[2] | 1 | #region License Information
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| 2 | /* HeuristicLab
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| 3 | * Copyright (C) 2002-2008 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;
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| 23 | using System.Collections.Generic;
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| 24 | using System.Text;
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| 25 | using HeuristicLab.Core;
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| 26 | using HeuristicLab.Data;
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| 27 |
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| 28 | namespace HeuristicLab.Permutation {
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[850] | 29 | /// <summary>
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| 30 | /// Performs a cross over permutation between two permutation arrays by calculating the edges (neighbours)
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| 31 | /// of each element. Starts at a randomly chosen position, the next element is a neighbour with the least
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| 32 | /// number of neighbours, the next again a neighbour and so on.
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| 33 | /// </summary>
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[2] | 34 | public class EdgeRecombinationCrossover : PermutationCrossoverBase {
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[850] | 35 | /// <inheritdoc select="summary"/>
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[2] | 36 | public override string Description {
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| 37 | get { return @"TODO\r\nOperator description still missing ..."; }
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| 38 | }
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| 39 |
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[850] | 40 | /// <summary>
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| 41 | /// Performs a cross over permutation of <paramref name="parent1"/> and <paramref name="2"/>
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| 42 | /// by calculating the edges of each element. Starts at a randomly chosen position,
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| 43 | /// the next element is a neighbour with the least
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| 44 | /// number of neighbours, the next again a neighbour and so on.
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| 45 | /// </summary>
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| 46 | /// <exception cref="InvalidOperationException">Thrown when the permutation lacks a number.
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| 47 | /// </exception>
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| 48 | /// <param name="random">The random number generator.</param>
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| 49 | /// <param name="parent1">The parent scope 1 to cross over.</param>
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| 50 | /// <param name="parent2">The parent scope 2 to cross over.</param>
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| 51 | /// <returns>The created cross over permutation as int array.</returns>
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[2] | 52 | public static int[] Apply(IRandom random, int[] parent1, int[] parent2) {
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| 53 | int length = parent1.Length;
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| 54 | int[] result = new int[length];
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| 55 | int[,] edgeList = new int[length, 4];
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| 56 | bool[] remainingNumbers = new bool[length];
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| 57 | int index, currentEdge, currentNumber, nextNumber, currentEdgeCount, minEdgeCount;
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| 58 |
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| 59 | for (int i = 0; i < length; i++) { // generate edge list for every number
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| 60 | remainingNumbers[i] = true;
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| 61 |
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| 62 | index = 0;
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| 63 | while ((index < length) && (parent1[index] != i)) { // search edges in parent1
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| 64 | index++;
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| 65 | }
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| 66 | if (index == length) {
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| 67 | throw (new InvalidOperationException("Permutation doesn't contain number " + i + "."));
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| 68 | } else {
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| 69 | edgeList[i, 0] = parent1[(index - 1 + length) % length];
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| 70 | edgeList[i, 1] = parent1[(index + 1) % length];
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| 71 | }
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| 72 | index = 0;
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| 73 | while ((index < length) && (parent2[index] != i)) { // search edges in parent2
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| 74 | index++;
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| 75 | }
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| 76 | if (index == length) {
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| 77 | throw (new InvalidOperationException("Permutation doesn't contain number " + i + "."));
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| 78 | } else {
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| 79 | currentEdge = parent2[(index - 1 + length) % length];
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| 80 | if ((edgeList[i, 0] != currentEdge) && (edgeList[i, 1] != currentEdge)) { // new edge found ?
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| 81 | edgeList[i, 2] = currentEdge;
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| 82 | } else {
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| 83 | edgeList[i, 2] = -1;
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| 84 | }
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| 85 | currentEdge = parent2[(index + 1) % length];
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| 86 | if ((edgeList[i, 0] != currentEdge) && (edgeList[i, 1] != currentEdge)) { // new edge found ?
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| 87 | edgeList[i, 3] = currentEdge;
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| 88 | } else {
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| 89 | edgeList[i, 3] = -1;
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| 90 | }
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| 91 | }
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| 92 | }
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| 93 |
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| 94 | currentNumber = random.Next(length); // get number to start
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| 95 | for (int i = 0; i < length; i++) {
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| 96 | result[i] = currentNumber;
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| 97 | remainingNumbers[currentNumber] = false;
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| 98 |
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| 99 | for (int j = 0; j < 4; j++) { // remove all edges to / from currentNumber
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| 100 | if (edgeList[currentNumber, j] != -1) {
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| 101 | for (int k = 0; k < 4; k++) {
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| 102 | if (edgeList[edgeList[currentNumber, j], k] == currentNumber) {
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| 103 | edgeList[edgeList[currentNumber, j], k] = -1;
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| 104 | }
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| 105 | }
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| 106 | }
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| 107 | }
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| 108 |
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| 109 | minEdgeCount = 5; // every number hasn't more than 4 edges
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| 110 | nextNumber = -1;
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| 111 | for (int j = 0; j < 4; j++) { // find next number with least edges
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| 112 | if (edgeList[currentNumber, j] != -1) { // next number found
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| 113 | currentEdgeCount = 0;
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| 114 | for (int k = 0; k < 4; k++) { // count edges of next number
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| 115 | if (edgeList[edgeList[currentNumber, j], k] != -1) {
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| 116 | currentEdgeCount++;
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| 117 | }
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| 118 | }
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| 119 | if ((currentEdgeCount < minEdgeCount) ||
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| 120 | ((currentEdgeCount == minEdgeCount) && (random.NextDouble() < 0.5))) {
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| 121 | nextNumber = edgeList[currentNumber, j];
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| 122 | minEdgeCount = currentEdgeCount;
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| 123 | }
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| 124 | }
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| 125 | }
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| 126 | currentNumber = nextNumber;
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| 127 | if (currentNumber == -1) { // current number has no more edge
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| 128 | index = 0;
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| 129 | while ((index < length) && (!remainingNumbers[index])) { // choose next remaining number
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| 130 | index++;
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| 131 | }
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| 132 | if (index < length) {
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| 133 | currentNumber = index;
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| 134 | }
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| 135 | }
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| 136 | }
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| 137 | return result;
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| 138 | }
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| 139 |
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[850] | 140 | /// <summary>
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| 141 | /// Performs a cross over permutation of <paramref name="parent1"/> and <paramref name="2"/>
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| 142 | /// by calculating the edges of each element. Starts at a randomly chosen position,
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| 143 | /// the next element is a neighbour with the least
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| 144 | /// number of neighbours, the next again a neighbour and so on.
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| 145 | /// </summary>
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| 146 | /// <exception cref="InvalidOperationException">Thrown when the permutation lacks a number.
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| 147 | /// </exception>
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| 148 | /// <remarks>Calls <see cref="Apply"/>.</remarks>
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| 149 | /// <param name="scope">The current scope.</param>
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| 150 | /// <param name="random">The random number generator.</param>
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| 151 | /// <param name="parent1">The parent scope 1 to cross over.</param>
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| 152 | /// <param name="parent2">The parent scope 2 to cross over.</param>
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| 153 | /// <returns>The created cross over permutation as int array.</returns>
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[2] | 154 | protected override int[] Cross(IScope scope, IRandom random, int[] parent1, int[] parent2) {
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| 155 | return Apply(random, parent1, parent2);
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| 156 | }
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| 157 | }
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| 158 | }
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