#region License Information /* HeuristicLab * Copyright (C) 2002-2016 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 HEAL.Attic; using HeuristicLab.Common; using HeuristicLab.Core; using HeuristicLab.Optimization; using HeuristicLab.Encodings.RealVectorEncoding; // ReSharper disable once CheckNamespace namespace HeuristicLab.Algorithms.EGO { [StorableType("5e725905-0d77-4379-bbb9-8ca6ae392e59")] [Item("UniformRandomSampling", "A uniform random sampling strategy for real valued optimization")] public class UniformRandomSampling : ParameterizedNamedItem, IInitialSampling { #region HL-Constructors, Serialization and Cloning [StorableConstructor] protected UniformRandomSampling(StorableConstructorFlag deserializing) : base(deserializing) { } protected UniformRandomSampling(UniformRandomSampling original, Cloner cloner) : base(original, cloner) { } public UniformRandomSampling() { } public override IDeepCloneable Clone(Cloner cloner) { return new UniformRandomSampling(this, cloner); } public RealVector[] GetSamples(int noSamples, RealVector[] existingSamples, IEncoding encoding, IRandom random) { var enc = encoding as RealVectorEncoding; var res = new RealVector[noSamples]; for (var i = 0; i < noSamples; i++) { var r = new RealVector(enc.Length); res[i] = r; for (var j = 0; j < enc.Length; j++) { var b = j % enc.Bounds.Rows; r[j] = UniformRandom(enc.Bounds[b, 0], enc.Bounds[b, 1], random); } } return res; } private static double UniformRandom(double min, double max, IRandom rand) { return rand.NextDouble() * (max - min) + min; } } #endregion }