#region License Information /* HeuristicLab * Copyright (C) 2002-2010 Heuristic and Evolutionary Algorithms Laboratory (HEAL) * * This file is part of HeuristicLab. * * HeuristicLab is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * HeuristicLab is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with HeuristicLab. If not, see . */ #endregion using System; using HeuristicLab.Common; using HeuristicLab.Core; using HeuristicLab.Persistence.Default.CompositeSerializers.Storable; namespace HeuristicLab.Encodings.PermutationEncoding { /// /// Performs the crossover described in the COSA optimization method. /// /// /// It is implemented as described in Wendt, O. 1994. COSA: COoperative Simulated Annealing - Integration von Genetischen Algorithmen und Simulated Annealing am Beispiel der Tourenplanung. Dissertation Thesis. IWI Frankfurt.
/// The operator actually performs a 2-opt mutation on the first parent, but it uses the second parent to determine which new edge should be inserted. /// Thus the mutation is not random as the second breakpoint depends on the information that is encoded in other members of the population. /// The idea is that the child should not sit right inbetween the two parents, but rather go a little bit from one parent in direction to the other. ///
[Item("CosaCrossover", "An operator which performs the crossover described in the COSA optimization method. It is implemented as described in Wendt, O. 1994. COSA: COoperative Simulated Annealing - Integration von Genetischen Algorithmen und Simulated Annealing am Beispiel der Tourenplanung. Dissertation Thesis. IWI Frankfurt.")] [StorableClass] public class CosaCrossover : PermutationCrossover { [StorableConstructor] protected CosaCrossover(bool deserializing) : base(deserializing) { } protected CosaCrossover(CosaCrossover original, Cloner cloner) : base(original, cloner) { } public CosaCrossover() : base() { } public override IDeepCloneable Clone(Cloner cloner) { return new CosaCrossover(this, cloner); } /// /// The operator actually performs a 2-opt mutation on the first parent, but it uses the second parent to determine which new edge should be inserted. /// Thus the mutation is not random as the second breakpoint depends on the information that is encoded in other members of the population. /// The idea is that the child should not sit right inbetween the two parents, but rather go a little bit from one parent in direction to the other. /// /// Thrown when and are not of equal length. /// The random number generator. /// The parent scope 1 to cross over. /// The parent scope 2 to cross over. /// The created cross over permutation as int array. public static Permutation Apply(IRandom random, Permutation parent1, Permutation parent2) { if (parent1.Length != parent2.Length) throw new ArgumentException("CosaCrossover: The parent permutations are of unequal length."); int length = parent1.Length; int[] result = new int[length]; int crossPoint, startIndex, endIndex; crossPoint = random.Next(length); startIndex = (crossPoint + 1) % length; int i = 0; while ((i < parent2.Length) && (parent2[i] != parent1[crossPoint])) { // find index of cross point in second permutation i++; } int newEdge = parent2[(i + 1) % length]; // the number that follows the cross point number in parent2 is the new edge that we want to insert endIndex = 0; while ((endIndex < parent1.Length) && (parent1[endIndex] != newEdge)) { // find index of the new edge in the first permutation endIndex++; } if (startIndex <= endIndex) { // copy parent1 to child and reverse the order in between startIndex and endIndex for (i = 0; i < parent1.Length; i++) { if (i >= startIndex && i <= endIndex) { result[i] = parent1[endIndex - i + startIndex]; } else { result[i] = parent1[i]; } } } else { // startIndex > endIndex for (i = 0; i < parent1.Length; i++) { if (i >= startIndex || i <= endIndex) { result[i] = parent1[(endIndex - i + startIndex + length) % length]; // add length to wrap around when dropping below index 0 } else { result[i] = parent1[i]; } } } return new Permutation(parent1.PermutationType, result); } /// /// Checks number of parents and calls . /// /// Thrown if there are not exactly two parents. /// A random number generator. /// An array containing the two permutations that should be crossed. /// The newly created permutation, resulting from the crossover operation. protected override Permutation Cross(IRandom random, ItemArray parents) { if (parents.Length != 2) throw new InvalidOperationException("CosaCrossover: The number of parents is not equal to 2"); return Apply(random, parents[0], parents[1]); } } }