#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 System; using HeuristicLab.Common; using HeuristicLab.Core; using HeuristicLab.Data; using HeuristicLab.Encodings.PermutationEncoding; using HeuristicLab.Parameters; using HeuristicLab.Persistence.Default.CompositeSerializers.Storable; namespace HeuristicLab.Problems.QuadraticAssignment { [Item("QAPSwap2MoveEvaluator", "Evaluated a swap-2 move on a QAP solution.")] [StorableClass] public class QAPSwap2MoveEvaluator : QAPMoveEvaluator, IPermutationSwap2MoveOperator { public ILookupParameter Swap2MoveParameter { get { return (ILookupParameter)Parameters["Swap2Move"]; } } [StorableConstructor] protected QAPSwap2MoveEvaluator(bool deserializing) : base(deserializing) { } protected QAPSwap2MoveEvaluator(QAPSwap2MoveEvaluator original, Cloner cloner) : base(original, cloner) { } public QAPSwap2MoveEvaluator() { Parameters.Add(new LookupParameter("Swap2Move", "The move to evaluate.")); } public override IDeepCloneable Clone(Cloner cloner) { return new QAPSwap2MoveEvaluator(this, cloner); } /// /// Calculates the quality of the move by evaluating the changes. /// The runtime complexity of this method is O(N) with N being the size of the permutation. /// /// The current permutation. /// The move that is to be evaluated if it was applied to the current permutation. /// The weights matrix. /// The distances matrix. /// The relative change in quality if was applied to . public static double Apply(Permutation assignment, Swap2Move move, DoubleMatrix weights, DoubleMatrix distances) { if (move.Index1 == move.Index2) return 0; double moveQuality = 0; int fac1 = move.Index1, fac2 = move.Index2; int loc1 = assignment[fac1], loc2 = assignment[fac2]; for (int j = 0; j < assignment.Length; j++) { if (j == fac1) { moveQuality += weights[fac1, fac1] * (distances[loc2, loc2] - distances[loc1, loc1]); moveQuality += weights[fac1, fac2] * (distances[loc2, loc1] - distances[loc1, loc2]); } else if (j == fac2) { moveQuality += weights[fac2, fac2] * (distances[loc1, loc1] - distances[loc2, loc2]); moveQuality += weights[fac2, fac1] * (distances[loc1, loc2] - distances[loc2, loc1]); } else { int locJ = assignment[j]; moveQuality += weights[fac1, j] * (distances[loc2, locJ] - distances[loc1, locJ]); moveQuality += weights[j, fac1] * (distances[locJ, loc2] - distances[locJ, loc1]); moveQuality += weights[fac2, j] * (distances[loc1, locJ] - distances[loc2, locJ]); moveQuality += weights[j, fac2] * (distances[locJ, loc1] - distances[locJ, loc2]); } } return moveQuality; } /// /// Is able to compute the move qualities faster O(1) in some cases if it knows the quality of /// performing the move previously. In other cases it performs a /// standard move quality calculation with runtime complexity O(N). /// /// /// The number of cases that the calculation can be performed faster grows with N^2 /// while the number of cases which require a larger recalculation grows linearly with N. /// Larger problem instances thus benefit from this faster method to a larger degree. /// /// The current permutation. /// The current move that is to be evaluated. /// The quality of that move as evaluated for the previous permutation. /// The weigths matrix. /// The distances matrix. /// The move that was applied to transform the permutation from the previous to the current one. /// The relative change in quality if was applied to . public static double Apply(Permutation assignment, Swap2Move move, double previousQuality, DoubleMatrix weights, DoubleMatrix distances, Swap2Move lastMove) { bool overlapsLastMove = move.Index1 == lastMove.Index1 || move.Index2 == lastMove.Index1 || move.Index1 == lastMove.Index2 || move.Index2 == lastMove.Index2; if (!overlapsLastMove) { int r = lastMove.Index1, u = move.Index1, s = lastMove.Index2, v = move.Index2; int pR = assignment[lastMove.Index1], pU = assignment[move.Index1], pS = assignment[lastMove.Index2], pV = assignment[move.Index2]; return previousQuality + (weights[r, u] - weights[r, v] + weights[s, v] - weights[s, u]) * (distances[pS, pU] - distances[pS, pV] + distances[pR, pV] - distances[pR, pU]) + (weights[u, r] - weights[v, r] + weights[v, s] - weights[u, s]) * (distances[pU, pS] - distances[pV, pS] + distances[pV, pR] - distances[pU, pR]); } else { return Apply(assignment, move, weights, distances); } } public override IOperation Apply() { Swap2Move move = Swap2MoveParameter.ActualValue; if (move == null) throw new InvalidOperationException("Swap-2 move is not found."); Permutation assignment = PermutationParameter.ActualValue; DoubleMatrix distances = DistancesParameter.ActualValue; DoubleMatrix weights = WeightsParameter.ActualValue; double moveQuality = QualityParameter.ActualValue.Value; moveQuality += Apply(assignment, move, weights, distances); MoveQualityParameter.ActualValue = new DoubleValue(moveQuality); return base.Apply(); } } }