JBoss.orgCommunity Documentation
Move
and Neighborhood IntroductionMoveSelector
sSelector
FeaturesCacheType
: Create Moves Ahead of Time or Just In TimeCacheType
and SelectionOrder
A Move
is a change (or set of changes) from a solution A to a solution B. For example,
the move below changes queen C
from row 0
to row
2
:
The new solution is called a neighbor of the original solution, because it can be
reached in a single Move
. Although a single move can change multiple queens, the neighbors of a
solution should always be a very small subset of all possible solutions. For example, on that original solution,
these are all possible changeMove
's:
If we ignore the 4 changeMove
's that have not impact and are therefore not doable, we can
see that number of moves is n * (n - 1) = 12
. This is far less than the number of possible
solutions, which is n ^ n = 256
. As the problem scales out, the number of possible moves
increases far less than the number of possible solutions.
Yet, in 4 changeMove
's or less we can reach any solution. For example we can reach a very
different solution in 3 changeMove
's:
There are many other types of moves besides changeMove
's. Many move types are included
out-of-the-box, but you can also implement custom moves.
A Move
can affect multiple entities or even create/delete entities. But it must not
change the problem facts.
All optimization algorithms use Move
's to transition from one solution to a neighbor
solution. Therefore, all the optimization algorithms are confronted with Move
selection: the
craft of creating and iterating moves efficiently and the art of finding the most promising subset of random moves
to evaluate first.
A MoveSelector
's main function is to create Iterator<Move>
when
needed. An optimization algorithm will iterate through a subset of those moves.
Here's an example how to configure a changeMoveSelector
for the optimization algorithm
Local Search:
<localSearch>
<changeMoveSelector/>
...
</localSearch>
Out of the box, this works and all properties of the changeMoveSelector
are defaulted
sensibly (unless that fails fast due to ambiguity). On the other hand, the configuration can be customized
significantly for specific use cases. For example: you might want to configure a filter to discard pointless
moves.
To create a Move
, a MoveSelector
needs to select 1 or more planning
entities and/or planning values to move. Just like MoveSelector
s,
EntitySelector
s and ValueSelector
s need to support a similar feature set
(such as scalable just-in-time selection). Therefore, they all implement a common interface
Selector
and they are configured similarly.
A MoveSelector is often composed out of EntitySelector
s,
ValueSelector
s or even other MoveSelector
s, which can be configured
individually if desired:
<unionMoveSelector>
<changeMoveSelector>
<entitySelector>
...
</entitySelector>
<valueSelector>
...
</valueSelector>
...
</changeMoveSelector>
<swapMoveSelector>
...
</swapMoveSelector>
</unionMoveSelector>
Together, this structure forms a Selector
tree:
The root of this tree is a MoveSelector
which is injected into the optimization algorithm
implementation to be (partially) iterated in every step.
For 1 planning variable, the ChangeMove
selects 1 planning entity and 1 planning value
and assigns the entity's variable to that value.
Simplest configuration:
<changeMoveSelector/>
If there are multiple entity classes or multiple planning variables for 1 entity class, a simple
configuration will automatically unfold into a union of
ChangeMove
selectors for every planning variable.
Advanced configuration:
<changeMoveSelector>
... <!-- Normal selector properties -->
<entitySelector>
<entityClass>...Lecture</entityClass>
...
</entitySelector>
<valueSelector>
<variableName>room</variableName>
...
<nearbySelection>...</nearbySelection>
</valueSelector>
</changeMoveSelector>
A ChangeMove
is the finest grained move.
Almost every moveSelector
configuration injected into a metaheuristic algorithm should
include a changeMoveSelector or a custom implementation. This guarantees that every possible
Solution
can be reached through applying a number of moves in sequence (not taking score traps into account). Of course, normally it is unioned with other, more coarse
grained move selectors.
The SwapMove
selects 2 different planning entities and swaps the planning values of all
their planning variables.
Although a SwapMove
on a single variable is essentially just 2
ChangeMove
s, it's often the winning step where the first of the 2
ChangeMove
s would not be the winning step because it leaves the solution in a state with broken
hard constraints. For example: swapping the room of 2 lectures doesn't bring the solution in a intermediate state
where both lectures are in the same room which breaks a hard constraint.
Simplest configuration:
<swapMoveSelector/>
If there are multiple entity classes, a simple configuration will automatically unfold into a union of SwapMove
selectors for every entity class.
Advanced configuration:
<swapMoveSelector>
... <!-- Normal selector properties -->
<entitySelector>
<entityClass>...Lecture</entityClass>
...
</entitySelector>
<secondaryEntitySelector>
<entityClass>...Lecture</entityClass>
...
<nearbySelection>...</nearbySelection>
</secondaryEntitySelector>
<variableNameInclude>room</variableNameInclude>
<variableNameInclude>...</variableNameInclude>
</swapMoveSelector>
The secondaryEntitySelector
is rarely needed: if it is not specified, entities from the
same entitySelector
are swapped.
If one or more variableNameInclude
properties are specified, not all planning variables
will be swapped, but only those specified. For example for course scheduling, specifying only
variableNameInclude
room will make it only swap room, not period.
A pillar is a set of planning entities which have the same planning value(s) for their
planning variable(s). The PillarChangeMove
selects 1 entity pillar (or subset of those) and
changes the value of 1 variable (which is the same for all entities) to another value.
