/// <summary> /// Construct with default set of parameters. /// </summary> public NeatGenomeParameters() { // Previous default option: // _normalNeuronActivFn = SteepenedSigmoid.__DefaultInstance; _normalNeuronActivFn = InverseAbsoluteSteepSigmoid.__DefaultInstance; _regulatoryActivFn = StepFunctionOffset.__DefaultInstance; _outputNeuronActivFn = Proportional.__DefaultInstance; _connectionWeightRange = DefaultConnectionWeightRange; _initialInterconnectionsProportion = DefaultInitialInterconnectionsProportion; _disjointExcessGenesRecombineProbability = DefaultDisjointExcessGenesRecombineProbability; _connectionWeightMutationProbability = DefaultConnectionWeightMutationProbability; _addNodeMutationProbability = DefaultAddNodeMutationProbability; _addConnectionMutationProbability = DefaultAddConnectionMutationProbability; _nodeAuxStateMutationProbability = DefaultNodeAuxStateMutationProbability; _deleteConnectionMutationProbability = DefaultDeleteConnectionMutationProbability; _rouletteWheelLayout = CreateRouletteWheelLayout(); _rouletteWheelLayoutNonDestructive = CreateRouletteWheelLayout_NonDestructive(); // Create a connection weight mutation scheme. _connectionMutationInfoList = CreateConnectionWeightMutationScheme_Default(); // No fitness history. _fitnessHistoryLength = 0; }
static Dictionary <string, PasswordInfo> morphEnglish(Dictionary <string, PasswordInfo> english, double[] digitProbs, double[] posProbs, int minLength = 0) { Dictionary <string, PasswordInfo> results = new Dictionary <string, PasswordInfo>(); FastRandom random = new FastRandom(); Console.WriteLine("Probs sum: {0}", digitProbs.Sum()); RouletteWheelLayout digitLayout = new RouletteWheelLayout(digitProbs); RouletteWheelLayout posLayout = new RouletteWheelLayout(posProbs); int alreadyNumbered = 0; foreach (string s in english.Keys) { bool numbered = false; for (int i = 0; i < s.Length; i++) { if (s[i] >= '0' && s[i] <= '9') { alreadyNumbered++; numbered = true; break; } } string morphedPassword = s; while (!numbered || morphedPassword.Length < minLength) { int toAdd = RouletteWheel.SingleThrow(digitLayout, random); int pos = RouletteWheel.SingleThrow(posLayout, random); if (pos == 0) { break; } else if (pos == 1) { morphedPassword = toAdd + morphedPassword; } else if (pos == 2) { morphedPassword = morphedPassword + toAdd; } else { pos = random.Next(morphedPassword.Length); morphedPassword = morphedPassword.Substring(0, pos) + toAdd + morphedPassword.Substring(pos, morphedPassword.Length - pos); } numbered = true; } PasswordInfo val; if (!results.TryGetValue(morphedPassword, out val)) { results.Add(morphedPassword, new PasswordInfo(1, 1)); } } Console.WriteLine("Had numbers already: {0}", alreadyNumbered); return(results); }
/// <summary> /// Constructs an activation function library with a default set of activation functions. /// </summary> public DefaultCppnActivationFunctionLibrary() { _functionList = new List <ActivationFunctionInfo>(4); double[] probabilities = { 0.25, 0.25, 0.25, 0.25 }; _functionList.Add(new ActivationFunctionInfo(0, probabilities[0], Linear.__DefaultInstance)); _functionList.Add(new ActivationFunctionInfo(1, probabilities[1], BipolarSigmoid.__DefaultInstance)); _functionList.Add(new ActivationFunctionInfo(2, probabilities[2], Gaussian.__DefaultInstance)); _functionList.Add(new ActivationFunctionInfo(3, probabilities[3], Sine.__DefaultInstance)); _rwl = new RouletteWheelLayout(probabilities); _functionDict = CreateFunctionDictionary(_functionList); }
public MarkovChain(MarkovChainNode[] nodes, int stepsPerActivation, FastRandom random) { _nodes = nodes; _stepsPerActivation = stepsPerActivation; _random = random; _rouletteWheels = new RouletteWheelLayout[nodes.Length]; for (int i = 0; i < nodes.Length; i++) { _rouletteWheels[i] = new RouletteWheelLayout(nodes[i].TransitionProbabilities); } }
/// <summary> /// Constructs an activation function library with the provided list of activation functions. /// </summary> public DefaultActivationFunctionLibrary(IList <ActivationFunctionInfo> fnList) { // Build a RouletteWheelLayout based on the selection probability on each item. int count = fnList.Count; double[] probabilities = new double[count]; for (int i = 0; i < count; i++) { probabilities[i] = fnList[i].SelectionProbability; } _rwl = new RouletteWheelLayout(probabilities); _functionList = fnList; // Build a dictionary of functions keyed on integer ID. _functionDict = CreateFunctionDictionary(_functionList); }
