1 | #region License Information
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2 | /* HeuristicLab
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3 | * Copyright (C) 2002-2019 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
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4 | *
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5 | * This file is part of HeuristicLab.
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6 | *
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7 | * HeuristicLab is free software: you can redistribute it and/or modify
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8 | * it under the terms of the GNU General Public License as published by
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9 | * the Free Software Foundation, either version 3 of the License, or
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10 | * (at your option) any later version.
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11 | *
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12 | * HeuristicLab is distributed in the hope that it will be useful,
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 | * GNU General Public License for more details.
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16 | *
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17 | * You should have received a copy of the GNU General Public License
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18 | * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
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19 | */
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20 | #endregion
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21 |
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22 | using System.Linq;
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23 | using HeuristicLab.Common;
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24 | using HeuristicLab.Core;
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25 | using HeuristicLab.Data;
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26 | using HEAL.Attic;
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27 |
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28 | namespace HeuristicLab.Problems.NK {
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29 | [Item("RandomInteractionsInitializer", "Randomly assignes interactions across all bits")]
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30 | [StorableType("ACB3BE45-DB9E-4200-95BF-D22C726B4DAE")]
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31 | public sealed class RandomInteractionsInitializer : ParameterizedNamedItem, IInteractionInitializer {
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32 | [StorableConstructor]
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33 | private RandomInteractionsInitializer(StorableConstructorFlag _) : base(_) { }
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34 | private RandomInteractionsInitializer(RandomInteractionsInitializer original, Cloner cloner) : base(original, cloner) { }
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35 | public RandomInteractionsInitializer() { }
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36 | public override IDeepCloneable Clone(Cloner cloner) {
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37 | return new RandomInteractionsInitializer(this, cloner);
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38 | }
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39 |
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40 | public BoolMatrix InitializeInterations(int length, int nComponents, int nInteractions, IRandom random) {
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41 | BoolMatrix m = new BoolMatrix(length, nComponents);
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42 | for (int c = 0; c < m.Columns; c++) {
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43 | var indices = Enumerable.Range(0, length).ToList();
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44 | if (indices.Count > c) {
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45 | indices.RemoveAt(c);
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46 | m[c, c] = true;
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47 | }
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48 | while (indices.Count > nInteractions) {
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49 | indices.RemoveAt(random.Next(indices.Count));
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50 | }
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51 | foreach (var i in indices) {
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52 | m[i, c] = true;
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53 | }
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54 | }
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55 | return m;
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56 | }
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57 | }
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58 | }
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