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::cell::RefCell;
69use std::fmt::Debug;
70use std::marker::PhantomData;
71
72use rand::rngs::SmallRng;
73use rand::{RngExt, SeedableRng};
74use smallvec::SmallVec;
75use solverforge_core::domain::PlanningSolution;
76use solverforge_scoring::Director;
77
78use crate::heuristic::r#move::ListRuinMove;
79
80use super::MoveSelector;
81
82/// A move selector that generates `ListRuinMove` instances for Large Neighborhood Search.
83///
84/// Selects random subsets of elements from list variables to "ruin" (remove),
85/// enabling a construction heuristic to reinsert them in better positions.
86///
87/// # Type Parameters
88/// * `S` - The planning solution type
89/// * `V` - The list element value type
90///
91/// # Zero-Erasure
92///
93/// All list access uses `fn` pointers:
94/// - `list_len: fn(&S, usize) -> usize` - gets list length
95/// - `list_remove: fn(&mut S, usize, usize) -> V` - removes element
96/// - `list_insert: fn(&mut S, usize, usize, V)` - inserts element
97/// - `entity_count: fn(&S) -> usize` - counts entities
98pub struct ListRuinMoveSelector<S, V> {
99 // Minimum elements to remove per move.
100 min_ruin_count: usize,
101 // Maximum elements to remove per move.
102 max_ruin_count: usize,
103 // RNG state for reproducible subset selection.
104 rng: RefCell<SmallRng>,
105 // Function to get entity count from solution.
106 entity_count: fn(&S) -> usize,
107 // Function to get list length for an entity.
108 list_len: fn(&S, usize) -> usize,
109 // Function to remove element at index, returning it.
110 list_remove: fn(&mut S, usize, usize) -> V,
111 // Function to insert element at index.
112 list_insert: fn(&mut S, usize, usize, V),
113 // Variable name.
114 variable_name: &'static str,
115 // Entity descriptor index.
116 descriptor_index: usize,
117 // Number of ruin moves to generate per iteration.
118 moves_per_step: usize,
119 _phantom: PhantomData<fn() -> V>,
120}
121
122// SAFETY: RefCell<SmallRng> is only accessed while pre-generating a move batch
123// inside `iter_moves`, and selectors are consumed from a single thread at a time.
124unsafe impl<S, V> Send for ListRuinMoveSelector<S, V> {}
125
126impl<S, V: Debug> Debug for ListRuinMoveSelector<S, V> {
127 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
128 f.debug_struct("ListRuinMoveSelector")
129 .field("min_ruin_count", &self.min_ruin_count)
130 .field("max_ruin_count", &self.max_ruin_count)
131 .field("moves_per_step", &self.moves_per_step)
132 .field("variable_name", &self.variable_name)
133 .field("descriptor_index", &self.descriptor_index)
134 .finish()
135 }
136}
137
138impl<S, V> ListRuinMoveSelector<S, V> {
139 /* Creates a new list ruin move selector with typed function pointers.
140
141 # Arguments
142 * `min_ruin_count` - Minimum elements to remove (at least 1)
143 * `max_ruin_count` - Maximum elements to remove
144 * `entity_count` - Function to get total entity count
145 * `list_len` - Function to get list length for an entity
146 * `list_remove` - Function to remove element at index
147 * `list_insert` - Function to insert element at index
148 * `variable_name` - Name of the list variable
149 * `descriptor_index` - Entity descriptor index
150
151 # Panics
152 Panics if `min_ruin_count` is 0 or `max_ruin_count < min_ruin_count`.
153 */
154 #[allow(clippy::too_many_arguments)]
155 pub fn new(
156 min_ruin_count: usize,
157 max_ruin_count: usize,
158 entity_count: fn(&S) -> usize,
159 list_len: fn(&S, usize) -> usize,
160 list_remove: fn(&mut S, usize, usize) -> V,
161 list_insert: fn(&mut S, usize, usize, V),
162 variable_name: &'static str,
163 descriptor_index: usize,
164 ) -> Self {
165 assert!(min_ruin_count >= 1, "min_ruin_count must be at least 1");
166 assert!(
167 max_ruin_count >= min_ruin_count,
168 "max_ruin_count must be >= min_ruin_count"
169 );
170
171 Self {
172 min_ruin_count,
173 max_ruin_count,
174 rng: RefCell::new(SmallRng::from_rng(&mut rand::rng())),
175 entity_count,
176 list_len,
177 list_remove,
178 list_insert,
179 variable_name,
180 descriptor_index,
181 moves_per_step: 10,
182 _phantom: PhantomData,
183 }
184 }
185
186 /// Sets the number of ruin moves to generate per iteration.
187 ///
188 /// Default is 10.
189 pub fn with_moves_per_step(mut self, count: usize) -> Self {
190 self.moves_per_step = count;
191 self
192 }
193
194 pub fn with_seed(mut self, seed: u64) -> Self {
195 self.rng = RefCell::new(SmallRng::seed_from_u64(seed));
196 self
197 }
198}
199
200impl<S, V> MoveSelector<S, ListRuinMove<S, V>> for ListRuinMoveSelector<S, V>
201where
202 S: PlanningSolution,
203 V: Clone + Send + Sync + Debug + 'static,
204{
205 fn iter_moves<'a, D: Director<S>>(
206 &'a self,
207 score_director: &'a D,
208 ) -> impl Iterator<Item = ListRuinMove<S, V>> + 'a {
209 let solution = score_director.working_solution();
210 let total_entities = (self.entity_count)(solution);
211 let list_len = self.list_len;
212 let list_remove = self.list_remove;
213 let list_insert = self.list_insert;
214 let variable_name = self.variable_name;
215 let descriptor_index = self.descriptor_index;
216 let min_ruin = self.min_ruin_count;
217 let max_ruin = self.max_ruin_count;
218 let moves_count = self.moves_per_step;
219
220 // Pre-generate moves using RNG (empty if no entities)
221 let mut rng = self.rng.borrow_mut();
222 let moves: Vec<ListRuinMove<S, V>> = if total_entities == 0 {
223 Vec::new()
224 } else {
225 (0..moves_count)
226 .filter_map(|_| {
227 // Pick a random entity
228 let entity_idx = rng.random_range(0..total_entities);
229 let list_length = list_len(solution, entity_idx);
230
231 if list_length == 0 {
232 return None;
233 }
234
235 // Clamp ruin count to available elements
236 let min = min_ruin.min(list_length);
237 let max = max_ruin.min(list_length);
238 let ruin_count = if min == max {
239 min
240 } else {
241 rng.random_range(min..=max)
242 };
243
244 // Fisher-Yates partial shuffle to select random indices
245 let mut indices: SmallVec<[usize; 8]> = (0..list_length).collect();
246 for i in 0..ruin_count {
247 let j = rng.random_range(i..list_length);
248 indices.swap(i, j);
249 }
250 indices.truncate(ruin_count);
251
252 Some(ListRuinMove::new(
253 entity_idx,
254 &indices,
255 self.entity_count,
256 list_len,
257 list_remove,
258 list_insert,
259 variable_name,
260 descriptor_index,
261 ))
262 })
263 .collect()
264 };
265
266 moves.into_iter()
267 }
268
269 fn size<D: Director<S>>(&self, score_director: &D) -> usize {
270 let total = (self.entity_count)(score_director.working_solution());
271 if total == 0 {
272 return 0;
273 }
274 self.moves_per_step
275 }
276
277 fn is_never_ending(&self) -> bool {
278 false
279 }
280}