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particle32.go
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package pso
import "math/rand"
type particle struct {
rng *rand.Rand
mode Mode
source rand.Source
fitness float32
position []float32
indvbest []float32
velocity []float32
inertia float32
alpha float32
vmax float32
}
func createparticle(maxv, minxstart, maxxstart, maxalpha, maxinertia float32, dims int, seed int64, max bool) particle {
source := rand.NewSource(seed)
rng := rand.New(source)
position := make([]float32, dims)
indvbest := make([]float32, dims)
velocity := make([]float32, dims)
var val float32
for i := range position {
val = ((maxxstart - minxstart) * rng.Float32()) + minxstart
position[i] = val
indvbest[i] = val
velocity[i] = rng.Float32() * maxv
}
var fitness float32
if max {
fitness = -9999999
} else {
fitness = 9999999
}
return particle{
rng: rng,
source: source,
fitness: fitness,
position: position,
indvbest: indvbest,
velocity: velocity,
inertia: rng.Float32() * maxinertia,
alpha: rng.Float32() * maxalpha,
}
}
func (p *particle) isbest(fitness float32, max bool) {
switch max {
case true:
if fitness > p.fitness {
p.fitness = fitness
copy(p.indvbest, p.position)
}
default:
if fitness < p.fitness {
p.fitness = fitness
copy(p.indvbest, p.position)
}
}
}
func (p *particle) reset(maxv, minxstart, maxxstart, maxalpha, maxinertia float32) {
var val float32
for i := range p.position {
val = ((maxxstart - minxstart) * p.rng.Float32()) + minxstart
p.position[i] = val
p.indvbest[i] = val
p.velocity[i] = p.rng.Float32() * maxv
}
p.alpha = p.rng.Float32() * maxalpha
p.inertia = p.rng.Float32() * maxinertia
}
//Update will update velocities,and position
func (p *particle) update(mode Mode, cognative, social, vmax, constriction float32, globalbest []float32) {
switch mode {
case p.mode.Vanilla():
p.vanilla(cognative, social, vmax, globalbest)
case p.mode.ConstantInertia():
p.constant(cognative, social, vmax, globalbest)
case p.mode.InertiaReduction():
p.linearinertiareduce(cognative, social, vmax, globalbest)
case p.mode.Constriction():
p.constriction(cognative, social, vmax, constriction, globalbest)
case p.mode.DynamicInertiaMaxVelReduction():
p.dimvr(cognative, social, vmax, globalbest)
//case p.mflg.SocialPressure():
}
}
func (p *particle) dimvr(cognative, social, vmaxgamma float32, globalbest []float32) {
min := float32(999999999)
max := float32(-99999999)
for i := range p.velocity {
p.velocity[i] = p.inertia*p.velocity[i] + cognative*p.rng.Float32()*(p.indvbest[i]-p.position[i]) + social*p.rng.Float32()*(globalbest[i]-p.position[i])
if p.position[i] < min {
min = p.position[i]
}
if p.position[i] > max {
max = p.position[i]
}
}
vmax := vmaxgamma * (max - min)
for i := range p.velocity {
p.velocity[i] = minmagnitudef32(p.velocity[i], vmax)
p.position[i] += p.velocity[i]
}
}
func (p *particle) linearinertiareduce(cognative, social, vmax float32, globalbest []float32) {
for i := range p.velocity {
p.velocity[i] = (p.inertia * p.velocity[i]) + cognative*p.rng.Float32()*(p.indvbest[i]-p.position[i]) + social*p.rng.Float32()*(globalbest[i]-p.position[i])
p.velocity[i] = minmagnitudef32(p.velocity[i], vmax)
p.position[i] += p.velocity[i]
}
p.inertia *= p.alpha
}
func (p *particle) vanilla(cognative, social, vmax float32, globalbest []float32) {
for i := range p.velocity {
p.velocity[i] += +cognative*p.rng.Float32()*(p.indvbest[i]-p.position[i]) + social*p.rng.Float32()*(globalbest[i]-p.position[i])
p.velocity[i] = minmagnitudef32(p.velocity[i], vmax)
p.position[i] += p.velocity[i]
}
}
func (p *particle) constant(cognative, social, vmax float32, globalbest []float32) {
for i := range p.velocity {
p.velocity[i] = (p.inertia * p.velocity[i]) + (cognative * p.rng.Float32() * (p.indvbest[i] - p.position[i])) + (social * p.rng.Float32() * (globalbest[i] - p.position[i]))
p.velocity[i] = minmagnitudef32(p.velocity[i], vmax)
p.position[i] += p.velocity[i]
}
}
func (p *particle) constriction(cognative, social, vmax, constriction float32, globalbest []float32) {
for i := range p.velocity {
p.velocity[i] = constriction * (p.velocity[i] + cognative*p.rng.Float32()*(p.indvbest[i]-p.position[i]) + social*p.rng.Float32()*(globalbest[i]-p.position[i]))
p.velocity[i] = minmagnitudef32(p.velocity[i], vmax)
p.position[i] += p.velocity[i]
}
}
func minmagnitudef32(v, vmax float32) float32 {
if v < 0 {
if vmax < (-v) {
return -vmax
}
return v
}
if vmax < v {
return vmax
}
return v
}