 | /// <param name="maxClusterSize">The maximum size of clustered locations.</param>
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61 | /// <param name="maxClusterRadius">The maximum radius of the disc that contains the clustered locations.</param>
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62 | /// <param name="minFlowExponent">The minimum exponent that determines the flows to other facilities.</param>
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63 | /// <param name="maxFlowExponent">The maximum exponent that determines the flows to other facilities.</param>
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64 | /// <param name="A">The flow matrix.</param>
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65 | /// <param name="B">The distance matrix.</param>
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66 | /// <param name="random">The random number generator to use, in case this is omitted Taillard's default PRNG and seed will be used.</param>
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67 | public static void GenerateTaib(int N, int maxClusterDistance, int maxClusterSize, int maxClusterRadius, int minFlowExponent, int maxFlowExponent, out double[,] A, out double[,] B, IRandom random = null) {
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68 | if (random == null) random = new Bratley(123456789);
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69 | var locations = new double[N, 2];
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70 | var loc = 0;
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71 | while (loc < N) {
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72 | var clusterDirection = random.NextDouble() * 2 * Math.PI;
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73 | var clusterDistance = random.NextDouble() * maxClusterDistance;
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74 | var clusterSize = random.Next(1, maxClusterSize);
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75 | for (var i = 0; i < clusterSize; i++) {
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76 | var locationDirection = random.NextDouble() * 2 * Math.PI;
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77 | var locationDistance = random.NextDouble() * maxClusterRadius;
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78 | locations[loc, 0] = clusterDistance * Math.Cos(clusterDirection) +
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79 | locationDistance * Math.Cos(locationDirection);
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80 | locations[loc, 1] = clusterDistance * Math.Sin(clusterDirection) +
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81 | locationDistance * Math.Sin(locationDirection);
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82 | loc++;
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83 | if (loc == N) break;
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84 | }
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85 | }
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86 |
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87 | A = new double[N, N];
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88 | for (var i = 0; i < N - 1; i++) {
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89 | for (var j = i + 1; j < N; j++) {
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90 | A[i, j] = Math.Sqrt((locations[i, 0] - locations[j, 0]) * (locations[i, 0] - locations[j, 0])
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91 | + (locations[i, 1] - locations[j, 1]) * (locations[i, 1] - locations[j, 1]));
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92 | A[j, i] = A[i, j];
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93 | }
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94 | }
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95 |
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96 | B = new double[N, N];
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97 | for (var i = 0; i < N - 1; i++) {
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98 | for (var j = i + 1; j < N; j++) {
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99 | B[i, j] = Math.Floor(Math.Pow(10, (maxFlowExponent - minFlowExponent) * random.NextDouble() + minFlowExponent));
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100 | B[j, i] = B[i, j];
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101 | }
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102 | }
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103 | }
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104 | }
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105 | }
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