1 | using System;
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2 | using System.Linq;
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3 | using System.Collections.Generic;
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4 | using HeuristicLab.Common;
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5 | using HeuristicLab.Core;
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6 | using HeuristicLab.Data;
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7 | using ENCODING_NAMESPACE;
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8 | using HeuristicLab.Optimization;
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9 | using HeuristicLab.Problems.Programmable;
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10 |
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11 | namespace HeuristicLab.Problems.Programmable {
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12 | public class CompiledSingleObjectiveProblemDefinition : CompiledSingleObjectiveProblemDefinition<ENCODING_CLASS, SOLUTION_CLASS> {
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13 | public override bool Maximization { get { return false; } }
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14 |
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15 | public override void Initialize() {
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16 | // Use vars.yourVariable to access variables in the variable store i.e. yourVariable
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17 | // Define e.g. the length of the solution encoding or the solution creator by modifying the Encoding property
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18 | // Add additional initialization code e.g. private variables that you need for evaluating
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19 | }
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20 |
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21 | public override double Evaluate(SOLUTION_CLASS solution, IRandom random) {
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22 | // Use vars.yourVariable to access variables in the variable store i.e. yourVariable
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23 | var quality = 0.0;
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24 | return quality;
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25 | }
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26 |
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27 | public override void Analyze(SOLUTION_CLASS[] solution, double[] qualities, ResultCollection results, IRandom random) {
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28 | // Use vars.yourVariable to access variables in the variable store i.e. yourVariable
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29 | // Write or update results given the range of vectors and resulting qualities
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30 | // Uncomment the following lines if you want to retrieve the best individual
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31 |
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32 | //var orderedIndividuals = individuals.Zip(qualities, (i, q) => new { Individual = i, Quality = q }).OrderBy(z => z.Quality);
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33 | //var best = Maximization ? orderedIndividuals.Last().Individual : orderedIndividuals.First().Individual;
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34 |
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35 | //if (!results.ContainsKey("Best Solution")) {
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36 | // results.Add(new Result("Best Solution", typeof(SOLUTION_CLASS)));
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37 | //}
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38 | //results["Best Solution"].Value = (IItem)best.Clone();
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39 | }
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40 |
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41 | public override IEnumerable<SOLUTION_CLASS> GetNeighbors(SOLUTION_CLASS individual, IRandom random) {
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42 | // Use vars.yourVariable to access variables in the variable store i.e. yourVariable
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43 | // Create new vectors, based on the given one that represent small changes
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44 | // This method is only called from move-based algorithms (Local Search, Simulated Annealing, etc.)
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45 | while (true) {
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46 | // Algorithm will draw only a finite amount of samples
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47 | // Change to a for-loop to return a concrete amount of neighbors
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48 | var neighbor = (SOLUTION_CLASS)individual.Clone();
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49 | // modify the solution specified as neighbor
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50 | yield return neighbor;
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51 | }
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52 | }
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53 |
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54 | // Implement further classes and methods
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55 | }
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56 | }
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57 |
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