using System; using HeuristicLab.Core; using HeuristicLab.Data; using HeuristicLab.Encodings.RealVectorEncoding; namespace HeuristicLab.Algorithms.NSGA3 { /* * Implements the simulated binary crossover based on the Tsung Che Chiang's NSGA3 implementation. * http://web.ntnu.edu.tw/~tcchiang/publications/nsga3cpp/nsga3cpp.htm * * The simulated binary crossover in HeuristicLab.Encodings.RealVectorEncoding/Crossovers/SimulatedBinaryCrossover.cs * is insufficient for NSGA3, because the static Apply-method only returns 1 child. */ public static class SimulatedBinaryCrossover { private const double EPSILON = 10e-6; // a tiny number that is greater than 0 public static Tuple Apply(IRandom random, DoubleMatrix bounds, RealVector parent1, RealVector parent2, double crossoverProbability = 1.0, double eta = 30) { var child1 = new RealVector(parent1); var child2 = new RealVector(parent2); if (random.NextDouble() > crossoverProbability) return null; for (int i = 0; i < child1.Length; i++) { if (random.NextDouble() > 0.5) continue; // these two variables are not crossovered if (Math.Abs(parent1[i] - parent2[i]) < EPSILON) continue; // two values are the same double y1 = Math.Min(parent1[i], parent2[i]); double y2 = Math.Max(parent1[i], parent2[i]); // todo: is this correct? test it with Encoding.Length != Number of objectives double lb; double ub; if (bounds.Rows == 1) { lb = bounds[0, 0]; ub = bounds[0, 1]; } else { lb = bounds[i, 0]; ub = bounds[i, 1]; } double rand = random.NextDouble(); // child 1 double beta = 1.0 + (2.0 * (y1 - lb) / (y2 - y1)); double alpha = 2.0 - Math.Pow(beta, -(eta + 1.0)); double betaq = Get_Betaq(rand, alpha, eta); child1[i] = 0.5 * ((y1 + y2) - betaq * (y2 - y1)); // child 2 beta = 1.0 + (2.0 * (ub - y2) / (y2 - y1)); alpha = 2.0 - Math.Pow(beta, -(eta + 1.0)); betaq = Get_Betaq(rand, alpha, eta); child2[i] = 0.5 * ((y1 + y2) + betaq * (y2 - y1)); // boundary checking child1[i] = Math.Min(ub, Math.Max(lb, child1[i])); child2[i] = Math.Min(ub, Math.Max(lb, child2[i])); if (random.NextDouble() <= 0.5) { // swap values var tmp = child1[i]; child1[i] = child2[i]; child2[i] = tmp; } } return Tuple.Create(child1, child2); } private static double Get_Betaq(double rand, double alpha, double eta) { double betaq; if (rand <= (1.0 / alpha)) betaq = Math.Pow((rand * alpha), (1.0 / (eta + 1.0))); else betaq = Math.Pow((1.0 / (2.0 - rand * alpha)), (1.0 / (eta + 1.0))); return betaq; } } }