In the example above, queen A and C have the same value (row 0) and are moved to row 2. Also the yellow and blue process have the same value (computer Y) and are moved to computer X.
Simplest configuration:
<pillarChangeMoveSelector/>
Advanced configuration:
<pillarSwapMoveSelector>
... <!-- Normal selector properties -->
<pillarSelector>
<entitySelector>
<entityClass>...Lecture</entityClass>
...
</entitySelector>
<subPillarEnabled>true</subPillarEnabled>
<minimumSubPillarSize>1</minimumSubPillarSize>
<maximumSubPillarSize>1000</maximumSubPillarSize>
</pillarSelector>
<valueSelector>
<variableName>room</variableName>
...
</valueSelector>
</pillarSwapMoveSelector>
A sub pillar is a subset of entities that share the same value(s) for their variable(s). For example if
queen A, B, C and D are all located on row 0, they are a pillar and [A, D]
is one of the many
sub pillars. If subPillarEnabled
(defaults to true
) is false, no sub pillars
are selected. If sub pillars are enabled, the pillar itself is also included and the properties
minimumSubPillarSize
(defaults to 1
) and
maximumSubPillarSize
(defaults to infinity
) limit the size of the selected
(sub) pillar.
The number of sub pillars of a pillar is exponential to the size of the pillar. For example a pillar of
size 32 has (2^32 - 1)
subpillars. Therefore a pillarSelector
only
supports JIT random selection (which is the default).
The other properties are explained in changeMoveSelector.
A pillar is a set of planning entities which have the same planning value(s) for their
planning variable(s). The PillarSwapMove
selects 2 different entity pillars and swaps the
values of all their variables for all their entities.
Simplest configuration:
<pillarSwapMoveSelector/>
Advanced configuration:
<pillarSwapMoveSelector>
... <!-- Normal selector properties -->
<pillarSelector>
<entitySelector>
<entityClass>...Lecture</entityClass>
...
</entitySelector>
<subPillarEnabled>true</subPillarEnabled>
<minimumSubPillarSize>1</minimumSubPillarSize>
<maximumSubPillarSize>1000</maximumSubPillarSize>
</pillarSelector>
<secondaryPillarSelector>
<entitySelector>
...
</entitySelector>
...
</secondaryPillarSelector>
<variableNameInclude>room</variableNameInclude>
<variableNameInclude>...</variableNameInclude>
</pillarSwapMoveSelector>
The secondaryPillarSelector
is rarely needed: if it is not specified, entities from the
same pillarSelector
are swapped.
The other properties are explained in swapMoveSelector and pillarChangeMoveSelector.
A tailChain is a set of planning entities with a chained planning variable which form a
last part of a chain. The tailChainSwapMove
selects a tail chain and swaps it with the tail
chain of another planning value (in a different or the same anchor chain). If the targeted planning value, doesn't
have a tail chain, it swaps with nothing (resulting in a change like move). If it occurs within the same anchor
chain, a partial chain reverse occurs. In academic papers, this is often called a 2-opt move.
Simplest configuration:
<tailChainSwapMoveSelector/>
Advanced configuration:
<subChainChangeMoveSelector>
... <!-- Normal selector properties -->
<entitySelector>
<entityClass>...Customer</entityClass>
...
</entitySelector>
<valueSelector>
<variableName>previousStandstill</variableName>
...
<nearbySelection>...</nearbySelection>
</valueSelector>
</subChainChangeMoveSelector>
The entitySelector
selects the start of the tail chain that is being moved. The
valueSelector selects to where that tail chain is moved. If it has a tail chain itself, that is moved to the
location of the original tail chain. It uses a valueSelector
instead of a
secondaryEntitySelector
to be able to include all possible 2opt moves (such as moving to the
end of a tail) and to work correctly with nearby selection (because of
asymmetric distances and also swapped entity distance gives an incorrect selection probability).
Although subChainChangeMoveSelector
and subChainSwapMoveSelector
include almost every possible tailChainSwapMove
, experiments have shown that focusing on
tailChainSwapMove
s increases efficiency.
A subChain is a set of planning entities with a chained planning variable which form
part of a chain. The subChainChangeMoveSelector
selects a subChain and moves it to another
place (in a different or the same anchor chain).
Simplest configuration:
<subChainChangeMoveSelector/>
Advanced configuration:
<subChainChangeMoveSelector>
... <!-- Normal selector properties -->
<entityClass>...Customer</entityClass>
<subChainSelector>
<valueSelector>
<variableName>previousStandstill</variableName>
...
</valueSelector>
<minimumSubChainSize>2</minimumSubChainSize>
<maximumSubChainSize>40</maximumSubChainSize>
</subChainSelector>
<valueSelector>
<variableName>previousStandstill</variableName>
...
</valueSelector>
<selectReversingMoveToo>true</selectReversingMoveToo>
</subChainChangeMoveSelector>
The subChainSelector
selects a number of entities, no less than
minimumSubChainSize
(defaults to 1
) and no more than
maximumSubChainSize
(defaults to infinity
).
If minimumSubChainSize
is 1
(which is the default), this selector
might select the same move as a ChangeMoveSelector
, at a far lower selection probability
(because each move type has the same selection chance by default (not every move instance)
and there are far more SubChainChangeMove
instances than ChangeMove
instances). However, don't just remove the ChangeMoveSelector
, because experiments show that
it's good to focus on ChangeMove
s.
