mirror of
https://github.com/ethereum/solidity
synced 2023-10-03 13:03:40 +00:00
143 lines
5.0 KiB
C++
143 lines
5.0 KiB
C++
/*
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This file is part of solidity.
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solidity is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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solidity is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with solidity. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* Contains an abstract base class representing a genetic algorithm and its concrete implementations.
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*/
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#pragma once
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#include <tools/yulPhaser/Population.h>
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namespace solidity::phaser
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{
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/**
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* Abstract base class for genetic algorithms.
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* The main feature is the @a runNextRound() method that executes one round of the algorithm,
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* on the supplied population.
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*/
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class GeneticAlgorithm
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{
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public:
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GeneticAlgorithm() {}
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GeneticAlgorithm(GeneticAlgorithm const&) = delete;
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GeneticAlgorithm& operator=(GeneticAlgorithm const&) = delete;
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virtual ~GeneticAlgorithm() = default;
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/// The method that actually implements the algorithm. Should use @a m_population as input and
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/// replace it with the updated state after the round.
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virtual Population runNextRound(Population _population) = 0;
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};
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/**
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* Completely random genetic algorithm,
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*
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* The algorithm simply replaces the worst chromosomes with entirely new ones, generated
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* randomly and not based on any member of the current population. Only a constant proportion of the
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* chromosomes (the elite) is preserved in each round.
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*
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* Preserves the size of the population. You can use @a elitePoolSize to make the algorithm
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* generational (replacing most members in each round) or steady state (replacing only one member).
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* Both versions are equivalent in terms of the outcome but the generational one converges in a
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* smaller number of rounds while the steady state one does less work per round. This may matter
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* in case of metrics that take a long time to compute though in case of this particular
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* algorithm the same result could also be achieved by simply making the population smaller.
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*/
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class RandomAlgorithm: public GeneticAlgorithm
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{
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public:
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struct Options
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{
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double elitePoolSize; ///< Percentage of the population treated as the elite
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size_t minChromosomeLength; ///< Minimum length of newly generated chromosomes
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size_t maxChromosomeLength; ///< Maximum length of newly generated chromosomes
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bool isValid() const
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{
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return (
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0 <= elitePoolSize && elitePoolSize <= 1.0 &&
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minChromosomeLength <= maxChromosomeLength
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);
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}
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};
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explicit RandomAlgorithm(Options const& _options):
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m_options(_options)
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{
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assert(_options.isValid());
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}
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Options const& options() const { return m_options; }
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Population runNextRound(Population _population) override;
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private:
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Options m_options;
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};
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/**
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* A generational, elitist genetic algorithm that replaces the population by mutating and crossing
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* over chromosomes from the elite.
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*
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* The elite consists of individuals not included in the crossover and mutation pools.
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* The crossover operator used is @a randomPointCrossover. The mutation operator is randomly chosen
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* from three possibilities: @a geneRandomisation, @a geneDeletion or @a geneAddition (with
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* configurable probabilities). Each mutation also has a parameter determining the chance of a gene
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* being affected by it.
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*/
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class GenerationalElitistWithExclusivePools: public GeneticAlgorithm
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{
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public:
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struct Options
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{
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double mutationPoolSize; ///< Percentage of population to regenerate using mutations in each round.
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double crossoverPoolSize; ///< Percentage of population to regenerate using crossover in each round.
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double randomisationChance; ///< The chance of choosing @a geneRandomisation as the mutation to perform
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double deletionVsAdditionChance; ///< The chance of choosing @a geneDeletion as the mutation if randomisation was not chosen.
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double percentGenesToRandomise; ///< The chance of any given gene being mutated in gene randomisation.
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double percentGenesToAddOrDelete; ///< The chance of a gene being added (or deleted) in gene addition (or deletion).
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bool isValid() const
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{
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return (
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0 <= mutationPoolSize && mutationPoolSize <= 1.0 &&
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0 <= crossoverPoolSize && crossoverPoolSize <= 1.0 &&
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0 <= randomisationChance && randomisationChance <= 1.0 &&
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0 <= deletionVsAdditionChance && deletionVsAdditionChance <= 1.0 &&
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0 <= percentGenesToRandomise && percentGenesToRandomise <= 1.0 &&
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0 <= percentGenesToAddOrDelete && percentGenesToAddOrDelete <= 1.0 &&
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mutationPoolSize + crossoverPoolSize <= 1.0
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);
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}
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};
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GenerationalElitistWithExclusivePools(Options const& _options):
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m_options(_options)
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{
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assert(_options.isValid());
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}
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Options const& options() const { return m_options; }
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Population runNextRound(Population _population) override;
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private:
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Options m_options;
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};
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}
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