#region License Information
/* HeuristicLab
* Copyright (C) 2002-2013 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 System;
using HeuristicLab.Common;
using HeuristicLab.Core;
using HeuristicLab.Data;
using HeuristicLab.Encodings.PermutationEncoding;
using HeuristicLab.Parameters;
using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
namespace HeuristicLab.Problems.QuadraticAssignment {
[Item("QAPSwap2MoveEvaluator", "Evaluated a swap-2 move on a QAP solution.")]
[StorableClass]
public class QAPSwap2MoveEvaluator : QAPMoveEvaluator, IPermutationSwap2MoveOperator {
public ILookupParameter Swap2MoveParameter {
get { return (ILookupParameter)Parameters["Swap2Move"]; }
}
[StorableConstructor]
protected QAPSwap2MoveEvaluator(bool deserializing) : base(deserializing) { }
protected QAPSwap2MoveEvaluator(QAPSwap2MoveEvaluator original, Cloner cloner)
: base(original, cloner) {
}
public QAPSwap2MoveEvaluator() {
Parameters.Add(new LookupParameter("Swap2Move", "The move to evaluate."));
}
public override IDeepCloneable Clone(Cloner cloner) {
return new QAPSwap2MoveEvaluator(this, cloner);
}
///
/// Calculates the quality of the move by evaluating the changes.
/// The runtime complexity of this method is O(N) with N being the size of the permutation.
///
/// The current permutation.
/// The move that is to be evaluated if it was applied to the current permutation.
/// The weights matrix.
/// The distances matrix.
/// The relative change in quality if was applied to .
public static double Apply(Permutation assignment, Swap2Move move, DoubleMatrix weights, DoubleMatrix distances) {
if (move.Index1 == move.Index2) return 0;
double moveQuality = 0;
int fac1 = move.Index1, fac2 = move.Index2;
int loc1 = assignment[fac1], loc2 = assignment[fac2];
for (int j = 0; j < assignment.Length; j++) {
if (j == fac1) {
moveQuality += weights[fac1, fac1] * (distances[loc2, loc2] - distances[loc1, loc1]);
moveQuality += weights[fac1, fac2] * (distances[loc2, loc1] - distances[loc1, loc2]);
} else if (j == fac2) {
moveQuality += weights[fac2, fac2] * (distances[loc1, loc1] - distances[loc2, loc2]);
moveQuality += weights[fac2, fac1] * (distances[loc1, loc2] - distances[loc2, loc1]);
} else {
int locJ = assignment[j];
moveQuality += weights[fac1, j] * (distances[loc2, locJ] - distances[loc1, locJ]);
moveQuality += weights[j, fac1] * (distances[locJ, loc2] - distances[locJ, loc1]);
moveQuality += weights[fac2, j] * (distances[loc1, locJ] - distances[loc2, locJ]);
moveQuality += weights[j, fac2] * (distances[locJ, loc1] - distances[locJ, loc2]);
}
}
return moveQuality;
}
///
/// Is able to compute the move qualities faster O(1) in some cases if it knows the quality of
/// performing the move previously. In other cases it performs a
/// standard move quality calculation with runtime complexity O(N).
///
///
/// The number of cases that the calculation can be performed faster grows with N^2
/// while the number of cases which require a larger recalculation grows linearly with N.
/// Larger problem instances thus benefit from this faster method to a larger degree.
///
/// The current permutation.
/// The current move that is to be evaluated.
/// The quality of that move as evaluated for the previous permutation.
/// The weigths matrix.
/// The distances matrix.
/// The move that was applied to transform the permutation from the previous to the current one.
/// The relative change in quality if was applied to .
public static double Apply(Permutation assignment, Swap2Move move, double previousQuality,
DoubleMatrix weights, DoubleMatrix distances, Swap2Move lastMove) {
bool overlapsLastMove = move.Index1 == lastMove.Index1
|| move.Index2 == lastMove.Index1
|| move.Index1 == lastMove.Index2
|| move.Index2 == lastMove.Index2;
if (!overlapsLastMove) {
int r = lastMove.Index1, u = move.Index1, s = lastMove.Index2, v = move.Index2;
int pR = assignment[lastMove.Index1], pU = assignment[move.Index1], pS = assignment[lastMove.Index2], pV = assignment[move.Index2];
return previousQuality
+ (weights[r, u] - weights[r, v] + weights[s, v] - weights[s, u])
* (distances[pS, pU] - distances[pS, pV] + distances[pR, pV] - distances[pR, pU])
+ (weights[u, r] - weights[v, r] + weights[v, s] - weights[u, s])
* (distances[pU, pS] - distances[pV, pS] + distances[pV, pR] - distances[pU, pR]);
} else {
return Apply(assignment, move, weights, distances);
}
}
public override IOperation Apply() {
Swap2Move move = Swap2MoveParameter.ActualValue;
if (move == null) throw new InvalidOperationException("Swap-2 move is not found.");
Permutation assignment = PermutationParameter.ActualValue;
DoubleMatrix distances = DistancesParameter.ActualValue;
DoubleMatrix weights = WeightsParameter.ActualValue;
double moveQuality = QualityParameter.ActualValue.Value;
moveQuality += Apply(assignment, move, weights, distances);
MoveQualityParameter.ActualValue = new DoubleValue(moveQuality);
return base.Apply();
}
}
}