Furthermore, in a SubChainSwapMoveSelector
, setting
minimumSubChainSize
prevents swapping a subchain of size 1
with a subchain
of at least size 2
.
The selectReversingMoveToo
property (defaults to true) enables selecting the reverse of
every subchain too.
The subChainSwapMoveSelector
selects 2 different subChains and moves them to another
place in a different or the same anchor chain.
Simplest configuration:
<subChainSwapMoveSelector/>
Advanced configuration:
<subChainSwapMoveSelector>
... <!-- Normal selector properties -->
<entityClass>...Customer</entityClass>
<subChainSelector>
<valueSelector>
<variableName>previousStandstill</variableName>
...
</valueSelector>
<minimumSubChainSize>2</minimumSubChainSize>
<maximumSubChainSize>40</maximumSubChainSize>
</subChainSelector>
<secondarySubChainSelector>
<valueSelector>
<variableName>previousStandstill</variableName>
...
</valueSelector>
<minimumSubChainSize>2</minimumSubChainSize>
<maximumSubChainSize>40</maximumSubChainSize>
</secondarySubChainSelector>
<selectReversingMoveToo>true</selectReversingMoveToo>
</subChainSwapMoveSelector>
The secondarySubChainSelector
is rarely needed: if it is not specified, entities from the
same subChainSelector
are swapped.
The other properties are explained in subChainChangeMoveSelector.
A unionMoveSelector
selects a Move
by selecting 1 of its
MoveSelector
children to supply the next Move
.
Simplest configuration:
<unionMoveSelector>
<...MoveSelector/>
<...MoveSelector/>
<...MoveSelector/>
...
</unionMoveSelector>
Advanced configuration:
<unionMoveSelector>
... <!-- Normal selector properties -->
<selectorProbabilityWeightFactoryClass>...ProbabilityWeightFactory</selectorProbabilityWeightFactoryClass>
<changeMoveSelector>
<fixedProbabilityWeight>...</fixedProbabilityWeight>
...
</changeMoveSelector>
<swapMoveSelector>
<fixedProbabilityWeight>...</fixedProbabilityWeight>
...
</swapMoveSelector>
<...MoveSelector>
<fixedProbabilityWeight>...</fixedProbabilityWeight>
...
</...MoveSelector>
...
</unionMoveSelector>
The selectorProbabilityWeightFactory
determines in selectionOrder
RANDOM
how often a MoveSelector
child is selected to supply the next Move.
By default, each MoveSelector
child has the same chance of being selected.
Change the fixedProbabilityWeight
of such a child to select it more often. For example,
the unionMoveSelector
can return a SwapMove
twice as often as a
ChangeMove
:
<unionMoveSelector>
<changeMoveSelector>
<fixedProbabilityWeight>1.0</fixedProbabilityWeight>
...
</changeMoveSelector>
<swapMoveSelector>
<fixedProbabilityWeight>2.0</fixedProbabilityWeight>
...
</swapMoveSelector>
</unionMoveSelector>
The number of possible ChangeMove
s is very different from the number of possible
SwapMove
s and furthermore it's problem dependent. To give each individual
Move
the same selection chance (as opposed to each MoveSelector
), use the
FairSelectorProbabilityWeightFactory
:
<unionMoveSelector>
<selectorProbabilityWeightFactoryClass>org.optaplanner.core.impl.heuristic.selector.common.decorator.FairSelectorProbabilityWeightFactory</selectorProbabilityWeightFactoryClass>
<changeMoveSelector/>
<swapMoveSelector/>
</unionMoveSelector>
A cartesianProductMoveSelector
selects a new CompositeMove
. It builds
that CompositeMove
by selecting 1 Move
per MoveSelector
child and adding it to the CompositeMove
.
Simplest configuration:
<cartesianProductMoveSelector>
<...MoveSelector/>
<...MoveSelector/>
<...MoveSelector/>
...
</cartesianProductMoveSelector>
Advanced configuration:
<cartesianProductMoveSelector>
... <!-- Normal selector properties -->
<ignoreEmptyChildIterators>true</ignoreEmptyChildIterators>
<changeMoveSelector>
...
</changeMoveSelector>
<swapMoveSelector>
...
</swapMoveSelector>
<...MoveSelector>
...
</...MoveSelector>
...
</cartesianProductMoveSelector>
The ignoreEmptyChildIterators
property (true by default) will ignore every empty
childMoveSelector
to avoid returning no moves. For example: a cartesian product of
changeMoveSelector
A and B, for which B is empty (because all it's entities are immovable)
returns no move if ignoreEmptyChildIterators
is false
and the moves of A if
ignoreEmptyChildIterators
is true
.
Simplest configuration:
<entitySelector/>
Advanced configuration:
<entitySelector>
... <!-- Normal selector properties -->
<entityClass>org.optaplanner.examples.curriculumcourse.domain.Lecture</entityClass>
</entitySelector>
The entityClass
property is only required if it cannot be deduced automatically because
there are multiple entity classes.
Simplest configuration:
<valueSelector/>
Advanced configuration:
<valueSelector>
... <!-- Normal selector properties -->
<variableName>room</variableName>
</valueSelector>
The variableName
property is only required if it cannot be deduced automatically because
there are multiple variables (for the related entity class).
