|
| 1 | +var Particle = { |
| 2 | + // xLength: 1 + numberOfNeurons + numberOfNeurons * dimension + numberOfNeurons |
| 3 | + createNew: function () { |
| 4 | + var particle = {}; |
| 5 | + particle.x = []; |
| 6 | + particle.v = []; |
| 7 | + particle.fitness = 10000; |
| 8 | + particle.rbf = RBF.createNew(); |
| 9 | + particle.clone = function () { |
| 10 | + var particleNew = Particle.createNew(); |
| 11 | + for (var i = 0; i < this.x.length; i++) |
| 12 | + particleNew.x[i] = this.x[i]; |
| 13 | + for (var i = 0; i < this.v.length; i++) |
| 14 | + particleNew.v[i] = this.v[i]; |
| 15 | + particleNew.normalization(); |
| 16 | + return particleNew; |
| 17 | + }; |
| 18 | + particle.move = function () { |
| 19 | + for (var i = 0; i < this.x.length; i++) |
| 20 | + x[i] += v[i]; |
| 21 | + }; |
| 22 | + particle.normalization = function (particle) { |
| 23 | + this.x[0] = Math.min(Math.max(this.x[0], 0), 1); |
| 24 | + this.rbf.theta = this.x[0]; |
| 25 | + for (var i = 0; i < numberOfNeurons; i++) { |
| 26 | + this.x[i + 1] = Math.min(Math.max(this.x[i + 1], -40), 40); |
| 27 | + this.rbf.W[i] = this.x[i + 1]; |
| 28 | + } |
| 29 | + for (var i = 1 + numberOfNeurons, j = 0; i < 1 + numberOfNeurons + numberOfNeurons * dimension; i++, j++) { |
| 30 | + this.x[i] = Math.min(Math.max(this.x[i], 0), 30); |
| 31 | + this.rbf.M[parseInt(j / dimension)][parseInt(j % dimension)] = this.x[i]; |
| 32 | + } |
| 33 | + for (var i = 1 + numberOfNeurons + numberOfNeurons * dimension, j = 0; i < 1 + numberOfNeurons + numberOfNeurons * dimension + numberOfNeurons; i++, j++) { |
| 34 | + this.x[i] = Math.min(Math.max(this.x[i], 0.000001), 10); |
| 35 | + this.rbf.sigma[j] = this.x[i]; |
| 36 | + } |
| 37 | + }; |
| 38 | + particle.randomBuild = function () { |
| 39 | + this.x[0] = Math.random(); |
| 40 | + for (var i = 1; i < 1 + numberOfNeurons; i++) { |
| 41 | + this.x[i] = Math.random(); |
| 42 | + } |
| 43 | + for (var i = 1 + numberOfNeurons; i < 1 + numberOfNeurons + numberOfNeurons * dimension; i++) { |
| 44 | + this.x[i] = Math.random() * 30; |
| 45 | + } |
| 46 | + for (var i = 1 + numberOfNeurons + numberOfNeurons * dimension; i < 1 + numberOfNeurons + numberOfNeurons * dimension + numberOfNeurons; i++) { |
| 47 | + this.x[i] = Math.random() * 10; |
| 48 | + } |
| 49 | + this.normalization(); |
| 50 | + }; |
| 51 | + particle.getFitness = function (yD, x) { |
| 52 | + this.normalization(); |
| 53 | + var value = 0; |
| 54 | + for (var i = 0; i < yD.length; i++) { |
| 55 | + var fX = this.rbf.getOutput(x[i]); |
| 56 | + value += Math.pow(yD[i] - fX, 2); |
| 57 | + } |
| 58 | + value = value / 2.0; |
| 59 | + this.fitness = value; |
| 60 | + return value; |
| 61 | + }; |
| 62 | + particle.distanceTo = function(target) { |
| 63 | + var distance = 0; |
| 64 | + for (var i = 0; i < this.x.length; i++) |
| 65 | + distance += (this.x[i] - target.x[i]) * (this.x[i] - target.x[i]); |
| 66 | + return distance; |
| 67 | + } |
| 68 | + return particle; |
| 69 | + } |
| 70 | +}; |
0 commit comments