/// <summary> /// Move the prey. The prey moves by a simple set of stochastic rules that make it more likely to move away from /// the agent, and moreso when it is close. /// </summary> public void MovePrey() { // Determine if prey will move in this timestep. (Speed is simulated stochastically) if (_rng.NextDouble() > _preySpeed) { return; } // Determine position of agent relative to prey. PolarPoint relPolarPos = PolarPoint.FromCartesian(_agentPos - _preyPos); // Calculate probabilities of moving in each of the four directions. This stochastic strategy is taken from: // Incremental Evolution Of Complex General Behavior, Faustino Gomez and Risto Miikkulainen (1997) // (http://nn.cs.utexas.edu/downloads/papers/gomez.adaptive-behavior.pdf) // Essentially the prey moves randomply but we bias the movements so the prey moves away from the agent, and thus // generally avoids getting eaten through stupidity. double T = MovePrey_T(relPolarPos.Radial); double[] probs = new double[4]; probs[0] = Math.Exp((CalcAngleDelta(relPolarPos.Theta, Math.PI / 2.0) / Math.PI) * T * 0.33); // North. probs[1] = Math.Exp((CalcAngleDelta(relPolarPos.Theta, 0) / Math.PI) * T * 0.33); // East. probs[2] = Math.Exp((CalcAngleDelta(relPolarPos.Theta, Math.PI * 1.5) / Math.PI) * T * 0.33); // South. probs[3] = Math.Exp((CalcAngleDelta(relPolarPos.Theta, Math.PI) / Math.PI) * T * 0.33); // West. RouletteWheelLayout rwl = new RouletteWheelLayout(probs); int action = RouletteWheel.SingleThrow(rwl, _rng); switch (action) { case 0: // Move north. _preyPos._y = Math.Min(_preyPos._y + 1, _gridSize - 1); break; case 1: // Move east. _preyPos._x = Math.Min(_preyPos._x + 1, _gridSize - 1); break; case 2: // Move south. _preyPos._y = Math.Max(_preyPos._y - 1, 0); break; case 3: // Move west (is the best?) _preyPos._x = Math.Max(_preyPos._x - 1, 0); break; } }
/// <summary> /// Copy constructor. /// </summary> public NeatGenomeParameters(NeatGenomeParameters copyFrom) { _feedforwardOnly = copyFrom._feedforwardOnly; _activationFn = copyFrom._activationFn; _connectionWeightRange = copyFrom._connectionWeightRange; _initialInterconnectionsProportion = copyFrom._initialInterconnectionsProportion; _disjointExcessGenesRecombineProbability = copyFrom._disjointExcessGenesRecombineProbability; _connectionWeightMutationProbability = copyFrom._connectionWeightMutationProbability; _addNodeMutationProbability = copyFrom._addNodeMutationProbability; _addConnectionMutationProbability = copyFrom._addConnectionMutationProbability; _nodeAuxStateMutationProbability = copyFrom._nodeAuxStateMutationProbability; _deleteConnectionMutationProbability = copyFrom._deleteConnectionMutationProbability; _rouletteWheelLayout = new RouletteWheelLayout(copyFrom._rouletteWheelLayout); _rouletteWheelLayoutNonDestructive = new RouletteWheelLayout(copyFrom._rouletteWheelLayoutNonDestructive); _connectionMutationInfoList = new ConnectionMutationInfoList(copyFrom._connectionMutationInfoList); _connectionMutationInfoList.Initialize(); _fitnessHistoryLength = copyFrom._fitnessHistoryLength; }
/// <summary> /// Construct with default set of parameters. /// </summary> public NeatGenomeParameters() { _activationFn = SteepenedSigmoid.__DefaultInstance; _connectionWeightRange = DefaultConnectionWeightRange; _initialInterconnectionsProportion = DefaultInitialInterconnectionsProportion; _disjointExcessGenesRecombineProbability = DefaultDisjointExcessGenesRecombineProbability; _connectionWeightMutationProbability = DefaultConnectionWeightMutationProbability; _addNodeMutationProbability = DefaultAddNodeMutationProbability; _addConnectionMutationProbability = DefaultAddConnectionMutationProbability; _nodeAuxStateMutationProbability = DefaultNodeAuxStateMutationProbability; _deleteConnectionMutationProbability = DefaultDeleteConnectionMutationProbability; _rouletteWheelLayout = CreateRouletteWheelLayout(); _rouletteWheelLayoutNonDestructive = CreateRouletteWheelLayout_NonDestructive(); // Create a connection weight mutation scheme. _connectionMutationInfoList = CreateConnectionWeightMutationScheme_Default(); // No fitness history. _fitnessHistoryLength = 0; }