In exotic Construction Heuristic configurations, the entityClass
from the
EntitySelector
sometimes needs to be downcasted, which can be done with the property
downcastEntityClass
:
<valueSelector>
<downcastEntityClass>...LeadingExam</downcastEntityClass>
<variableName>period</variableName>
</valueSelector>
If a selected entity cannot be downcasted, the ValueSelector
is empty for that
entity.
A Selector
's cacheType
determines when a selection (such as a
Move
, an entity, a value, ...) is created and how long it lives.
Almost every Selector
supports setting a cacheType
:
<changeMoveSelector>
<cacheType>PHASE</cacheType>
...
</changeMoveSelector>
The following cacheType
s are supported:
JUST_IN_TIME
(default): Not cached. Construct each selection
(Move
, ...) just before it's used. This scales up well in memory footprint.
STEP
: Cached. Create each selection (Move
, ...) at the beginning
of a step and cache them in a list for the remainder of the step. This scales up badly in memory
footprint.
PHASE
: Cached. Create each selection (Move
, ...) at the beginning
of a solver phase and cache them in a list for the remainder of the phase. Some selections cannot be phase
cached because the list changes every step. This scales up badly in memory footprint, but has a slight
performance gain.
SOLVER
: Cached. Create each selection (Move
, ...) at the beginning
of a Solver
and cache them in a list for the remainder of the Solver
.
Some selections cannot be solver cached because the list changes every step. This scales up badly in memory
footprint, but has a slight performance gain.
A cacheType
can be set on composite selectors too:
<unionMoveSelector>
<cacheType>PHASE</cacheType>
<changeMoveSelector/>
<swapMoveSelector/>
...
</unionMoveSelector>
Nested selectors of a cached selector cannot be configured to be cached themselves, unless it's a higher
cacheType
. For example: a STEP
cached unionMoveSelector
can hold a PHASE
cached changeMoveSelector
, but not a
STEP
cached changeMoveSelector
.
A Selector
's selectionOrder
determines the order in which the
selections (such as Move
s, entities, values, ...) are iterated. An optimization algorithm will
usually only iterate through a subset of its MoveSelector
's selections, starting from the
start, so the selectionOrder
is critical to decide which Move
s are actually
evaluated.
Almost every Selector
supports setting a selectionOrder
:
<changeMoveSelector>
...
<selectionOrder>RANDOM</selectionOrder>
...
</changeMoveSelector>
The following selectionOrder
s are supported:
ORIGINAL
: Select the selections (Move
s, entities, values, ...) in
default order. Each selection will be selected only once.
For example: A0, A1, A2, A3, ..., B0, B1, B2, B3, ..., C0, C1, C2, C3, ...
SORTED: Select the selections (Move
s, entities, values, ...) in sorted order. Each
selection will be selected only once. Requires cacheType >= STEP
. Mostly used on an
entitySelector
or valueSelector
for construction heuristics. See sorted selection.
For example: A0, B0, C0, ..., A2, B2, C2, ..., A1, B1, C1, ...
RANDOM (default): Select the selections (Move
s, entities, values, ...) in
non-shuffled random order. A selection might be selected multiple times. This scales up well in performance
because it does not require caching.
For example: C2, A3, B1, C2, A0, C0, ...
SHUFFLED: Select the selections (Move
s, entities, values, ...) in shuffled random
order. Each selection will be selected only once. Requires cacheType >= STEP
. This
scales up badly in performance, not just because it requires caching, but also because a random number is
generated for each element, even if it's not selected (which is the grand majority when scaling up).
For example: C2, A3, B1, A0, C0, ...
PROBABILISTIC: Select the selections (Move
s, entities, values, ...) in random order,
based on the selection probability of each element. A selection with a higher probability has a higher chance
to be selected than elements with a lower probability. A selection might be selected multiple times. Requires
cacheType >= STEP
. Mostly used on an entitySelector
or
valueSelector
. See probabilistic
selection.
For example: B1, B1, A1, B2, B1, C2, B1, B1, ...
A selectionOrder
can be set on composite selectors too.
When a Selector
is cached, all of its nested Selector
s will
naturally default to selectionOrder
ORIGINAL
. Avoid overwriting the
selectionOrder
of those nested Selector
s.
This combination is great for big use cases (10 000 entities or more), as it scales up well in memory
footprint and performance. Other combinations are often not even viable on such sizes. It works for smaller use
cases too, so it's a good way to start out. It's the default, so this explicit configuration of
cacheType
and selectionOrder
is actually obsolete:
<unionMoveSelector>
<cacheType>JUST_IN_TIME</cacheType>
<selectionOrder>RANDOM</selectionOrder>
<changeMoveSelector/>
<swapMoveSelector/>
</unionMoveSelector>
Here's how it works. When Iterator<Move>.next()
is called, a child
MoveSelector
is randomly selected (1), which creates a random Move
(2, 3,
4) and is then returned (5):
Notice that it never creates a list of Move
s and it
generates random numbers only for Move
s that are actually selected.
This combination often wins for small and medium use cases (5000 entities or less). Beyond that size, it scales up badly in memory footprint and performance.
<unionMoveSelector>
<cacheType>PHASE</cacheType>
<selectionOrder>SHUFFLED</selectionOrder>
<changeMoveSelector/>
<swapMoveSelector/>
</unionMoveSelector>
Here's how it works: At the start of the phase (or step depending on the cacheType
),
all moves are created (1) and cached (2). When MoveSelector.iterator()
is called, the moves
are shuffled (3). When Iterator<Move>.next()
is called, the next element in the
shuffled list is returned (4):
Notice that each Move
will only be selected once, even
though they are selected in random order.
