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.Data;
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26 | using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
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27 | using HeuristicLab.Random;
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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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31 | [StorableClass]
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32 | public sealed class SPSO2011ParticleUpdater : SPSOParticleUpdater {
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33 | #region Construction & Cloning
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34 | [StorableConstructor]
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35 | private SPSO2011ParticleUpdater(bool deserializing) : base(deserializing) { }
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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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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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44 | var gravity = new double[velocity.Length];
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45 | var direction = new RealVector(velocity.Length);
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46 | var radius = 0.0;
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47 |
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48 | var nd = new NormalDistributedRandom(random, 0, 1);
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49 |
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50 | for (int i = 0; i < velocity.Length; i++) {
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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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54 | // center of the hyper-sphere
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55 | gravity[i] = g_id + position[i];
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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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58 | radius += g_id * g_id;
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59 | }
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60 |
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61 | // randomly choose a radius within the hyper-sphere
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62 | radius = random.NextDouble() * Math.Sqrt(radius);
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63 |
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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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66 | if (unitscale > 0) {
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67 | for (var i = 0; i < velocity.Length; i++) {
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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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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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112 |
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113 | UpdateVelocity(random, velocity, position, personalBest, neighborBest, inertia, personalBestAttraction, neighborBestAttraction, maxVelocity);
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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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