/// <summary> /// Cross specie mating. /// </summary> /// <param name="rwl">RouletteWheelLayout for selectign genomes in teh current specie.</param> /// <param name="rwlArr">Array of RouletteWheelLayout objects for genome selection. One for each specie.</param> /// <param name="rwlSpecies">RouletteWheelLayout for selecting species. Based on relative fitness of species.</param> /// <param name="currentSpecieIdx">Current specie's index in _specieList</param> /// <param name="genomeList">Current specie's genome list.</param> private TGenome CreateOffspring_CrossSpecieMating(RouletteWheelLayout rwl, RouletteWheelLayout[] rwlArr, RouletteWheelLayout rwlSpecies, int currentSpecieIdx, IList <TGenome> genomeList) { // Select parent from current specie. int parent1Idx = RouletteWheel.SingleThrow(rwl, _rng); // Select specie other than current one for 2nd parent genome. RouletteWheelLayout rwlSpeciesTmp = rwlSpecies.RemoveOutcome(currentSpecieIdx); int specie2Idx = RouletteWheel.SingleThrow(rwlSpeciesTmp, _rng); // Select a parent genome from the second specie. int parent2Idx = RouletteWheel.SingleThrow(rwlArr[specie2Idx], _rng); // Get the two parents to mate. TGenome parent1 = genomeList[parent1Idx]; TGenome parent2 = _specieList[specie2Idx].GenomeList[parent2Idx]; return(parent1.CreateOffspring(parent2, _currentGeneration)); }
/// <summary> /// Create the required number of offspring genomes, using specieStatsArr as the basis for selecting how /// many offspring are produced from each species. /// </summary> private List <TGenome> CreateOffspring(SpecieStats[] specieStatsArr, int offspringCount) { // Build a RouletteWheelLayout for selecting species for cross-species reproduction. // While we're in the loop we also pre-build a RouletteWheelLayout for each specie; // Doing this before the main loop means we have RouletteWheelLayouts available for // all species when performing cross-specie matings. int specieCount = specieStatsArr.Length; double[] specieFitnessArr = new double[specieCount]; RouletteWheelLayout[] rwlArr = new RouletteWheelLayout[specieCount]; // Count of species with non-zero selection size. // If this is exactly 1 then we skip inter-species mating. One is a special case because for 0 the // species all get an even chance of selection, and for >1 we can just select normally. int nonZeroSpecieCount = 0; for (int i = 0; i < specieCount; i++) { // Array of probabilities for specie selection. Note that some of these probabilites can be zero, but at least one of them won't be. SpecieStats inst = specieStatsArr[i]; specieFitnessArr[i] = inst._selectionSizeInt; if (0 != inst._selectionSizeInt) { nonZeroSpecieCount++; } // For each specie we build a RouletteWheelLayout for genome selection within // that specie. Fitter genomes have higher probability of selection. List <TGenome> genomeList = _specieList[i].GenomeList; double[] probabilities = new double[inst._selectionSizeInt]; for (int j = 0; j < inst._selectionSizeInt; j++) { probabilities[j] = genomeList[j].EvaluationInfo.Fitness; } rwlArr[i] = new RouletteWheelLayout(probabilities); } // Complete construction of RouletteWheelLayout for specie selection. RouletteWheelLayout rwlSpecies = new RouletteWheelLayout(specieFitnessArr); // Produce offspring from each specie in turn and store them in offspringList. List <TGenome> offspringList = new List <TGenome>(offspringCount); for (int specieIdx = 0; specieIdx < specieCount; specieIdx++) { SpecieStats inst = specieStatsArr[specieIdx]; List <TGenome> genomeList = _specieList[specieIdx].GenomeList; // Get RouletteWheelLayout for genome selection. RouletteWheelLayout rwl = rwlArr[specieIdx]; // --- Produce the required number of offspring from asexual reproduction. for (int i = 0; i < inst._offspringAsexualCount; i++) { int genomeIdx = RouletteWheel.SingleThrow(rwl, _rng); TGenome offspring = genomeList[genomeIdx].CreateOffspring(_currentGeneration); offspringList.Add(offspring); } _stats._asexualOffspringCount += (ulong)inst._offspringAsexualCount; // --- Produce the required number of offspring from sexual reproduction. // Cross-specie mating. // If nonZeroSpecieCount is exactly 1 then we skip inter-species mating. One is a special case because // for 0 the species all get an even chance of selection, and for >1 we can just select species normally. int crossSpecieMatings = nonZeroSpecieCount == 1 ? 