Skip to main content

solverforge_solver/heuristic/selector/
list_ruin.rs

1/* List ruin move selector for Large Neighborhood Search on list variables.
2
3Generates `ListRuinMove` instances that remove elements from list variables,
4enabling exploration of distant regions in the solution space.
5
6# Zero-Erasure Design
7
8Uses `fn` pointers for list operations. No `Arc<dyn Fn>`, no trait objects
9in hot paths.
10
11# Example
12
13```
14use solverforge_solver::heuristic::selector::{MoveSelector, ListRuinMoveSelector};
15use solverforge_solver::heuristic::r#move::ListRuinMove;
16use solverforge_core::domain::PlanningSolution;
17use solverforge_core::score::SoftScore;
18use solverforge_scoring::{Director, ScoreDirector};
19use solverforge_core::domain::SolutionDescriptor;
20use std::any::TypeId;
21
22#[derive(Clone, Debug)]
23struct Route { stops: Vec<i32> }
24
25#[derive(Clone, Debug)]
26struct VrpSolution { routes: Vec<Route>, score: Option<SoftScore> }
27
28impl PlanningSolution for VrpSolution {
29type Score = SoftScore;
30fn score(&self) -> Option<Self::Score> { self.score }
31fn set_score(&mut self, score: Option<Self::Score>) { self.score = score; }
32}
33
34fn entity_count(s: &VrpSolution) -> usize { s.routes.len() }
35fn list_len(s: &VrpSolution, idx: usize) -> usize {
36s.routes.get(idx).map_or(0, |r| r.stops.len())
37}
38fn list_remove(s: &mut VrpSolution, entity_idx: usize, idx: usize) -> i32 {
39s.routes.get_mut(entity_idx).map(|r| r.stops.remove(idx)).unwrap_or(0)
40}
41fn list_insert(s: &mut VrpSolution, entity_idx: usize, idx: usize, v: i32) {
42if let Some(r) = s.routes.get_mut(entity_idx) { r.stops.insert(idx, v); }
43}
44
45// Create selector that removes 2-3 elements at a time
46let selector = ListRuinMoveSelector::<VrpSolution, i32>::new(
472, 3,
48entity_count,
49list_len, list_remove, list_insert,
50"stops", 0,
51);
52
53// Use with a score director
54let solution = VrpSolution {
55routes: vec![Route { stops: vec![1, 2, 3, 4, 5] }],
56score: None,
57};
58let descriptor = SolutionDescriptor::new("VrpSolution", TypeId::of::<VrpSolution>());
59let director = ScoreDirector::simple(
60solution, descriptor, |s, _| s.routes.len()
61);
62
63let moves: Vec<_> = selector.iter_moves(&director).collect();
64assert!(!moves.is_empty());
65```
66*/
67
68use std::fmt::Debug;
69use std::marker::PhantomData;
70
71use rand::rngs::StdRng;
72use rand::{RngExt, SeedableRng};
73use smallvec::SmallVec;
74use solverforge_core::domain::PlanningSolution;
75use solverforge_scoring::Director;
76
77use crate::heuristic::r#move::ListRuinMove;
78
79use super::MoveSelector;
80
81/// A move selector that generates `ListRuinMove` instances for Large Neighborhood Search.
82///
83/// Selects random subsets of elements from list variables to "ruin" (remove),
84/// enabling a construction heuristic to reinsert them in better positions.
85///
86/// # Type Parameters
87/// * `S` - The planning solution type
88/// * `V` - The list element value type
89///
90/// # Zero-Erasure
91///
92/// All list access uses `fn` pointers:
93/// - `list_len: fn(&S, usize) -> usize` - gets list length
94/// - `list_remove: fn(&mut S, usize, usize) -> V` - removes element
95/// - `list_insert: fn(&mut S, usize, usize, V)` - inserts element
96/// - `entity_count: fn(&S) -> usize` - counts entities
97pub struct ListRuinMoveSelector<S, V> {
98    // Minimum elements to remove per move.
99    min_ruin_count: usize,
100    // Maximum elements to remove per move.
101    max_ruin_count: usize,
102    // Random seed for reproducible subset selection.
103    seed: Option<u64>,
104    // Function to get entity count from solution.
105    entity_count: fn(&S) -> usize,
106    // Function to get list length for an entity.
107    list_len: fn(&S, usize) -> usize,
108    // Function to remove element at index, returning it.
109    list_remove: fn(&mut S, usize, usize) -> V,
110    // Function to insert element at index.
111    list_insert: fn(&mut S, usize, usize, V),
112    // Variable name.
113    variable_name: &'static str,
114    // Entity descriptor index.
115    descriptor_index: usize,
116    // Number of ruin moves to generate per iteration.
117    moves_per_step: usize,
118    _phantom: PhantomData<fn() -> V>,
119}
120
121impl<S, V: Debug> Debug for ListRuinMoveSelector<S, V> {
122    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
123        f.debug_struct("ListRuinMoveSelector")
124            .field("min_ruin_count", &self.min_ruin_count)
125            .field("max_ruin_count", &self.max_ruin_count)
126            .field("moves_per_step", &self.moves_per_step)
127            .field("variable_name", &self.variable_name)
128            .field("descriptor_index", &self.descriptor_index)
129            .finish()
130    }
131}
132
133impl<S, V> ListRuinMoveSelector<S, V> {
134    /* Creates a new list ruin move selector with typed function pointers.
