#region License Information
/* HeuristicLab
* Copyright (C) 2002-2016 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
*
* This file is part of HeuristicLab.
*
* HeuristicLab is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* HeuristicLab is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with HeuristicLab. If not, see .
*/
#endregion
using HEAL.Attic;
using HeuristicLab.Common;
using HeuristicLab.Core;
using HeuristicLab.Optimization;
using HeuristicLab.Encodings.RealVectorEncoding;
// ReSharper disable once CheckNamespace
namespace HeuristicLab.Algorithms.EGO {
[StorableType("5e725905-0d77-4379-bbb9-8ca6ae392e59")]
[Item("UniformRandomSampling", "A uniform random sampling strategy for real valued optimization")]
public class UniformRandomSampling : ParameterizedNamedItem, IInitialSampling {
#region HL-Constructors, Serialization and Cloning
[StorableConstructor]
protected UniformRandomSampling(StorableConstructorFlag deserializing) : base(deserializing) { }
protected UniformRandomSampling(UniformRandomSampling original, Cloner cloner) : base(original, cloner) { }
public UniformRandomSampling() {
}
public override IDeepCloneable Clone(Cloner cloner) {
return new UniformRandomSampling(this, cloner);
}
public RealVector[] GetSamples(int noSamples, RealVector[] existingSamples, IEncoding encoding, IRandom random) {
var enc = encoding as RealVectorEncoding;
var res = new RealVector[noSamples];
for (var i = 0; i < noSamples; i++) {
var r = new RealVector(enc.Length);
res[i] = r;
for (var j = 0; j < enc.Length; j++) {
var b = j % enc.Bounds.Rows;
r[j] = UniformRandom(enc.Bounds[b, 0], enc.Bounds[b, 1], random);
}
}
return res;
}
private static double UniformRandom(double min, double max, IRandom rand) {
return rand.NextDouble() * (max - min) + min;
}
}
#endregion
}