1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2012 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 System;
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23 | using System.Collections.Generic;
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24 | using System.Linq;
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25 | using System.Text;
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26 | using HeuristicLab.Common;
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27 | using HeuristicLab.Core;
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28 | using HeuristicLab.Optimization.Operators.LCS;
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29 | using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
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30 |
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31 | namespace HeuristicLab.Encodings.DecisionList {
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32 | [StorableClass]
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33 | [Item("Rule", "")]
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34 | public class Rule : Item {
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35 | [Storable]
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36 | private IDictionary<string, IVariable> variables;
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37 | public IDictionary<string, IVariable> Variables {
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38 | get { return variables; }
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39 | }
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40 |
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41 | [Storable]
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42 | private IAction action;
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43 | public IAction Action { get { return action; } }
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44 |
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45 | public double Length {
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46 | get { return variables.Values.Sum(x => x.Length); }
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47 | }
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48 |
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49 | [StorableConstructor]
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50 | protected Rule(bool deserializing) : base(deserializing) { }
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51 | protected Rule(Rule original, Cloner cloner)
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52 | : base(original, cloner) {
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53 | variables = new Dictionary<string, IVariable>(original.variables.Count);
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54 | foreach (var item in original.variables) {
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55 | variables.Add(item.Key, cloner.Clone(item.Value));
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56 | }
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57 | action = (IAction)original.action.Clone();
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58 | }
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59 | public Rule()
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60 | : base() {
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61 | variables = new Dictionary<string, IVariable>();
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62 | }
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63 | public Rule(IEnumerable<IVariable> condition, IAction action)
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64 | : this() {
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65 | foreach (var variable in condition) {
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66 | variables.Add(variable.VariableName, variable);
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67 | }
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68 | this.action = action;
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69 | }
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70 | public override IDeepCloneable Clone(Cloner cloner) {
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71 | return new Rule(this, cloner);
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72 | }
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73 |
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74 | public override string ToString() {
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75 | StringBuilder sb = new StringBuilder();
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76 | foreach (var variable in Variables) {
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77 | sb.Append(variable.Value + "|");
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78 | }
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79 | sb.Append("|" + Action);
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80 | return sb.ToString();
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81 | }
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82 |
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83 | public void Randomize(IRandom random, double oneProbability, IEnumerable<IDiscretizer> discretizers, IEnumerable<IAction> exceptActions = null) {
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84 | foreach (var variable in variables.Values) {
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85 | variable.Randomize(random, oneProbability, discretizers);
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86 | }
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87 | if (exceptActions == null) {
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88 | action.Randomize(random);
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89 | } else {
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90 | action.Randomize(random, exceptActions);
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91 | }
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92 | }
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93 |
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94 | public void SetToMatchInput(IGAssistInput input) {
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95 | foreach (var variable in variables) {
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96 | if (!input.VariableNames.Contains(variable.Key)) {
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97 | throw new ArgumentException("input does not contain variable name of rule");
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98 | }
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99 | variable.Value.SetToMatch(input.GetVariableValue(variable.Key));
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100 | }
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101 | }
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102 |
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103 | public double ComputeTheoryLength() {
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104 | return variables.Sum(x => x.Value.ComputeTheoryLength());
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105 | }
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106 |
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107 | public bool MatchInput(IGAssistInput target) {
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108 | foreach (var variable in variables) {
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109 | if (!target.VariableNames.Contains(variable.Key)) { throw new ArgumentException("Input doesn't contain variable"); }
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110 | if (!variable.Value.Match(target.GetVariableValue(variable.Key))) { return false; }
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111 | }
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112 | return true;
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113 | }
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114 |
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115 | public Rule Crossover(Rule rule, IRandom random) {
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116 | //variables and rule.Variables have to be the same
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117 | int cutpoint = random.Next(0, Variables.Count);
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118 | var crossedVariables = new List<IVariable>(variables.Count);
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119 | var variableNames = variables.Keys.ToList();
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120 | for (int i = 0; i < cutpoint; i++) {
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121 | crossedVariables.Add(this.Variables[variableNames[i]]);
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122 | }
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123 | for (int i = cutpoint; i < variables.Count; i++) {
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124 | crossedVariables.Add(rule.Variables[variableNames[i]]);
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125 | }
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126 | IAction action = random.Next(0, 2) == 0 ? this.action : rule.action;
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127 | return new Rule(crossedVariables, action);
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128 | }
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129 |
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130 | public void ApplySplit(IRandom random, double probability) {
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131 | foreach (var variable in variables.Values) {
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132 | if (random.NextDouble() < probability)
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133 | variable.Split(random);
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134 | }
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135 | }
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136 |
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137 | public void ApplyMerge(IRandom random, double probability) {
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138 | foreach (var variable in variables.Values) {
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139 | if (random.NextDouble() < probability)
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140 | variable.Merge(random);
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141 | }
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142 | }
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143 |
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144 | public void ApplyReinitialize(IRandom random, double probability, double oneProbability, IEnumerable<IDiscretizer> discretizers) {
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145 | foreach (var variable in variables.Values) {
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146 | if (random.NextDouble() < probability)
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147 | variable.Reinitialize(random, oneProbability, discretizers);
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148 | }
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149 | }
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150 | }
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151 | }
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