Loading files
// Copyright (c) 2025 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _MathOpt_BFGS_HeaderFile
#define _MathOpt_BFGS_HeaderFile
#include <MathUtils_Types.hxx>
#include <MathUtils_Config.hxx>
#include <MathUtils_Core.hxx>
#include <MathUtils_LineSearch.hxx>
#include <MathUtils_Deriv.hxx>
#include <NCollection_DynamicArray.hxx>
#include <cmath>
namespace MathOpt
{
using namespace MathUtils;
//! BFGS (Broyden-Fletcher-Goldfarb-Shanno) quasi-Newton method.
//! One of the most effective algorithms for smooth unconstrained optimization.
//!
//! Algorithm:
//! 1. Start with initial Hessian approximation H (usually identity)
//! 2. Compute search direction p = -H * gradient
//! 3. Perform line search to find step size alpha satisfying Wolfe conditions
//! 4. Update x = x + alpha * p
//! 5. Update Hessian approximation using BFGS formula
//! 6. Repeat until convergence
//!
//! The BFGS update maintains positive definiteness of H if started with
//! a positive definite matrix and using proper line search.
//!
//! Advantages:
//! - Superlinear convergence near minimum
//! - Self-correcting Hessian approximation
//! - No need to compute actual Hessian
//!
//! @tparam Function type with:
//! - Value(const math_Vector&, double&) for function value
//! - Gradient(const math_Vector&, math_Vector&) for gradient
//! @param theFunc function object with value and gradient
//! @param theStartingPoint initial guess
//! @param theConfig solver configuration
//! @return result containing minimum location and value
template <typename Function>
VectorResult BFGS(Function& theFunc,
const math_Vector& theStartingPoint,
const Config& theConfig = Config())
{
VectorResult aResult;
const int aLower = theStartingPoint.Lower();
const int aUpper = theStartingPoint.Upper();
const int aN = aUpper - aLower + 1;
// Current point and function value
math_Vector aX(aLower, aUpper);
aX = theStartingPoint;
double aFx = 0.0;
if (!theFunc.Value(aX, aFx))
{
aResult.Status = Status::NumericalError;
return aResult;
}
// Gradient at current point
math_Vector aGrad(aLower, aUpper);
if (!theFunc.Gradient(aX, aGrad))
{
aResult.Status = Status::NumericalError;
return aResult;
}
// Check if already at minimum (gradient near zero)
double aGradNorm = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aGradNorm += MathUtils::Sqr(aGrad(i));
}
aGradNorm = std::sqrt(aGradNorm);
if (aGradNorm < theConfig.FTolerance)
{
aResult.Status = Status::OK;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
// Initialize inverse Hessian approximation to identity
math_Matrix aH(1, aN, 1, aN, 0.0);
for (int i = 1; i <= aN; ++i)
{
aH(i, i) = 1.0;
}
// Working vectors
math_Vector aDir(aLower, aUpper); // Search direction
math_Vector aXNew(aLower, aUpper); // New point
math_Vector aGradNew(aLower, aUpper); // New gradient
math_Vector aS(1, aN); // Step: x_new - x
math_Vector aY(1, aN); // Gradient difference: grad_new - grad
for (int anIter = 0; anIter < theConfig.MaxIterations; ++anIter)
{
aResult.NbIterations = anIter + 1;
// Compute search direction: p = -H * grad
for (int i = 1; i <= aN; ++i)
{
double aSum = 0.0;
for (int j = 1; j <= aN; ++j)
{
aSum += aH(i, j) * aGrad(aLower + j - 1);
}
aDir(aLower + i - 1) = -aSum;
}
// Line search with Wolfe conditions
MathUtils::LineSearchResult aLineResult =
MathUtils::ArmijoBacktrack(theFunc, aX, aDir, aGrad, aFx, 1.0, 1.0e-4, 0.5, 50);
if (!aLineResult.IsValid || aLineResult.Alpha < MathUtils::THE_EPSILON)
{
// Line search failed, try steepest descent direction
for (int i = aLower; i <= aUpper; ++i)
{
aDir(i) = -aGrad(i);
}
aLineResult = MathUtils::ArmijoBacktrack(theFunc, aX, aDir, aGrad, aFx, 1.0, 1.0e-4, 0.5, 50);
if (!aLineResult.IsValid)
{
// Both BFGS and steepest descent failed
aResult.Status = Status::NotConverged;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
// Reset Hessian to identity after steepest descent step
for (int i = 1; i <= aN; ++i)
{
for (int j = 1; j <= aN; ++j)
{
aH(i, j) = (i == j) ? 1.0 : 0.0;
}
}
}
// Compute new point
for (int i = aLower; i <= aUpper; ++i)
{
aXNew(i) = aX(i) + aLineResult.Alpha * aDir(i);
}
// Compute s = x_new - x
for (int i = 1; i <= aN; ++i)
{
