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source: branches/PluginInfrastructure Refactoring/HeuristicLab.Random/3.3/UniformRandomAdder.cs @ 2582

Last change on this file since 2582 was 2524, checked in by swagner, 15 years ago

Removed plugin HeuristicLab.Constraints (#804)

File size: 5.9 KB
Line 
1#region License Information
2/* HeuristicLab
3 * Copyright (C) 2002-2008 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 System;
23using System.Collections.Generic;
24using System.Text;
25using HeuristicLab.Core;
26using HeuristicLab.Data;
27
28namespace HeuristicLab.Random {
29  /// <summary>
30  /// Uniformly distributed random number generator that adds the generated value to the existing one.
31  /// </summary>
32  public class UniformRandomAdder : OperatorBase {
33
34    private static int MAX_NUMBER_OF_TRIES = 100;
35
36    /// <inheritdoc select="summary"/>
37    public override string Description {
38      get {
39        return @"Samples a uniformly distributed random variable 'U' with range = [min,max] and E(u) = (max-min)/2
40and adds the result to the variable 'Value'. ShakingFactor influences the effective range of U.
41If r=(max-min) then the effective range of U is [E(u) - shakingFactor * r/2, E(u) + shakingFactor * r/2].
42
43If a constraint for the allowed range of 'Value' is defined and the result of the operation would be smaller then
44the smallest allowed value then 'Value' is set to the lower bound and vice versa for the upper bound.";
45      }
46    }
47
48    /// <summary>
49    /// Initializes a new instance of <see cref="UniformRandomAdder"/> with five variable infos
50    /// (<c>Value</c>, <c>ShakingFactor</c>, <c>Random</c>, <c>Min</c> and <c>Max</c>), having an interval
51    /// of -1.0 to 1.0.
52    /// </summary>
53    public UniformRandomAdder() {
54      AddVariableInfo(new VariableInfo("Value", "The value to manipulate (type is one of: IntData, ConstrainedIntData, DoubleData, ConstrainedDoubleData)", typeof(IObjectData), VariableKind.In));
55      AddVariableInfo(new VariableInfo("ShakingFactor", "Determines the force of the shaking factor", typeof(DoubleData), VariableKind.In));
56      AddVariableInfo(new VariableInfo("Random", "The random generator to use", typeof(MersenneTwister), VariableKind.In));
57      AddVariableInfo(new VariableInfo("Min", "Lower bound of the uniform distribution (inclusive)", typeof(DoubleData), VariableKind.None));
58      GetVariableInfo("Min").Local = true;
59      AddVariable(new Variable("Min", new DoubleData(-1.0)));
60
61      AddVariableInfo(new VariableInfo("Max", "Upper bound of the uniform distribution (exclusive)", typeof(DoubleData), VariableKind.None));
62      GetVariableInfo("Max").Local = true;
63      AddVariable(new Variable("Max", new DoubleData(1.0)));
64    }
65
66    /// <summary>
67    /// Generates a new uniformly distributed random number and adds it to the value in the given
68    /// <paramref name="scope"/>.
69    /// </summary>
70    /// <param name="scope">The current scope where to add the generated random number.</param>
71    /// <returns><c>null</c>.</returns>
72    public override IOperation Apply(IScope scope) {
73      IObjectData value = GetVariableValue<IObjectData>("Value", scope, false);
74      MersenneTwister mt = GetVariableValue<MersenneTwister>("Random", scope, true);
75      double factor = GetVariableValue<DoubleData>("ShakingFactor", scope, true).Data;
76      double min = GetVariableValue<DoubleData>("Min", scope, true).Data;
77      double max = GetVariableValue<DoubleData>("Max", scope, true).Data;
78
79      double ex = (max - min) / 2.0 + min;
80      double newRange = (max - min) * factor;
81      min = ex - newRange / 2;
82      max = ex + newRange / 2;
83
84      AddUniform(value, mt, min, max);
85      return null;
86    }
87
88    private void AddUniform(IObjectData value, MersenneTwister mt, double min, double max) {
89      // dispatch manually on dynamic type
90      if (value is IntData)
91        AddUniform((IntData)value, mt, min, max);
92      else if (value is DoubleData)
93        AddUniform((DoubleData)value, mt, min, max);
94      else throw new InvalidOperationException("Can't handle type " + value.GetType().Name);
95    }
96
97    /// <summary>
98    /// Generates a new double random variable and adds it to the value of
99    /// the given <paramref name="data"/>.
100    /// </summary>
101    /// <param name="data">The double object where to add the random value.</param>
102    /// <param name="mt">The random number generator.</param>
103    /// <param name="min">The left border of the interval in which the next random number has to lie.</param>
104    /// <param name="max">The right border (exclusive) of the interval in which the next random number
105    /// has to lie.</param>
106    public void AddUniform(DoubleData data, MersenneTwister mt, double min, double max) {
107      data.Data = data.Data + mt.NextDouble() * (max - min) + min;
108    }
109
110    /// <summary>
111    /// Generates a new int random variable and adds it to the value of the given
112    /// <paramref name="data"/>.
113    /// </summary>
114    /// <param name="data">The int object where to add the random value.</param>
115    /// <param name="mt">The random number generator.</param>
116    /// <param name="min">The left border of the interval in which the next random number has to lie.</param>
117    /// <param name="max">The right border (exclusive) of the interval in which the next random number
118    /// has to lie.</param>
119    public void AddUniform(IntData data, MersenneTwister mt, double min, double max) {
120      data.Data = (int)Math.Floor(data.Data + mt.NextDouble() * (max - min) + min);
121    }
122  }
123}
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