using System.Linq; using HeuristicLab.Common; using HeuristicLab.Core; using HeuristicLab.Data; using HeuristicLab.Encodings.BinaryVectorEncoding; using HeuristicLab.Parameters; using HeuristicLab.Persistence.Default.CompositeSerializers.Storable; using HeuristicLab.PluginInfrastructure; namespace HeuristicLab.Problems.NK { [Item("SortedRandomInteractionsInitializer", "Randomly assigned interactions across all bits and sorts components according to bit affinity.")] [StorableClass] public class SortedRandomInteractionsInitializer : ParameterizedNamedItem, IInteractionInitializer { public IConstrainedValueParameter ComparerParameter { get { return (IConstrainedValueParameter)Parameters["Comparer"]; } } public IBinaryVectorComparer Comparer { get { return ComparerParameter.Value; } } [StorableConstructor] protected SortedRandomInteractionsInitializer(bool serializing) : base(serializing) { } protected SortedRandomInteractionsInitializer(SortedRandomInteractionsInitializer original, Cloner cloner) : base(original, cloner) { } public SortedRandomInteractionsInitializer() { AddComparerParameter(); } private void AddComparerParameter() { Parameters.Add(new ConstrainedValueParameter("Comparer", "Comparison for sorting of component functions")); foreach (var comparer in ApplicationManager.Manager.GetInstances()) ComparerParameter.ValidValues.Add(comparer); ComparerParameter.Value = ComparerParameter.ValidValues.First(v => v is AverageBitBinaryVectorComparer); } public override IDeepCloneable Clone(Cloner cloner) { return new SortedRandomInteractionsInitializer(this, cloner); } [StorableHook(HookType.AfterDeserialization)] private void AfterDeserialization() { try { IBinaryVectorComparer comparer = Comparer; } catch { Parameters.Remove("Comparer"); AddComparerParameter(); } } #region IInteractionInitializer Members public BoolMatrix InitializeInterations(int length, int nComponents, int nInteractions, IRandom random) { BinaryVector[] components = Enumerable.Range(0, nComponents).Select(i => new BinaryVector(length)).ToArray(); for (int c = 0; c < components.Length; c++) { var indices = Enumerable.Range(0, length).ToList(); if (indices.Count > c) { indices.RemoveAt(c); components[c][c] = true; } while (indices.Count > nInteractions) { indices.RemoveAt(random.Next(indices.Count)); } foreach (var i in indices) { components[c][i] = true; } } BoolMatrix m = new BoolMatrix(length, nComponents); foreach (var c in components.OrderBy(v => v, Comparer).Select((v, j) => new { v, j })) { for (int i = 0; i < c.v.Length; i++) { m[i, c.j] = c.v[i]; } } return m; } #endregion } }