#region License Information /* HeuristicLab * Copyright (C) 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 HEAL.Attic; using HeuristicLab.PluginInfrastructure; namespace HeuristicLab.Encodings.RealVectorEncoding { [Item("Neighborhood Particle Updater", "Updates the particle's position using (among other things) the best neighbor's position. Point = Point + Velocity*Inertia + (PersonalBestPoint-Point)*Phi_P*r_p + (BestNeighborPoint-Point)*Phi_G*r_g.")] [StorableType("D30B72C0-247D-466C-B677-0C99DBFEB2E4")] [NonDiscoverableType] [Obsolete("Use SPSO2011ParticleUpdater")] internal sealed class RealVectorNeighborhoodParticleUpdater : RealVectorParticleUpdater { #region Construction & Cloning [StorableConstructor] private RealVectorNeighborhoodParticleUpdater(StorableConstructorFlag _) : base(_) { } private RealVectorNeighborhoodParticleUpdater(RealVectorNeighborhoodParticleUpdater original, Cloner cloner) : base(original, cloner) { } public RealVectorNeighborhoodParticleUpdater() : base() { } public override IDeepCloneable Clone(Cloner cloner) { return new RealVectorNeighborhoodParticleUpdater(this, cloner); } #endregion public override IOperation Apply() { double inertia = Inertia.Value; double personalBestAttraction = PersonalBestAttraction.Value; double neighborBestAttraction = NeighborBestAttraction.Value; RealVector velocity = new RealVector(Velocity.Length); RealVector position = new RealVector(RealVector.Length); double r_p = Random.NextDouble(); double r_g = Random.NextDouble(); for (int i = 0; i < velocity.Length; i++) { velocity[i] = Velocity[i] * inertia + (PersonalBest[i] - RealVector[i]) * personalBestAttraction * r_p + (BestPoint[i] - RealVector[i]) * neighborBestAttraction * r_g; } MoveParticle(velocity, position); return base.Apply(); } } }