#region License Information /* HeuristicLab * Copyright (C) 2002-2011 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.Optimization; using HeuristicLab.Persistence.Default.CompositeSerializers.Storable; namespace HeuristicLab.Encodings.PermutationEncoding { [Item("ExhaustiveInsertionMoveGenerator", "Generates all possible insertion moves (3-opt) from a given permutation.")] [StorableClass] public class ExhaustiveInsertionMoveGenerator : TranslocationMoveGenerator, IExhaustiveMoveGenerator { [StorableConstructor] protected ExhaustiveInsertionMoveGenerator(bool deserializing) : base(deserializing) { } protected ExhaustiveInsertionMoveGenerator(ExhaustiveInsertionMoveGenerator original, Cloner cloner) : base(original, cloner) { } public ExhaustiveInsertionMoveGenerator() : base() { } public override IDeepCloneable Clone(Cloner cloner) { return new ExhaustiveInsertionMoveGenerator(this, cloner); } public static TranslocationMove[] Apply(Permutation permutation) { int length = permutation.Length; if (length == 1) throw new ArgumentException("ExhaustiveInsertionMoveGenerator: There cannot be an insertion move given a permutation of length 1.", "permutation"); TranslocationMove[] moves = null; int count = 0; if (permutation.PermutationType == PermutationTypes.Absolute) { moves = new TranslocationMove[length * (length - 1)]; for (int i = 0; i < length; i++) { for (int j = 1; j <= length - 1; j++) { moves[count++] = new TranslocationMove(i, i, (i + j) % length); } } } else { if (length > 2) { moves = new TranslocationMove[length * (length - 1) - 2]; for (int i = 0; i < length; i++) { for (int j = 1; j <= length - 1; j++) { if (i == 0 && j == length - 1 || i == length - 1 && j == 1) continue; moves[count++] = new TranslocationMove(i, i, (i + j) % length); } } } else { // doesn't make sense, but just create a dummy move to not crash the algorithms moves = new TranslocationMove[1]; moves[0] = new TranslocationMove(0, 0, 1); } } System.Diagnostics.Debug.Assert(count == moves.Length); return moves; } protected override TranslocationMove[] GenerateMoves(Permutation permutation) { return Apply(permutation); } } }