#region License Information
/* HeuristicLab
* Copyright (C) 2002-2010 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 HeuristicLab.Data;
using HeuristicLab.Operators;
using HeuristicLab.Optimization;
using HeuristicLab.Optimization.Operators;
using HeuristicLab.Parameters;
using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
namespace HeuristicLab.Encodings.PermutationEncoding {
[Item("TranslocationMoveTabuMaker", "Declares a given translocation or insertion move (3-opt) as tabu, by adding its attributes to the tabu list.")]
[StorableClass]
public class TranslocationMoveTabuMaker : TabuMaker, IPermutationTranslocationMoveOperator {
public ILookupParameter PermutationParameter {
get { return (ILookupParameter)Parameters["Permutation"]; }
}
public ILookupParameter TranslocationMoveParameter {
get { return (LookupParameter)Parameters["TranslocationMove"]; }
}
public TranslocationMoveTabuMaker()
: base() {
Parameters.Add(new LookupParameter("TranslocationMove", "The move that was made."));
Parameters.Add(new LookupParameter("Permutation", "The solution as permutation."));
}
protected override IItem GetTabuAttribute(bool maximization, double quality, double moveQuality) {
TranslocationMove move = TranslocationMoveParameter.ActualValue;
Permutation permutation = PermutationParameter.ActualValue;
double baseQuality = moveQuality;
if (maximization && quality > moveQuality || !maximization && quality < moveQuality) baseQuality = quality; // we make an uphill move, the lower bound is the solution quality
if (permutation.PermutationType == PermutationTypes.Absolute) {
int[] numbers = new int[move.Index2 - move.Index1 + 1];
for (int i = 0; i < numbers.Length; i++) {
numbers[i] = permutation[i + move.Index1];
}
return new TranslocationMoveAbsoluteAttribute(numbers, move.Index1, move.Index3, baseQuality); ;
} else {
if (move.Index3 > move.Index1)
return new TranslocationMoveRelativeAttribute(permutation.GetCircular(move.Index1 - 1),
permutation[move.Index1],
permutation[move.Index2],
permutation.GetCircular(move.Index2 + 1),
permutation.GetCircular(move.Index3 + move.Index2 - move.Index1),
permutation.GetCircular(move.Index3 + move.Index2 - move.Index1 + 1),
baseQuality);
else
return new TranslocationMoveRelativeAttribute(permutation.GetCircular(move.Index1 - 1),
permutation[move.Index1],
permutation[move.Index2],
permutation.GetCircular(move.Index2 + 1),
permutation.GetCircular(move.Index3 - 1),
permutation.GetCircular(move.Index3),
baseQuality);
}
}
}
}