1  #region License Information


2  /* HeuristicLab


3  * Copyright (C) 20022010 Heuristic and Evolutionary Algorithms Laboratory (HEAL)


4  *


5  * This file is part of HeuristicLab.


6  *


7  * HeuristicLab is free software: you can redistribute it and/or modify


8  * it under the terms of the GNU General Public License as published by


9  * the Free Software Foundation, either version 3 of the License, or


10  * (at your option) any later version.


11  *


12  * HeuristicLab is distributed in the hope that it will be useful,


13  * but WITHOUT ANY WARRANTY; without even the implied warranty of


14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the


15  * GNU General Public License for more details.


16  *


17  * You should have received a copy of the GNU General Public License


18  * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.


19  */


20  #endregion


21 


22  using System;


23  using System.Collections.Generic;


24  using HeuristicLab.Core;


25  using HeuristicLab.Data;


26  using HeuristicLab.Encodings.PermutationEncoding;


27  using HeuristicLab.Optimization;


28  using HeuristicLab.Parameters;


29  using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;


30 


31  namespace HeuristicLab.Problems.VehicleRouting.Encodings.General {


32  [Item("RandomCreator", "Creates a randomly initialized VRP solution.")]


33  [StorableClass]


34  public sealed class RandomCreator : DefaultRepresentationCreator, IStochasticOperator {


35  #region IStochasticOperator Members


36  public ILookupParameter<IRandom> RandomParameter {


37  get { return (LookupParameter<IRandom>)Parameters["Random"]; }


38  }


39  #endregion


40 


41  [StorableConstructor]


42  private RandomCreator(bool deserializing) : base(deserializing) { }


43 


44  public RandomCreator()


45  : base() {


46  Parameters.Add(new LookupParameter<IRandom>("Random", "The pseudo random number generator."));


47  }


48 


49  protected override List<int> CreateSolution() {


50  int cities = Cities;


51  int vehicles = VehiclesParameter.ActualValue.Value;


52 


53  int[] perm = new int[cities + vehicles];


54  int[] sortingArray = new int[perm.Length  2];


55  for (int i = 0; i < cities; i++)


56  perm[i] = i + 1;


57  for (int i = cities; i < cities + vehicles; i++)


58  perm[i] = 0;


59  for (int i = 0; i < perm.Length  2; i++) {


60  sortingArray[i] = RandomParameter.ActualValue.Next(perm.Length * 2);


61  }


62  // shuffle perm from 1...n1 by sorting sortingArray (perm[0] and perm[n] must stay 0)


63  bool done;


64  do {


65  done = true;


66  for (int i = 0; i < perm.Length  3; i++) {


67  if (sortingArray[i] > sortingArray[i + 1]) {


68  int h = sortingArray[i];


69  sortingArray[i] = sortingArray[i + 1];


70  sortingArray[i + 1] = h;


71  h = perm[i + 1];


72  perm[i + 1] = perm[i + 2];


73  perm[i + 2] = h;


74  done = false;


75  }


76  }


77  } while (!done);


78 


79  return new List<int>(perm);


80  }


81  }


82  }