Use cacheType PHASE if none of the (possibly nested) Selectors require STEP
. Otherwise,
do something like this:
<unionMoveSelector>
<cacheType>STEP</cacheType>
<selectionOrder>SHUFFLED</selectionOrder>
<changeMoveSelector>
<cacheType>PHASE</cacheType>
</changeMoveSelector>
<swapMoveSelector/>
<cacheType>PHASE</cacheType>
</swapMoveSelector>
<pillarSwapMoveSelector/><!-- Does not support cacheType PHASE -->
</unionMoveSelector>
This combination is often a worthy competitor for medium use cases, especially with fast stepping optimization algorithms (such as Simulated Annealing). Unlike cached shuffled selection, it doesn't waste time shuffling the moves list at the beginning of every step.
<unionMoveSelector>
<cacheType>PHASE</cacheType>
<selectionOrder>RANDOM</selectionOrder>
<changeMoveSelector/>
<swapMoveSelector/>
</unionMoveSelector>
There can be certain moves that you don't want to select, because:
The move is pointless and would only waste CPU time. For example, swapping 2 lectures of the same course will result in the same score and the same schedule because all lectures of 1 course are interchangeable (same teacher, same students, same topic).
Doing the move would break a built-in hard constraint, so the solution would be infeasible but the score function doesn't check built-in hard constraints (for performance gain). For example, don't change a gym lecture to a room which is not a gym room.
Any built-in hard constraint must probably be filtered on every move type of every solver phase. For example if it's filters the change move of Local Search, it must also filter the swap move that swaps the room of a gym lecture with another lecture for which the other lecture's original room isn't a gym room. Furthermore, it must also filter the change moves of the Construction Heuristics (which requires an advanced configuration).
Filtered selection can happen on any Selector in the selector tree, including any
MoveSelector
, EntitySelector
or ValueSelector
. It works
with any cacheType
and selectionOrder
.
Filtering uses the interface SelectionFilter
:
public interface SelectionFilter<T> {
boolean accept(ScoreDirector scoreDirector, T selection);
}
Implement the accept
method to return false
on a discarded
selection
. Unaccepted moves will not be selected and will therefore never have their
doMove
method called.
public class DifferentCourseSwapMoveFilter implements SelectionFilter<SwapMove> {
public boolean accept(ScoreDirector scoreDirector, SwapMove move) {
Lecture leftLecture = (Lecture) move.getLeftEntity();
Lecture rightLecture = (Lecture) move.getRightEntity();
return !leftLecture.getCourse().equals(rightLecture.getCourse());
}
}
Apply the filter on the lowest level possible. In most cases, you'll need to know both the entity and the
value involved and you'll have to apply a filterClass
on the
moveSelector
:
<swapMoveSelector>
<filterClass>org.optaplanner.examples.curriculumcourse.solver.move.DifferentCourseSwapMoveFilter</filterClass>
</swapMoveSelector>
But if possible, apply it on a lower levels, such as a filterClass
on the
entitySelector
or valueSelector
:
<changeMoveSelector>
<entitySelector>
<filterClass>...EntityFilter</filterClass>
</entitySelector>
</changeMoveSelector>
You can configure multiple filterClass
elements on a single selector.
Sorted selection can happen on any Selector in the selector tree, including any
MoveSelector
, EntitySelector
or ValueSelector
. It does
not work with cacheType
JUST_IN_TIME
and it only works with
selectionOrder SORTED
.
It's mostly used in construction heuristics.
If the chosen construction heuristic implies sorting, for example FIRST_FIT_DECREASING
implies that the EntitySelector
is sorted, there is no need to explicitly configure a
Selector
with sorting. If you do explicitly configure the Selector
, it
overwrites the default settings of that construction heuristic.
Some Selector
types implement a SorterManner
out of the box:
EntitySelector
supports:
DECREASING_DIFFICULTY
: Sorts the planning entities according to decreasing
planning entity difficulty. Requires that planning
entity difficulty is annotated on the domain model.
<entitySelector>
<cacheType>PHASE</cacheType>
<selectionOrder>SORTED</selectionOrder>
<sorterManner>DECREASING_DIFFICULTY</sorterManner>
</entitySelector>
ValueSelector
supports:
INCREASING_STRENGTH
: Sorts the planning values according to increasing planning value strength. Requires that planning value strength is
annotated on the domain model.
<valueSelector>
<cacheType>PHASE</cacheType>
<selectionOrder>SORTED</selectionOrder>
<sorterManner>INCREASING_STRENGTH</sorterManner>
</valueSelector>
An easy way to sort a Selector
is with a plain old
Comparator
:
public class CloudProcessDifficultyComparator implements Comparator<CloudProcess> {
public int compare(CloudProcess a, CloudProcess b) {
return new CompareToBuilder()
.append(a.getRequiredMultiplicand(), b.getRequiredMultiplicand())
.append(a.getId(), b.getId())
.toComparison();
}
}
You 'll also need to configure it (unless it's annotated on the domain model and automatically applied by the optimization algorithm):
<entitySelector>
<cacheType>PHASE</cacheType>
<selectionOrder>SORTED</selectionOrder>
<sorterComparatorClass>...CloudProcessDifficultyComparator</sorterComparatorClass>
<sorterOrder>DESCENDING</sorterOrder>
</entitySelector>
If you need the entire Solution
to sort a Selector
, use a
SelectionSorterWeightFactory
instead:
public interface SelectionSorterWeightFactory<Sol extends Solution, T> {
Comparable createSorterWeight(Sol solution, T selection);
}
public class QueenDifficultyWeightFactory implements SelectionSorterWeightFactory<NQueens, Queen> {
public Comparable createSorterWeight(NQueens nQueens, Queen queen) {
int distanceFromMiddle = calculateDistanceFromMiddle(nQueens.getN(), queen.getColumnIndex());
return new QueenDifficultyWeight(queen, distanceFromMiddle);
}
// ...
