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source: branches/LearningClassifierSystems/HeuristicLab.Encodings.VariableVector/3.3/Manipulator/UniformSomePositionManipulator.cs @ 16674

Last change on this file since 16674 was 9475, checked in by sforsten, 12 years ago

#1980: several small bug fixes

File size: 3.8 KB
Line 
1#region License Information
2/* HeuristicLab
3 * Copyright (C) 2002-2012 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
4 *
5 * This file is part of HeuristicLab.
6 *
7 * HeuristicLab is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * HeuristicLab is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
19 */
20#endregion
21
22using HeuristicLab.Common;
23using HeuristicLab.Core;
24using HeuristicLab.Data;
25using HeuristicLab.Encodings.ConditionActionEncoding;
26using HeuristicLab.Parameters;
27using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
28
29namespace HeuristicLab.Encodings.VariableVector {
30  [Item("UniformSomePositionManipulator", "Description missing")]
31  [StorableClass]
32  public class UniformSomePositionManipulator : VariableVectorManipulator, IProbabilityMutatorOperator {
33
34    #region Parameter Properties
35    public IValueLookupParameter<PercentValue> ProbabilityParameter {
36      get { return (IValueLookupParameter<PercentValue>)Parameters["Probability"]; }
37    }
38    public ILookupParameter<IItemSet<VariableVectorAction>> PossibleActionsParameter {
39      get { return (ILookupParameter<IItemSet<VariableVectorAction>>)Parameters["PossibleActions"]; }
40    }
41    #endregion
42
43    [StorableConstructor]
44    protected UniformSomePositionManipulator(bool deserializing) : base(deserializing) { }
45    protected UniformSomePositionManipulator(UniformSomePositionManipulator original, Cloner cloner)
46      : base(original, cloner) {
47    }
48    public UniformSomePositionManipulator()
49      : base() {
50      Parameters.Add(new ValueLookupParameter<PercentValue>("Probability", "The probability for each dimension to be manipulated."));
51      Parameters.Add(new LookupParameter<IItemSet<VariableVectorAction>>("PossibleActions"));
52    }
53    public override IDeepCloneable Clone(Cloner cloner) {
54      return new UniformSomePositionManipulator(this, cloner);
55    }
56
57    protected override VariableVector Manipulate(IRandom random, VariableVectorInput input, VariableVector child, double spreadPercentage) {
58      return Manipulate(random, input, child, ProbabilityParameter.ActualValue.Value, PossibleActionsParameter.ActualValue, spreadPercentage);
59    }
60
61    public static VariableVector Manipulate(IRandom random, VariableVectorInput input, VariableVector child, double probability, IItemSet<VariableVectorAction> possibleActions, double spreadPercentage) {
62      child = ManipulateCondition(random, input, child, probability, spreadPercentage);
63      return ManipulateAction(random, child, probability, possibleActions);
64    }
65
66    public static VariableVector ManipulateCondition(IRandom random, VariableVectorInput input, VariableVector child, double probability, double spreadPercentage) {
67      for (int index = 0; index < child.Condition.VirtualLength; index++) {
68        if (random.NextDouble() < probability) {
69          child = UniformOnePositionInConditionManipulator.Manipulate(random, input, child, index, spreadPercentage);
70        }
71      }
72      return child;
73    }
74
75    public static VariableVector ManipulateAction(IRandom random, VariableVector child, double probability, IItemSet<VariableVectorAction> possibleActions) {
76      if (random.NextDouble() < probability) {
77        UniformActionManipulator.Manipulate(random, child, possibleActions);
78      }
79      return child;
80    }
81  }
82}
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