0 : (int)Utilities.ProbabilisticRound(_eaParams.InterspeciesMatingProportion * inst._offspringSexualCount, _rng); _stats._sexualOffspringCount += (ulong)(inst._offspringSexualCount - crossSpecieMatings); _stats._interspeciesOffspringCount += (ulong)crossSpecieMatings; // An index that keeps track of how many offspring have been produced in total. int matingsCount = 0; for (; matingsCount < crossSpecieMatings; matingsCount++) { TGenome offspring = CreateOffspring_CrossSpecieMating(rwl, rwlArr, rwlSpecies, specieIdx, genomeList); offspringList.Add(offspring); } // For the remainder we use normal intra-specie mating. // Test for special case - we only have one genome to select from in the current specie. if (1 == inst._selectionSizeInt) { // Fall-back to asexual reproduction. for (; matingsCount < inst._offspringSexualCount; matingsCount++) { int genomeIdx = RouletteWheel.SingleThrow(rwl, _rng); TGenome offspring = genomeList[genomeIdx].CreateOffspring(_currentGeneration); offspringList.Add(offspring); } } else { // Remainder of matings are normal within-specie. for (; matingsCount < inst._offspringSexualCount; matingsCount++) { // Select parents. SelectRouletteWheelItem() guarantees parent2Idx!=parent1Idx int parent1Idx = RouletteWheel.SingleThrow(rwl, _rng); TGenome parent1 = genomeList[parent1Idx]; // Remove selected parent from set of possible outcomes. RouletteWheelLayout rwlTmp = rwl.RemoveOutcome(parent1Idx); if (0.0 != rwlTmp.ProbabilitiesTotal) { // Get the two parents to mate. int parent2Idx = RouletteWheel.SingleThrow(rwlTmp, _rng); TGenome parent2 = genomeList[parent2Idx]; TGenome offspring = parent1.CreateOffspring(parent2, _currentGeneration); offspringList.Add(offspring); } else { // No other parent has a non-zero selection probability (they all have zero fitness). // Fall back to asexual reproduction of the single genome with a non-zero fitness. TGenome offspring = parent1.CreateOffspring(_currentGeneration); offspringList.Add(offspring); } } } } _stats._totalOffspringCount += (ulong)offspringCount; return(offspringList); }
/// <summary> /// Calculate statistics for each specie. This method is at the heart of the evolutionary algorithm, /// the key things that are achieved in this method are - for each specie we calculate: /// 1) The target size based on fitness of the specie's member genomes. /// 2) The elite size based on the current size. Potentially this could be higher than the target /// size, so a target size is taken to be a hard limit. /// 3) Following (1) and (2) we can calculate the total number offspring that need to be generated /// for the current generation. /// </summary> private SpecieStats[] CalcSpecieStats(out int offspringCount) { double totalMeanFitness = 0.0; // Build stats array and get the mean fitness of each specie. int specieCount = _specieList.Count; SpecieStats[] specieStatsArr = new SpecieStats[specieCount]; for (int i = 0; i < specieCount; i++) { SpecieStats inst = new SpecieStats(); specieStatsArr[i] = inst; inst._meanFitness = _specieList[i].CalcMeanFitness(); totalMeanFitness += inst._meanFitness; } // Calculate the new target size of each specie using fitness sharing. // Keep a total of all allocated target sizes, typically this will vary slightly from the // overall target population size due to rounding of each real/fractional target size. int totalTargetSizeInt = 0; if (0.0 == totalMeanFitness) { // Handle specific case where all genomes/species have a zero fitness. // Assign all species an equal targetSize. double targetSizeReal = (double)_populationSize / (double)specieCount; for (int i = 0; i < specieCount; i++) { SpecieStats inst = specieStatsArr[i]; inst._targetSizeReal = targetSizeReal; // Stochastic rounding will result in equal allocation if targetSizeReal is a whole // number, otherwise it will help to distribute allocations evenly. inst._targetSizeInt = (int)Utilities.ProbabilisticRound(targetSizeReal, _rng); // Total up discretized target sizes. totalTargetSizeInt += inst._targetSizeInt; } } else { // The size of each specie is based on its fitness relative to the other species. for (int i = 0; i < specieCount; i++) { SpecieStats inst = specieStatsArr[i]; inst._targetSizeReal = (inst._meanFitness / totalMeanFitness) * (double)_populationSize; // Discretize targetSize (stochastic rounding). inst._targetSizeInt = (int)Utilities.ProbabilisticRound(inst._targetSizeReal, _rng); // Total up discretized target sizes. totalTargetSizeInt += inst._targetSizeInt; } } // Discretized target sizes may total up to a value that is not equal to the required overall population // size. Here we check this and if there is a difference then we adjust the specie's targetSizeInt values // to compensate for the difference. // // E.g. If we are short of the required populationSize then we add the required additional allocation to // selected species based on the difference between each specie's targetSizeReal and targetSizeInt values. // What we're effectively doing here is assigning the additional required target allocation to species based // on their real target size in relation to their actual (integer) target size. // Those species that have an actual allocation below there real allocation (the difference will often // be a fractional amount) will be assigned extra allocation probabilistically, where the probability is // based on the differences between real and actual target values. // // Where the actual target allocation is higher than the required target (due to rounding up), we use the same // method but we adjust specie target sizes down rather than up. int targetSizeDeltaInt = totalTargetSizeInt - _populationSize; if (targetSizeDeltaInt < 0) { // Check for special case. If we are short by just 1 then increment targetSizeInt for the specie containing // the best genome. We always ensure that this specie has a minimum target size of 1 with a final test (below), // by incrementing here we avoid the probabilistic allocation below followed by a further correction if // the champ specie ended up with a zero target size. if (-1 == targetSizeDeltaInt) { specieStatsArr[_bestSpecieIdx]._targetSizeInt++; } else { // We are short of the required populationSize. Add the required additional allocations. // Determine each specie's relative probability of receiving additional allocation. double[] probabilities = new double[specieCount]; for (int i = 0; i < specieCount; i++) { SpecieStats inst = specieStatsArr[i]; probabilities[i] = Math.Max(0.0, inst._targetSizeReal - (double)inst._targetSizeInt); } // Use a built in class for choosing an item based on a list of relative probabilities. RouletteWheelLayout rwl = new RouletteWheelLayout(probabilities); // Probabilistically assign the required number of additional allocations. // ENHANCEMENT: We can improve the allocation fairness by updating the RouletteWheelLayout // after each allocation (to reflect that allocation). // targetSizeDeltaInt is negative, so flip the sign for code clarity. targetSizeDeltaInt *= -1; for (int i = 0; i < targetSizeDeltaInt; i++) { int specieIdx = RouletteWheel.SingleThrow(rwl, _rng); specieStatsArr[specieIdx]._targetSizeInt++; } } } else if (targetSizeDeltaInt > 0) { // We have overshot the required populationSize. Adjust target sizes down to compensate. // Determine each specie's relative probability of target size downward adjustment. double[] probabilities = new double[specieCount]; for (int i = 0; i < specieCount; i++) { SpecieStats inst = specieStatsArr[i]; probabilities[i] = Math.Max(0.0, (double)inst._targetSizeInt - inst._targetSizeReal); } // Use a built in class for choosing an item based on a list of relative probabilities. RouletteWheelLayout rwl = new RouletteWheelLayout(probabilities); // Probabilistically decrement specie target sizes. // ENHANCEMENT: We can improve the selection fairness by updating the RouletteWheelLayout // after each decrement (to reflect that decrement). for (int i = 0; i < targetSizeDeltaInt;) { int