135
136    # Arguments
137    * `min_ruin_count` - Minimum elements to remove (at least 1)
138    * `max_ruin_count` - Maximum elements to remove
139    * `entity_count` - Function to get total entity count
140    * `list_len` - Function to get list length for an entity
141    * `list_remove` - Function to remove element at index
142    * `list_insert` - Function to insert element at index
143    * `variable_name` - Name of the list variable
144    * `descriptor_index` - Entity descriptor index
145
146    # Panics
147    Panics if `min_ruin_count` is 0 or `max_ruin_count < min_ruin_count`.
148    */
149    #[allow(clippy::too_many_arguments)]
150    pub fn new(
151        min_ruin_count: usize,
152        max_ruin_count: usize,
153        entity_count: fn(&S) -> usize,
154        list_len: fn(&S, usize) -> usize,
155        list_remove: fn(&mut S, usize, usize) -> V,
156        list_insert: fn(&mut S, usize, usize, V),
157        variable_name: &'static str,
158        descriptor_index: usize,
159    ) -> Self {
160        assert!(min_ruin_count >= 1, "min_ruin_count must be at least 1");
161        assert!(
162            max_ruin_count >= min_ruin_count,
163            "max_ruin_count must be >= min_ruin_count"
164        );
165
166        Self {
167            min_ruin_count,
168            max_ruin_count,
169            seed: None,
170            entity_count,
171            list_len,
172            list_remove,
173            list_insert,
174            variable_name,
175            descriptor_index,
176            moves_per_step: 10,
177            _phantom: PhantomData,
178        }
179    }
180
181    /// Sets the number of ruin moves to generate per iteration.
182    ///
183    /// Default is 10.
184    pub fn with_moves_per_step(mut self, count: usize) -> Self {
185        self.moves_per_step = count;
186        self
187    }
188
189    pub fn with_seed(mut self, seed: u64) -> Self {
190        self.seed = Some(seed);
191        self
192    }
193
194    fn create_rng(&self) -> StdRng {
195        match self.seed {
196            Some(seed) => StdRng::seed_from_u64(seed),
197            None => StdRng::from_rng(&mut rand::rng()),
198        }
199    }
200}
201
202impl<S, V> MoveSelector<S, ListRuinMove<S, V>> for ListRuinMoveSelector<S, V>
203where
204    S: PlanningSolution,
205    V: Clone + Send + Sync + Debug + 'static,
206{
207    fn iter_moves<'a, D: Director<S>>(
208        &'a self,
209        score_director: &'a D,
210    ) -> impl Iterator<Item = ListRuinMove<S, V>> + 'a {
211        let solution = score_director.working_solution();
212        let total_entities = (self.entity_count)(solution);
213        let list_len = self.list_len;
214        let list_remove = self.list_remove;
215        let list_insert = self.list_insert;
216        let variable_name = self.variable_name;
217        let descriptor_index = self.descriptor_index;
218        let min_ruin = self.min_ruin_count;
219        let max_ruin = self.max_ruin_count;
220        let moves_count = self.moves_per_step;
221
222        // Pre-generate moves using RNG (empty if no entities)
223        let mut rng = self.create_rng();
224        let moves: Vec<ListRuinMove<S, V>> = if total_entities == 0 {
225            Vec::new()
226        } else {
227            (0..moves_count)
228                .filter_map(|_| {
229                    // Pick a random entity
230                    let entity_idx = rng.random_range(0..total_entities);
231                    let list_length = list_len(solution, entity_idx);
232
233                    if list_length == 0 {
234                        return None;
235                    }
236
237                    // Clamp ruin count to available elements
238                    let min = min_ruin.min(list_length);
239                    let max = max_ruin.min(list_length);
240                    let ruin_count = if min == max {
241                        min
242                    } else {
243                        rng.random_range(min..=max)
244                    };
245
246                    // Fisher-Yates partial shuffle to select random indices
247                    let mut indices: SmallVec<[usize; 8]> = (0..list_length).collect();
248                    for i in 0..ruin_count {
249                        let j = rng.random_range(i..list_length);
250                        indices.swap(i, j);
251                    }
252                    indices.truncate(ruin_count);
253
254                    Some(ListRuinMove::new(
255                        entity_idx,
256                        &indices,
257                        self.entity_count,
258                        list_len,
259                        list_remove,
260                        list_insert,
261                        variable_name,
262                        descriptor_index,
263                    ))
264                })
265                .collect()
266        };
267
268        moves.into_iter()
269    }
270
271    fn size<D: Director<S>>(&self, score_director: &D) -> usize {
272        let total = (self.entity_count)(score_director.working_solution());
273        if total == 0 {
274            return 0;
275        }
276        self.moves_per_step
277    }
278
279    fn is_never_ending(&self) -> bool {
280        false
281    }
282}