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 HeuristicLab.Common;
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23 | using HeuristicLab.Core;
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24 | using HeuristicLab.Optimization;
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25 | using HeuristicLab.Encodings.RealVectorEncoding;
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26 | using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
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27 |
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28 | // ReSharper disable once CheckNamespace
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29 | namespace HeuristicLab.Algorithms.EGO {
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30 |
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31 | [StorableClass]
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32 | [Item("UniformRandomSampling", "A uniform random sampling strategy for real valued optimization")]
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33 | public class UniformRandomSampling : ParameterizedNamedItem, IInitialSampling<RealVector> {
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34 |
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35 | #region HL-Constructors, Serialization and Cloning
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36 | [StorableConstructor]
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37 | protected UniformRandomSampling(bool deserializing) : base(deserializing) { }
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38 | protected UniformRandomSampling(UniformRandomSampling original, Cloner cloner) : base(original, cloner) { }
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39 | public UniformRandomSampling() {
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40 | }
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41 | public override IDeepCloneable Clone(Cloner cloner) {
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42 | return new UniformRandomSampling(this, cloner);
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43 | }
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44 |
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45 | public RealVector[] GetSamples(int noSamples, RealVector[] existingSamples, IEncoding encoding, IRandom random) {
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46 | var enc = encoding as RealVectorEncoding;
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47 | var res = new RealVector[noSamples];
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48 | for (var i = 0; i < noSamples; i++) {
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49 | var r = new RealVector(enc.Length);
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50 | res[i] = r;
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51 | for (var j = 0; j < enc.Length; j++) {
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52 | var b = j % enc.Bounds.Rows;
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53 | r[j] = UniformRandom(enc.Bounds[b, 0], enc.Bounds[b, 1], random);
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54 | }
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55 | }
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56 | return res;
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57 | }
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58 | private static double UniformRandom(double min, double max, IRandom rand) {
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59 | return rand.NextDouble() * (max - min) + min;
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60 | }
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61 | }
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62 |
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63 |
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64 |
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65 |
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66 | #endregion
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67 |
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68 |
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69 | }
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70 |
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