#region License Information /* HeuristicLab * Copyright (C) Heuristic and Evolutionary Algorithms Laboratory (HEAL) * and the BEACON Center for the Study of Evolution in Action. * * 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.Linq; using HeuristicLab.Common; using HeuristicLab.Core; using HeuristicLab.Encodings.BinaryVectorEncoding; using HEAL.Attic; using HeuristicLab.Random; namespace HeuristicLab.Algorithms.ParameterlessPopulationPyramid { // This code is based off the publication // B. W. Goldman and W. F. Punch, "Parameter-less Population Pyramid," GECCO, pp. 785–792, 2014 // and the original source code in C++11 available from: https://github.com/brianwgoldman/Parameter-less_Population_Pyramid [StorableType("40E75AC2-ABD0-43A9-AC91-7478FDD6A399")] public class LinkageTree : DeepCloneable { [Storable] private readonly int[][][] occurances; [Storable] private readonly List[] clusters; [Storable] private List clusterOrdering; [Storable] private readonly int length; [Storable] private readonly IRandom rand; [Storable] private bool rebuildRequired = false; [StorableConstructor] protected LinkageTree(StorableConstructorFlag _) { } protected LinkageTree(LinkageTree original, Cloner cloner) : base(original, cloner) { occurances = new int[original.occurances.Length][][]; //mkommend: first entry is not used, cf. ctor line 83 for (int i = 1; i < original.occurances.Length; i++) { occurances[i] = new int[original.occurances[i].Length][]; for (int j = 0; j < original.occurances[i].Length; j++) occurances[i][j] = original.occurances[i][j].ToArray(); } clusters = original.clusters.Select(c => c.ToList()).ToArray(); clusterOrdering = new List(original.clusterOrdering); length = original.length; rand = cloner.Clone(original.rand); rebuildRequired = original.rebuildRequired; } public override IDeepCloneable Clone(Cloner cloner) { return new LinkageTree(this, cloner); } public LinkageTree(int length, IRandom rand) { this.length = length; this.rand = rand; occurances = new int[length][][]; // Create a lower triangular matrix without the diagonal for (int i = 1; i < length; i++) { occurances[i] = new int[i][]; for (int j = 0; j < i; j++) { occurances[i][j] = new int[4]; } } clusters = new List[2 * length - 1]; for (int i = 0; i < clusters.Length; i++) { clusters[i] = new List(); } clusterOrdering = new List(); // first "length" clusters just contain a single gene for (int i = 0; i < length; i++) { clusters[i].Add(i); } } public void Add(BinaryVector solution) { if (solution.Length != length) throw new ArgumentException("The individual has not the correct length."); for (int i = 1; i < solution.Length; i++) { for (int j = 0; j < i; j++) { // Updates the entry of the 4 long array based on the two bits var pattern = (Convert.ToByte(solution[j]) << 1) + Convert.ToByte(solution[i]); occurances[i][j][pattern]++; } } rebuildRequired = true; } // While "total" always has an integer value, it is a double to reduce // how often type casts are needed to prevent integer divison // In the GECCO paper, calculates Equation 2 private static double NegativeEntropy(int[] counts, double total) { double sum = 0; for (int i = 0; i < counts.Length; i++) { if (counts[i] != 0) { sum += ((counts[i] / total) * Math.Log(counts[i] / total)); } } return sum; } // Uses the frequency table to calcuate the entropy distance between two indices. // In the GECCO paper, calculates Equation 1 private double EntropyDistance(int i, int j) { int[] bits = new int[4]; // This ensures you are using the lower triangular part of "occurances" if (i < j) { int temp = i; i = j; j = temp; } var entry = occurances[i][j]; // extracts the occurrences of the individual bits bits[0] = entry[0] + entry[2]; // i zero bits[1] = entry[1] + entry[3]; // i one bits[2] = entry[0] + entry[1]; // j zero bits[3] = entry[2] + entry[3]; // j one double total = bits[0] + bits[1]; // entropy of the two bits on their own double separate = NegativeEntropy(bits, total); // entropy of the two bits as a single unit double together = NegativeEntropy(entry, total); // If together there is 0 entropy, the distance is zero if (together.IsAlmost(0)) { return 0.0; } return 2 - (separate / together); } // Performs O(N^2) clustering based on the method described in: // "Optimal implementations of UPGMA and other common clustering algorithms" // by I. Gronau and S. Moran // In the GECCO paper, Figure 2 is a simplified version of this algorithm. private void Rebuild() { double[][] distances = null; if (distances == null) { distances = new double[clusters.Length * 2 - 1][]; for (int i = 0; i < distances.Length; i++) distances[i] = new double[clusters.Length * 2 - 1]; } // Keep track of which clusters have not been merged var topLevel = new List(length); for (int i = 0; i < length; i++) topLevel.Add(i); bool[] useful = new bool[clusters.Length]; for (int i = 0; i < useful.Length; i++) useful[i] = true; // Store the distances between all clusters for (int i = 1; i < length; i++) { for (int j = 0; j < i; j++) { distances[i][j] = EntropyDistance(clusters[i][0], clusters[j][0]); // make it symmetric distances[j][i] = distances[i][j]; } } // Each iteration we add some amount to the path, and remove the last // two elements. This keeps track of how much of usable is in the path. int end_of_path = 0; // build all clusters of size greater than 1 for (int index = length; index < clusters.Length; index++) { // Shuffle everything not yet in the path topLevel.ShuffleInPlace(rand, end_of_path, topLevel.Count - 1); // if nothing in the path, just add a random usable node if (end_of_path == 0) { end_of_path = 1; } while (end_of_path < topLevel.Count) { // last node in the path int final = topLevel[end_of_path - 1]; // best_index stores the location of the best thing in the top level int best_index = end_of_path; double min_dist = distances[final][topLevel[best_index]]; // check all options which might be closer to "final" than "topLevel[best_index]" for (int option = end_of_path + 1; option < topLevel.Count; option++) { if (distances[final][topLevel[option]] < min_dist) { min_dist = distances[final][topLevel[option]]; best_index = option; } } // If the current last two in the path are minimally distant if (end_of_path > 1 && min_dist >= distances[final][topLevel[end_of_path - 2]]) { break; } // move the best to the end of the path topLevel.Swap(end_of_path, best_index); end_of_path++; } // Last two elements in the path are the clusters to join int first = topLevel[end_of_path - 2]; int second = topLevel[end_of_path - 1]; // Only keep a cluster if the distance between the joining clusters is > zero bool keep = !distances[first][second].IsAlmost(0.0); useful[first] = keep; useful[second] = keep; // create the new cluster clusters[index] = clusters[first].Concat(clusters[second]).ToList(); // Calculate distances from all clusters to the newly created cluster int i = 0; int end = topLevel.Count - 1; while (i <= end) { int x = topLevel[i]; // Moves 'first' and 'second' to after "end" in topLevel if (x == first || x == second) { topLevel.Swap(i, end); end--; continue; } // Use the previous distances to calculate the joined distance double first_distance = distances[first][x]; first_distance *= clusters[first].Count; double second_distance = distances[second][x]; second_distance *= clusters[second].Count; distances[x][index] = ((first_distance + second_distance) / (clusters[first].Count + clusters[second].Count)); // make it symmetric distances[index][x] = distances[x][index]; i++; } // Remove first and second from the path end_of_path -= 2; topLevel.RemoveAt(topLevel.Count - 1); topLevel[topLevel.Count - 1] = index; } // Extract the useful clusters clusterOrdering.Clear(); // Add all useful clusters. The last one is never useful. for (int i = 0; i < useful.Length - 1; i++) { if (useful[i]) clusterOrdering.Add(i); } // Shuffle before sort to ensure ties are broken randomly clusterOrdering.ShuffleInPlace(rand); clusterOrdering = clusterOrdering.OrderBy(i => clusters[i].Count).ToList(); } public IEnumerable> Clusters { get { // Just in time rebuilding if (rebuildRequired) Rebuild(); foreach (var index in clusterOrdering) { // Send out the clusters in the desired order yield return clusters[index]; } } } } }