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.Collections.Generic;
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23 | using System.Linq;
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24 | using HeuristicLab.Common;
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25 | using HeuristicLab.Core;
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26 | using HeuristicLab.Data;
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27 | using HeuristicLab.Encodings.BinaryVectorEncoding;
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28 | using HEAL.Attic;
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29 |
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30 | namespace HeuristicLab.Problems.NK {
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31 | [Item("IncreasingBlockSizeInteractionsInitializer", "Randomly assignes interactions across all bits but makes sure that different numbers of ineractions are applied to different bits.")]
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32 | [StorableType("E4AAEDCA-6A90-45AE-AFD5-B200A50ACAB8")]
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33 | public sealed class IncreasingBlockSizeInteractionsInitializer : ParameterizedNamedItem, IInteractionInitializer {
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34 | [StorableConstructor]
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35 | private IncreasingBlockSizeInteractionsInitializer(StorableConstructorFlag _) : base(_) { }
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36 | private IncreasingBlockSizeInteractionsInitializer(IncreasingBlockSizeInteractionsInitializer original, Cloner cloner) : base(original, cloner) { }
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37 | public IncreasingBlockSizeInteractionsInitializer() { }
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38 | public override IDeepCloneable Clone(Cloner cloner) {
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39 | return new IncreasingBlockSizeInteractionsInitializer(this, cloner);
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40 | }
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41 |
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42 | public BoolMatrix InitializeInterations(int length, int nComponents, int nInteractions, IRandom random) {
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43 | Dictionary<int, int> bitInteractionCounts = new Dictionary<int, int>();
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44 | for (int i = 0; i < length; i++) {
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45 | int count = nInteractions * 2 * i / length;
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46 | if (count > 0)
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47 | bitInteractionCounts[i] = count;
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48 | }
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49 | List<BinaryVector> components = new List<BinaryVector>();
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50 | while (bitInteractionCounts.Count > 0) {
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51 | BinaryVector component = new BinaryVector(length);
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52 | for (int i = 0; i < nInteractions; i++) {
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53 | while (bitInteractionCounts.Count > 0) {
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54 | int bit = bitInteractionCounts.ElementAt(random.Next(bitInteractionCounts.Count)).Key;
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55 | if (bitInteractionCounts[bit]-- <= 0)
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56 | bitInteractionCounts.Remove(bit);
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57 | if (!component[bit]) {
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58 | component[bit] = true;
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59 | break;
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60 | }
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61 | }
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62 | }
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63 | components.Add(component);
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64 | }
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65 | BoolMatrix m = new BoolMatrix(length, components.Count);
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66 | foreach (var c in components.Select((v, j) => new { v, j })) {
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67 | for (int i = 0; i < c.v.Length; i++) {
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68 | m[i, c.j] = c.v[i];
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69 | }
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70 | }
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71 | return m;
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72 | }
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73 | }
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74 | }
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