using System; using System.Collections.Generic; using System.Linq; using System.Text; using HeuristicLab.Core; using HeuristicLab.Data; using HeuristicLab.Common; using HeuristicLab.Persistence.Default.CompositeSerializers.Storable; using HeuristicLab.Encodings.BinaryVectorEncoding; using HeuristicLab.Parameters; using HeuristicLab.PluginInfrastructure; namespace HeuristicLab.Problems.NK { [Item("IncreasingBlockSizeInteractionsInitializer", "Randomly assignes interactions across all bits but makes sure that different numbers of ineractions are applied to different bits.")] [StorableClass] public class IncreasingBlockSizeInteractionsInitializer : ParameterizedNamedItem, IInteractionInitializer { [StorableConstructor] protected IncreasingBlockSizeInteractionsInitializer(bool serializing) : base(serializing) { } protected IncreasingBlockSizeInteractionsInitializer(IncreasingBlockSizeInteractionsInitializer original, Cloner cloner) : base(original, cloner) { } public IncreasingBlockSizeInteractionsInitializer() { } public override IDeepCloneable Clone(Cloner cloner) { return new IncreasingBlockSizeInteractionsInitializer(this, cloner); } #region IInteractionInitializer Members public BoolMatrix InitializeInterations(int length, int nComponents, int nInteractions, IRandom random) { Dictionary bitInteractionCounts = new Dictionary(); for (int i = 0; i 0) bitInteractionCounts[i] = count; } List components = new List(); while (bitInteractionCounts.Count > 0) { BinaryVector component = new BinaryVector(length); for (int i = 0; i 0) { int bit = bitInteractionCounts.ElementAt(random.Next(bitInteractionCounts.Count)).Key; if (bitInteractionCounts[bit]-- <= 0) bitInteractionCounts.Remove(bit); if (!component[bit]) { component[bit] = true; break; } } } components.Add(component); } BoolMatrix m = new BoolMatrix(length, components.Count); foreach (var c in components.Select((v, j) => new {v, j})) { for (int i = 0; i