specieIdx = RouletteWheel.SingleThrow(rwl, _rng); // Skip empty species. This can happen because the same species can be selected more than once. if (0 != specieStatsArr[specieIdx]._targetSizeInt) { specieStatsArr[specieIdx]._targetSizeInt--; i++; } } } // We now have Sum(_targetSizeInt) == _populationSize. Debug.Assert(SumTargetSizeInt(specieStatsArr) == _populationSize); // TODO: Better way of ensuring champ species has non-zero target size? // However we need to check that the specie with the best genome has a non-zero targetSizeInt in order // to ensure that the best genome is preserved. A zero size may have been allocated in some pathological cases. if (0 == specieStatsArr[_bestSpecieIdx]._targetSizeInt) { specieStatsArr[_bestSpecieIdx]._targetSizeInt++; // Adjust down the target size of one of the other species to compensate. // Pick a specie at random (but not the champ specie). Note that this may result in a specie with a zero // target size, this is OK at this stage. We handle allocations of zero in PerformOneGeneration(). int idx = RouletteWheel.SingleThrowEven(specieCount - 1, _rng); idx = idx == _bestSpecieIdx ? idx + 1 : idx; if (specieStatsArr[idx]._targetSizeInt > 0) { specieStatsArr[idx]._targetSizeInt--; } else { // Scan forward from this specie to find a suitable one. bool done = false; idx++; for (; idx < specieCount; idx++) { if (idx != _bestSpecieIdx && specieStatsArr[idx]._targetSizeInt > 0) { specieStatsArr[idx]._targetSizeInt--; done = true; break; } } // Scan forward from start of species list. if (!done) { for (int i = 0; i < specieCount; i++) { if (i != _bestSpecieIdx && specieStatsArr[i]._targetSizeInt > 0) { specieStatsArr[i]._targetSizeInt--; done = true; break; } } if (!done) { throw new SharpNeatException("CalcSpecieStats(). Error adjusting target population size down. Is the population size less than or equal to the number of species?"); } } } } // Now determine the eliteSize for each specie. This is the number of genomes that will remain in a // specie from the current generation and is a proportion of the specie's current size. // Also here we calculate the total number of offspring that will need to be generated. offspringCount = 0; for (int i = 0; i < specieCount; i++) { // Special case - zero target size. if (0 == specieStatsArr[i]._targetSizeInt) { specieStatsArr[i]._eliteSizeInt = 0; continue; } // Discretize the real size with a probabilistic handling of the fractional part. double eliteSizeReal = _specieList[i].GenomeList.Count * _eaParams.ElitismProportion; int eliteSizeInt = (int)Utilities.ProbabilisticRound(eliteSizeReal, _rng); // Ensure eliteSizeInt is no larger than the current target size (remember it was calculated // against the current size of the specie not its new target size). SpecieStats inst = specieStatsArr[i]; inst._eliteSizeInt = Math.Min(eliteSizeInt, inst._targetSizeInt); // Ensure the champ specie preserves the champ genome. We do this even if the targetsize is just 1 // - which means the champ genome will remain and no offspring will be produced from it, apart from // the (usually small) chance of a cross-species mating. if (i == _bestSpecieIdx && inst._eliteSizeInt == 0) { Debug.Assert(inst._targetSizeInt != 0, "Zero target size assigned to champ specie."); inst._eliteSizeInt = 1; } // Now we can determine how many offspring to produce for the specie. inst._offspringCount = inst._targetSizeInt - inst._eliteSizeInt; offspringCount += inst._offspringCount; // While we're here we determine the split between asexual and sexual reproduction. Again using // some probabilistic logic to compensate for any rounding bias. double offspringAsexualCountReal = (double)inst._offspringCount * _eaParams.OffspringAsexualProportion; inst._offspringAsexualCount = (int)Utilities.ProbabilisticRound(offspringAsexualCountReal, _rng); inst._offspringSexualCount = inst._offspringCount - inst._offspringAsexualCount; // Also while we're here we calculate the selectionSize. The number of the specie's fittest genomes // that are selected from to create offspring. This should always be at least 1. double selectionSizeReal = _specieList[i].GenomeList.Count * _eaParams.SelectionProportion; inst._selectionSizeInt = Math.Max(1, (int)Utilities.ProbabilisticRound(selectionSizeReal, _rng)); } return(specieStatsArr); }
