#region License Information
/* HeuristicLab
* Copyright (C) 2002-2008 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 System.Collections.Generic;
using System.Text;
using HeuristicLab.Core;
using HeuristicLab.Data;
namespace HeuristicLab.Random {
///
/// Uniformly distributed random number generator that adds the generated value to the existing one.
///
public class UniformRandomAdder : OperatorBase {
private static int MAX_NUMBER_OF_TRIES = 100;
///
public override string Description {
get {
return @"Samples a uniformly distributed random variable 'U' with range = [min,max] and E(u) = (max-min)/2
and adds the result to the variable 'Value'. ShakingFactor influences the effective range of U.
If r=(max-min) then the effective range of U is [E(u) - shakingFactor * r/2, E(u) + shakingFactor * r/2].
If a constraint for the allowed range of 'Value' is defined and the result of the operation would be smaller then
the smallest allowed value then 'Value' is set to the lower bound and vice versa for the upper bound.";
}
}
///
/// Initializes a new instance of with five variable infos
/// (Value, ShakingFactor, Random, Min and Max), having an interval
/// of -1.0 to 1.0.
///
public UniformRandomAdder() {
AddVariableInfo(new VariableInfo("Value", "The value to manipulate (type is one of: IntData, ConstrainedIntData, DoubleData, ConstrainedDoubleData)", typeof(IObjectData), VariableKind.In));
AddVariableInfo(new VariableInfo("ShakingFactor", "Determines the force of the shaking factor", typeof(DoubleData), VariableKind.In));
AddVariableInfo(new VariableInfo("Random", "The random generator to use", typeof(MersenneTwister), VariableKind.In));
AddVariableInfo(new VariableInfo("Min", "Lower bound of the uniform distribution (inclusive)", typeof(DoubleData), VariableKind.None));
GetVariableInfo("Min").Local = true;
AddVariable(new Variable("Min", new DoubleData(-1.0)));
AddVariableInfo(new VariableInfo("Max", "Upper bound of the uniform distribution (exclusive)", typeof(DoubleData), VariableKind.None));
GetVariableInfo("Max").Local = true;
AddVariable(new Variable("Max", new DoubleData(1.0)));
}
///
/// Generates a new uniformly distributed random number and adds it to the value in the given
/// .
///
/// The current scope where to add the generated random number.
/// null.
public override IOperation Apply(IScope scope) {
IObjectData value = GetVariableValue("Value", scope, false);
MersenneTwister mt = GetVariableValue("Random", scope, true);
double factor = GetVariableValue("ShakingFactor", scope, true).Data;
double min = GetVariableValue("Min", scope, true).Data;
double max = GetVariableValue("Max", scope, true).Data;
double ex = (max - min) / 2.0 + min;
double newRange = (max - min) * factor;
min = ex - newRange / 2;
max = ex + newRange / 2;
AddUniform(value, mt, min, max);
return null;
}
private void AddUniform(IObjectData value, MersenneTwister mt, double min, double max) {
// dispatch manually on dynamic type
if (value is IntData)
AddUniform((IntData)value, mt, min, max);
else if (value is DoubleData)
AddUniform((DoubleData)value, mt, min, max);
else throw new InvalidOperationException("Can't handle type " + value.GetType().Name);
}
///
/// Generates a new double random variable and adds it to the value of
/// the given .
///
/// The double object where to add the random value.
/// The random number generator.
/// The left border of the interval in which the next random number has to lie.
/// The right border (exclusive) of the interval in which the next random number
/// has to lie.
public void AddUniform(DoubleData data, MersenneTwister mt, double min, double max) {
data.Data = data.Data + mt.NextDouble() * (max - min) + min;
}
///
/// Generates a new int random variable and adds it to the value of the given
/// .
///
/// The int object where to add the random value.
/// The random number generator.
/// The left border of the interval in which the next random number has to lie.
/// The right border (exclusive) of the interval in which the next random number
/// has to lie.
public void AddUniform(IntData data, MersenneTwister mt, double min, double max) {
data.Data = (int)Math.Floor(data.Data + mt.NextDouble() * (max - min) + min);
}
}
}