1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2018 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 System.Collections.Generic;
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24 | using System.Linq;
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25 | using HeuristicLab.Common;
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26 | using HeuristicLab.Core;
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27 | using HeuristicLab.Encodings.PermutationEncoding;
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28 | using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
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29 |
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30 | namespace HeuristicLab.Encodings.ScheduleEncoding.JobSequenceMatrix {
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31 | [Item("JSMShiftChangeManipulator", "Represents a manipulation operation where the operations of a randomly determined job are shifted in one direction for all resources.")]
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32 | [StorableClass]
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33 | public class JSMShiftChangeManipulator : JSMManipulator {
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34 |
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35 | [StorableConstructor]
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36 | protected JSMShiftChangeManipulator(bool deserializing) : base(deserializing) { }
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37 | protected JSMShiftChangeManipulator(JSMShiftChangeManipulator original, Cloner cloner) : base(original, cloner) { }
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38 | public JSMShiftChangeManipulator() : base() { }
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39 |
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40 | public override IDeepCloneable Clone(Cloner cloner) {
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41 | return new JSMShiftChangeManipulator(this, cloner);
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42 | }
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43 |
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44 | public static void Apply(IRandom random, JSMEncoding individual) {
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45 | int nrOfJobs = individual.JobSequenceMatrix[0].Length;
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46 | int jobIndex = random.Next(nrOfJobs);
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47 | int signedFactor = random.Next(2);
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48 | for (int permutationIndex = 0; permutationIndex < individual.JobSequenceMatrix.Count; permutationIndex++) {
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49 | int i = 0;
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50 | Permutation currentPermutation = individual.JobSequenceMatrix[permutationIndex];
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51 | while (i < currentPermutation.Length && currentPermutation[i] != jobIndex)
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52 | i++;
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53 | int shift = (signedFactor == 0) ? random.Next(nrOfJobs / 2) * -1 : random.Next(nrOfJobs / 2);
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54 | int newIndex = shift + i;
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55 | if (newIndex < 0) newIndex = 0;
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56 | if (newIndex >= nrOfJobs) newIndex = nrOfJobs - 1;
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57 | List<int> aux = currentPermutation.ToList<int>();
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58 | int swap = currentPermutation[i];
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59 | aux.RemoveAt(i);
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60 | aux.Insert(newIndex, swap);
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61 | individual.JobSequenceMatrix[permutationIndex] = new Permutation(PermutationTypes.Absolute, aux.ToArray());
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62 | }
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63 | }
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64 |
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65 | protected override void Manipulate(IRandom random, IScheduleEncoding encoding) {
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66 | var solution = encoding as JSMEncoding;
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67 | if (solution == null) throw new InvalidOperationException("Encoding is not of type JSMEncoding");
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68 | Apply(random, solution);
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69 | }
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70 | }
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71 | }
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