public static class QueenDifficultyWeight implements Comparable<QueenDifficultyWeight> {
private final Queen queen;
private final int distanceFromMiddle;
public QueenDifficultyWeight(Queen queen, int distanceFromMiddle) {
this.queen = queen;
this.distanceFromMiddle = distanceFromMiddle;
}
public int compareTo(QueenDifficultyWeight other) {
return new CompareToBuilder()
// The more difficult queens have a lower distance to the middle
.append(other.distanceFromMiddle, distanceFromMiddle) // Decreasing
// Tie breaker
.append(queen.getColumnIndex(), other.queen.getColumnIndex())
.toComparison();
}
}
}
You 'll also need to configure it (unless it's annotated on the domain model and automatically applied by the optimization algorithm):
<entitySelector>
<cacheType>PHASE</cacheType>
<selectionOrder>SORTED</selectionOrder>
<sorterWeightFactoryClass>...QueenDifficultyWeightFactory</sorterWeightFactoryClass>
<sorterOrder>DESCENDING</sorterOrder>
</entitySelector>
Alternatively, you can also use the interface SelectionSorter
directly:
public interface SelectionSorter<T> {
void sort(ScoreDirector scoreDirector, List<T> selectionList);
}
<entitySelector>
<cacheType>PHASE</cacheType>
<selectionOrder>SORTED</selectionOrder>
<sorterClass>...MyEntitySorter</sorterClass>
</entitySelector>
Probabilistic selection can happen on any Selector in the selector tree, including any
MoveSelector
, EntitySelector
or ValueSelector
. It does
not work with cacheType
JUST_IN_TIME
and it only works with
selectionOrder PROBABILISTIC
.
Each selection has a probabilityWeight
, which determines the chance that selection will
be selected:
public interface SelectionProbabilityWeightFactory<T> {
double createProbabilityWeight(ScoreDirector scoreDirector, T selection);
}
<entitySelector>
<cacheType>PHASE</cacheType>
<selectionOrder>PROBABILISTIC</selectionOrder>
<probabilityWeightFactoryClass>...MyEntityProbabilityWeightFactoryClass</probabilityWeightFactoryClass>
</entitySelector>
For example, if there are 3 entities: process A (probabilityWeight 2.0), process B (probabilityWeight 0.5) and process C (probabilityWeight 0.5), then process A will be selected 4 times more than B and C.
Selecting all possible moves sometimes does not scale well enough, especially for construction heuristics (which don't support acceptedCountLimit).
To limit the number of selected selection per step, apply a selectedCountLimit
on the
selector:
<changeMoveSelector>
<selectedCountLimit>100</selectedCountLimit>
</changeMoveSelector>
To scale Local Search, setting acceptedCountLimit is usually
better than using selectedCountLimit
.
During mimic selection, 1 normal selector records its selection and 1 or multiple other special selectors replay that selection. The recording selector acts as a normal selector and supports all other configuration properties. A replaying selector mimics the recording selection and support no other configuration properties.
The recording selector needs an id
. A replaying selector must reference a recorder's id
with a mimicSelectorRef
:
<cartesianProductMoveSelector>
<changeMoveSelector>
<entitySelector id="entitySelector"/>
<valueSelector>
<variableName>period</variableName>
</valueSelector>
</changeMoveSelector>
<changeMoveSelector>
<entitySelector mimicSelectorRef="entitySelector"/>
<valueSelector>
<variableName>room</variableName>
</valueSelector>
</changeMoveSelector>
</cartesianProductMoveSelector>
Mimic selection is useful to create a composite move from 2 moves that affect the same entity.
In some use cases (such as TSP and VRP, but also in non-chained variable cases), changing entities to nearby values or swapping nearby entities can heavily increase scalability and improve solution quality.
Nearby selection increases the probability of selecting an entity or value which is nearby to the first entity being moved in that move.
The distance between 2 entities or values is domain specific. Therefore, implement the
NearbyDistanceMeter
interface:
public interface NearbyDistanceMeter<O, D> {
double getNearbyDistance(O origin, D destination);
}
It returns a double
which represents the distance:
public class CustomerNearbyDistanceMeter implements NearbyDistanceMeter<Customer, Standstill> {
public double getNearbyDistance(Customer origin, Standstill destination) {
return origin.getDistanceTo(destination);
}
}
To configure nearby selection, add a nearbySelection
element in the
entitySelector
or valueSelector
and use mimic
selection to specify which entity should be near by the selection.
