#region License Information
/* HeuristicLab
* Copyright (C) 2002-2016 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 HeuristicLab.Common;
using HeuristicLab.Core;
using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
namespace HeuristicLab.Encodings.PermutationEncoding {
///
/// Manipulates a permutation array by moving a randomly chosen interval of elements to another
/// (randomly chosen) position in the array.
///
///
/// It is implemented as described in Michalewicz, Z. 1992. Genetic Algorithms + Data Structures = Evolution Programs, Springer Verlag, Berlin Heidelberg.
///
[Item("TranslocationManipulator", "An operator which Manipulates a permutation array by moving a randomly chosen interval of elements to another (randomly chosen) position in the array. It is implemented as described in Michalewicz, Z. 1992. Genetic Algorithms + Data Structures = Evolution Programs, Springer Verlag, Berlin Heidelberg.")]
[StorableClass]
public class TranslocationManipulator : PermutationManipulator {
[StorableConstructor]
protected TranslocationManipulator(bool deserializing) : base(deserializing) { }
protected TranslocationManipulator(TranslocationManipulator original, Cloner cloner) : base(original, cloner) { }
public TranslocationManipulator() : base() { }
public override IDeepCloneable Clone(Cloner cloner) {
return new TranslocationManipulator(this, cloner);
}
///
/// Moves a randomly chosen interval of elements to another (randomly chosen) position in the given
/// array.
///
/// The random number generator.
/// The permutation array to manipulate.
public static void Apply(IRandom random, Permutation permutation) {
int breakPoint1, breakPoint2, insertPoint, insertPointLimit;
breakPoint1 = random.Next(permutation.Length - 1);
breakPoint2 = random.Next(breakPoint1 + 1, permutation.Length);
insertPointLimit = permutation.Length - breakPoint2 + breakPoint1 - 1; // get insertion point in remaining part
if (insertPointLimit > 0)
insertPoint = random.Next(insertPointLimit);
else
insertPoint = 0;
Apply(permutation, breakPoint1, breakPoint2, insertPoint);
}
public static void Apply(Permutation permutation, int breakPoint1, int breakPoint2, int insertPoint) {
Permutation original = (Permutation)permutation.Clone();
int i = 0; // index in new permutation
int j = 0; // index in old permutation
while (i < original.Length) {
if (i == insertPoint) { // copy translocated area
for (int k = breakPoint1; k <= breakPoint2; k++) {
permutation[i] = original[k];
i++;
}
}
if (j == breakPoint1) { // skip area between breakpoints
j = breakPoint2 + 1;
}
if ((i < original.Length) && (j < original.Length)) {
permutation[i] = original[j];
i++;
j++;
}
}
}
///
/// Moves a randomly chosen interval of elements to another (randomly chosen) position in the given
/// array.
///
/// Calls .
/// A random number generator.
/// The permutation to manipulate.
protected override void Manipulate(IRandom random, Permutation permutation) {
Apply(random, permutation);
}
}
}