#region License Information /* HeuristicLab * Copyright (C) 2002-2012 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); } } }