<unionMoveSelector>
<changeMoveSelector>
<entitySelector id="entitySelector1"/>
<valueSelector>
<nearbySelection>
<originEntitySelector mimicSelectorRef="entitySelector1"/>
<nearbyDistanceMeterClass>...CustomerNearbyDistanceMeter</nearbyDistanceMeterClass>
<parabolicDistributionSizeMaximum>40</parabolicDistributionSizeMaximum>
</nearbySelection>
</valueSelector>
</changeMoveSelector>
<swapMoveSelector>
<entitySelector id="entitySelector2"/>
<secondaryEntitySelector>
<nearbySelection>
<originEntitySelector mimicSelectorRef="entitySelector2"/>
<nearbyDistanceMeterClass>...CustomerNearbyDistanceMeter</nearbyDistanceMeterClass>
<parabolicDistributionSizeMaximum>40</parabolicDistributionSizeMaximum>
</nearbySelection>
</secondaryEntitySelector>
</swapMoveSelector>
<tailChainSwapMoveSelector>
<entitySelector id="entitySelector3"/>
<valueSelector>
<nearbySelection>
<originEntitySelector mimicSelectorRef="entitySelector3"/>
<nearbyDistanceMeterClass>...CustomerNearbyDistanceMeter</nearbyDistanceMeterClass>
<parabolicDistributionSizeMaximum>40</parabolicDistributionSizeMaximum>
</nearbySelection>
</valueSelector>
</tailChainSwapMoveSelector>
</unionMoveSelector>
To allow every element to be selected, regardless of the number of entities, only set the distribution type without the size maximum parameter:
<nearbySelection>
<nearbySelectionDistributionType>PARABOLIC_DISTRIBUTION</nearbySelectionDistributionType>
</nearbySelection>
The following NearbySelectionDistributionType
s are supported:
BLOCK_DISTRIBUTION
: Only the n nearest are selected, with an equal probability. For
example, select the 20 nearest:
<nearbySelection>
<blockDistributionSizeMaximum>20</blockDistributionSizeMaximum>
</nearbySelection>
LINEAR_DISTRIBUTION
: Nearest elements are selected with a higher probability. The
probability decreases linearly.
<nearbySelection>
<linearDistributionSizeMaximum>40</linearDistributionSizeMaximum>
</nearbySelection>
PARABOLIC_DISTRIBUTION
(recommended): Nearest elements are selected with a higher
probability.
<nearbySelection>
<parabolicDistributionSizeMaximum>80</parabolicDistributionSizeMaximum>
</nearbySelection>
BETA_DISTRIBUTION
: Selection according to a beta distribution. Slows down the solver
significantly.
<nearbySelection>
<betaDistributionAlpha>1</betaDistributionAlpha>
<betaDistributionBeta>5</betaDistributionBeta>
</nearbySelection>
As always, use the Benchmarker to tweak values if desired.
To determine which move types might be missing in your implementation, run a Benchmarker for a short amount of time and configure it to write the best solutions to disk. Take a look at such a best solution: it will likely be a local optima. Try to figure out if there's a move that could get out of that local optima faster.
If you find one, implement that coarse-grained move, mix it with the existing moves and benchmark it against the previous configurations to see if you want to keep it.
Instead of reusing the generic Move
s (such as ChangeMove
) you can also
implement your own Move
s. Generic and custom MoveSelector
s can be combined
as desired.
A custom Move
can be tailored to work to the advantage of your constraints. For example,
in examination scheduling, changing the period of an exam A also changes the period of all the exams that need to
coincide with exam A.
A custom Move
is also slightly faster than a generic Move
. However,
it's far more work to implement and much harder to avoid bugs. After implementing a custom
Move
, make sure to turn on environmentMode
FULL_ASSERT
to
check for score corruptions.
Your custom moves must implement the Move
interface:
public interface Move {
boolean isMoveDoable(ScoreDirector scoreDirector);
Move createUndoMove(ScoreDirector scoreDirector);
void doMove(ScoreDirector scoreDirector);
Collection<? extends Object> getPlanningEntities();
Collection<? extends Object> getPlanningValues();
}
Let's take a look at the Move
implementation for 4 queens which moves a queen to a
different row:
public class RowChangeMove extends AbstractMove {
private Queen queen;
private Row toRow;
public RowChangeMove(Queen queen, Row toRow) {
this.queen = queen;
this.toRow = toRow;
}
// ... see below
}
An instance of RowChangeMove
moves a queen from its current row to a different
row.
Planner calls the doMove(ScoreDirector)
method to do a move. The Move
implementation must notify the ScoreDirector
of any changes it makes to planning entity's
variables:
public void doMove(ScoreDirector scoreDirector) {
scoreDirector.beforeVariableChanged(queen, "row"); // before changes are made to the queen.row
queen.setRow(toRow);
scoreDirector.afterVariableChanged(queen, "row"); // after changes are made to the queen.row
}
You need to call the scoreDirector.beforeVariableChanged(Object, String)
and
scoreDirector.afterVariableChanged(Object, String)
methods directly before and after modifying
the entity.
You can alter multiple entities in a single move and effectively create a big move (also known as a coarse-grained move).
A Move
can only change/add/remove planning entities, it must not change any of the
problem facts.
Planner automatically filters out non doable moves by calling the
isMoveDoable(ScoreDirector)
method on a move. A non doable move is:
A move that changes nothing on the current solution. For example, moving queen B0 to row 0 is not doable, because it is already there.
A move that is impossible to do on the current solution. For example, moving queen B0 to row 10 is not doable because it would move it outside the board limits.