private void produceOffspring() { double[] offspringCount = new double[LEEAParams.SPECIESCOUNT]; // generate species-specific genome lists List <QEAGenome>[] speciesGenomes = new List <QEAGenome> [LEEAParams.SPECIESCOUNT]; for (int i = 0; i < LEEAParams.SPECIESCOUNT; i++) { speciesGenomes[i] = new List <QEAGenome>(); } for (int i = 0; i < genomeList.Count; i++) { speciesGenomes[genomeList[i].Species].Add(genomeList[i]); } // determine offspring count for each species if (LEEAParams.SPECIESCOUNT == 1) { offspringCount[0] = LEEAParams.POPSIZE; } else { double[] specieFitness = new double[LEEAParams.SPECIESCOUNT]; // calculate species stats to determine how many offspring each species is granted for (int i = 0; i < LEEAParams.SPECIESCOUNT; i++) { for (int j = 0; j < speciesGenomes[i].Count; j++) { specieFitness[i] += speciesGenomes[i][j].Fitness; } if (speciesGenomes[i].Count != 0) { specieFitness[i] /= speciesGenomes[i].Count; } } for (int i = 0; i < LEEAParams.SPECIESCOUNT; i++) { offspringCount[i] = Math.Round(LEEAParams.POPSIZE * specieFitness[i] / specieFitness.Sum()); } // rounding error could leave us a few short or long of the pop size, trim or fill to reach population size RouletteWheelLayout rwl = new RouletteWheelLayout(offspringCount); while (offspringCount.Sum() > LEEAParams.POPSIZE) { int index = RouletteWheel.SingleThrow(rwl, r); if (offspringCount[index] > 1) { offspringCount[index]--; } } while (offspringCount.Sum() < LEEAParams.POPSIZE) { int index = RouletteWheel.SingleThrow(rwl, r); offspringCount[index]++; } } List <QEAGenome> newGeneration = new List <QEAGenome>(); // generate offspring for each species // parallelism doesn't work if speciescount = 1 here! for (int i = 0; i < LEEAParams.SPECIESCOUNT; i++) { if (offspringCount[i] > 0) { // sort the genome list by fitness Comparison <QEAGenome> comparison = (x, y) => y.Fitness.CompareTo(x.Fitness); speciesGenomes[i].Sort(comparison); // determine the top X individuals that we will select from int selectionNumber = (int)(speciesGenomes[i].Count * LEEAParams.SELECTIONPROPORTION); if (selectionNumber == 0) { selectionNumber = 1; } // build list of probabilities based on fitness double[] probabilities = new double[selectionNumber]; for (int j = 0; j < probabilities.Length; j++) { probabilities[j] = speciesGenomes[i][j].Fitness; } RouletteWheelLayout rw = new RouletteWheelLayout(probabilities); // build a list of matings to be performed. This must be done outside of the parallelized section. int[][] matings = new int[(int)offspringCount[i]][]; for (int j = 0; j < matings.Length; j++) { matings[j] = new int[2]; // select main parent int index = RouletteWheel.SingleThrow(rw, r); if (r.NextDouble() < LEEAParams.SEXPROPORTION && probabilities.Length > 1) // can't have sexual reproduction if this species only has a single member { matings[j][0] = index; int parent2 = index; while (parent2 == index) { parent2 = RouletteWheel.SingleThrow(rw, r); } matings[j][1] = parent2; } else { matings[j][0] = index; matings[j][1] = int.MinValue; } } Parallel.For(0, matings.Length, po, j => //for (int j = 0; j < matings.Length; j++) { // mutate QEAGenome child; if (matings[j][1] > int.MinValue) { // sexual reproduction child = speciesGenomes[i][matings[j][0]].createOffspring(speciesGenomes[i][matings[j][1]]); child.Fitness = (speciesGenomes[i][matings[j][0]].Fitness + speciesGenomes[i][matings[j][1]].Fitness) / 2; } else { child = speciesGenomes[i][matings[j][0]].createOffspring(); child.Fitness = speciesGenomes[i][matings[j][0]].Fitness; } lock (newGeneration) { newGeneration.Add(child); } }); } } // encourage the garbage collector to free up some memory foreach (QEAGenome g in genomeList) { g.weights = null; } genomeList = null; genomeList = newGeneration; }
/// <summary> /// Initialize the list. Call this after all items have been aded to the list. This /// creates a RouletteWheelLayout based upon the activation probability of each item /// in the list. /// </summary> public void Initialize() { _rouletteWheelLayout = CreateRouletteWheelLayout(); }