In the n queens example, a move which moves the queen from its current row to the same row isn't doable:
public boolean isMoveDoable(ScoreDirector scoreDirector) {
return !ObjectUtils.equals(queen.getRow(), toRow);
}
Because we won't generate a move which can move a queen outside the board limits, we don't need to check it.
A move that is currently not doable could become doable on the working Solution
of a later
step.
Each move has an undo move: a move (normally of the same type) which does the exact
opposite. In the example above the undo move of C0 to C2 would be the move C2 to
C0. An undo move is created from a Move
, before the Move
has been
done on the current solution.
public Move createUndoMove(ScoreDirector scoreDirector) {
return new RowChangeMove(queen, queen.getRow());
}
Notice that if C0 would have already been moved to C2, the undo move would create the move C2 to C2, instead of the move C2 to C0.
A solver phase might do and undo the same Move
more than once. In fact, many solver
phases will iteratively do and undo a number of moves to evaluate them, before selecting one of those and doing
that move again (without undoing it this time).
A Move
must implement the getPlanningEntities()
and
getPlanningValues()
methods. They are used by entity tabu and value tabu respectively. When
they are called, the Move
has already been done.
public List<? extends Object> getPlanningEntities() {
return Collections.singletonList(queen);
}
public Collection<? extends Object> getPlanningValues() {
return Collections.singletonList(toRow);
}
If your Move
changes multiple planning entities, return all of them in
getPlanningEntities()
and return all their values (to which they are changing) in
getPlanningValues()
.
public Collection<? extends Object> getPlanningEntities() {
return Arrays.asList(leftCloudProcess, rightCloudProcess);
}
public Collection<? extends Object> getPlanningValues() {
return Arrays.asList(leftCloudProcess.getComputer(), rightCloudProcess.getComputer());
}
A Move
must implement the equals()
and hashCode()
methods. 2 moves which make the same change on a solution, should be equal.
public boolean equals(Object o) {
if (this == o) {
return true;
} else if (o instanceof RowChangeMove) {
RowChangeMove other = (RowChangeMove) o;
return new EqualsBuilder()
.append(queen, other.queen)
.append(toRow, other.toRow)
.isEquals();
} else {
return false;
}
}
public int hashCode() {
return new HashCodeBuilder()
.append(queen)
.append(toRow)
.toHashCode();
}
Notice that it checks if the other move is an instance of the same move type. This
instanceof
check is important because a move will be compared to a move with another move type
if you're using more than 1 move type.
Implement the toString()
method to keep Planner's logs readable:
public String toString() {
return queen + " {" + queen.getRow() + " -> " + toRow + "}";
}
Now that we can implement a single custom Move
, let's take a look at generating such
custom moves.
The easiest way to generate custom moves is by implementing the interface
MoveListFactory
:
public interface MoveListFactory<S extends Solution> {
List<Move> createMoveList(S solution);
}
For example:
public class RowChangeMoveFactory implements MoveListFactory<NQueens> {
public List<Move> createMoveList(NQueens nQueens) {
List<Move> moveList = new ArrayList<Move>();
for (Queen queen : nQueens.getQueenList()) {
for (Row toRow : nQueens.getRowList()) {
moveList.add(new RowChangeMove(queen, toRow));
}
}
return moveList;
}
}
Simple configuration (which can be nested in a unionMoveSelector
just like any other
MoveSelector
):
<moveListFactory>
<moveListFactoryClass>org.optaplanner.examples.nqueens.solver.move.factory.RowChangeMoveFactory</moveListFactoryClass>
</moveListFactory>
Advanced configuration:
<moveListFactory>
... <!-- Normal moveSelector properties -->
<moveListFactoryClass>org.optaplanner.examples.nqueens.solver.move.factory.RowChangeMoveFactory</moveListFactoryClass>
</moveListFactory>
Because the MoveListFactory
generates all moves at once in a
List<Move>
, it does not support cacheType
JUST_IN_TIME
. Therefore, moveListFactory
uses cacheType
STEP
by default and it scales badly in memory footprint.
Use this advanced form to generate custom moves by implementing the MoveIteratorFactory
interface:
public interface MoveIteratorFactory {
long getSize(ScoreDirector scoreDirector);
Iterator<Move> createOriginalMoveIterator(ScoreDirector scoreDirector);
Iterator<Move> createRandomMoveIterator(ScoreDirector scoreDirector, Random workingRandom);
}
The getSize()
method must give an estimation of the size. It doesn't need to be correct.
The createOriginalMoveIterator
method is called if the selectionOrder
is
ORIGINAL
or if it is cached. The createRandomMoveIterator
method is called
for selectionOrder
RANDOM
combined with cacheType
JUST_IN_TIME
.
Don't create a collection (list, array, map, set) of Move
s when creating the
Iterator<Move>
: the whole purpose of MoveIteratorFactory
over
MoveListFactory
is giving you the ability to create a Move
just in time in
the Iterator
's method next()
.
Simple configuration (which can be nested in a unionMoveSelector
just like any other
MoveSelector
):
<moveIteratorFactory>
<moveIteratorFactoryClass>...</moveIteratorFactoryClass>
</moveIteratorFactory>
Advanced configuration:
<moveIteratorFactory>
... <!-- Normal moveSelector properties -->
<moveIteratorFactoryClass>...</moveIteratorFactoryClass>
</moveIteratorFactory>