aS(i) = aXNew(aLower + i - 1) - aX(aLower + i - 1);
}
// Evaluate gradient at new point
if (!theFunc.Gradient(aXNew, aGradNew))
{
aResult.Status = Status::NumericalError;
aResult.Solution = aX;
aResult.Value = aFx;
return aResult;
}
// Check gradient convergence
aGradNorm = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aGradNorm += MathUtils::Sqr(aGradNew(i));
}
aGradNorm = std::sqrt(aGradNorm);
if (aGradNorm < theConfig.FTolerance)
{
aResult.Status = Status::OK;
aResult.Solution = aXNew;
aResult.Value = aLineResult.FNew;
aResult.Gradient = aGradNew;
return aResult;
}
// Check X convergence
double aMaxDiff = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aMaxDiff = std::max(aMaxDiff, std::abs(aXNew(i) - aX(i)));
}
if (aMaxDiff < theConfig.XTolerance)
{
aResult.Status = Status::OK;
aResult.Solution = aXNew;
aResult.Value = aLineResult.FNew;
aResult.Gradient = aGradNew;
return aResult;
}
// Compute y = grad_new - grad
for (int i = 1; i <= aN; ++i)
{
aY(i) = aGradNew(aLower + i - 1) - aGrad(aLower + i - 1);
}
// Compute s^T * y (curvature condition)
double aSY = 0.0;
for (int i = 1; i <= aN; ++i)
{
aSY += aS(i) * aY(i);
}
// Skip update if curvature condition is not satisfied
if (aSY > MathUtils::THE_ZERO_TOL)
{
// BFGS update: H_new = (I - rho*sy^T) H (I - rho*ys^T) + rho*ss^T
// where rho = 1 / (s^T y)
const double aRho = 1.0 / aSY;
// Compute H * y
math_Vector aHy(1, aN, 0.0);
for (int i = 1; i <= aN; ++i)
{
for (int j = 1; j <= aN; ++j)
{
aHy(i) += aH(i, j) * aY(j);
}
}
// Compute y^T * H * y
double aYHy = 0.0;
for (int i = 1; i <= aN; ++i)
{
aYHy += aY(i) * aHy(i);
}
// Update H using the formula:
// H_new = H - (Hy*s^T + s*y^T*H)/(s^T*y) + (1 + y^T*H*y/(s^T*y)) * s*s^T/(s^T*y)
const double aFactor = 1.0 + aRho * aYHy;
for (int i = 1; i <= aN; ++i)
{
for (int j = 1; j <= aN; ++j)
{
aH(i, j) =
aH(i, j) - aRho * (aHy(i) * aS(j) + aS(i) * aHy(j)) + aFactor * aRho * aS(i) * aS(j);
}
}
}
// Update for next iteration
aX = aXNew;
aGrad = aGradNew;
aFx = aLineResult.FNew;
}
// Maximum iterations reached
aResult.Status = Status::MaxIterations;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
//! BFGS with numerical gradient.
//! Uses central differences to approximate gradient when analytical
//! gradient is not available.
//!
//! @tparam Function type with Value(const math_Vector&, double&) method only
//! @param theFunc function object
//! @param theStartingPoint initial guess
//! @param theGradStep step size for numerical gradient (default 1e-8)
//! @param theConfig solver configuration
//! @return result containing minimum location and value
template <typename Function>
VectorResult BFGSNumerical(Function& theFunc,
const math_Vector& theStartingPoint,
double theGradStep = 1.0e-8,
const Config& theConfig = Config())
{
// Wrapper that adds numerical gradient
class FuncWithGradient
{
public:
FuncWithGradient(Function& theF, double theStep)
: myFunc(theF),
myStep(theStep)
{
}
bool Value(const math_Vector& theX, double& theF) { return myFunc.Value(theX, theF); }
bool Gradient(const math_Vector& theX, math_Vector& theGrad)
{
math_Vector aXMod = theX; // Make mutable copy
return MathUtils::NumericalGradientAdaptive(myFunc, aXMod, theGrad, myStep);
}
private:
Function& myFunc;
double myStep;
};
FuncWithGradient aWrapper(theFunc, theGradStep);
return BFGS(aWrapper, theStartingPoint, theConfig);
}
//! L-BFGS (Limited-memory BFGS) for large-scale optimization.
//! Uses only the m most recent {s, y} pairs instead of full Hessian.
//! Memory: O(m*n) instead of O(n^2).
//!
//! @tparam Function type with Value and Gradient methods
//! @param theFunc function object
//! @param theStartingPoint initial guess
//! @param theMemorySize number of gradient pairs to store (default 10)
//! @param theConfig solver configuration
//! @return result containing minimum location and value
template <typename Function>
VectorResult LBFGS(Function& theFunc,
const math_Vector& theStartingPoint,
int theMemorySize = 10,
const Config& theConfig = Config())
{
VectorResult aResult;
const int aLower = theStartingPoint.Lower();
const int aUpper = theStartingPoint.Upper();
const int aN = aUpper - aLower + 1;
const int aM = theMemorySize;
math_Vector aX(aLower, aUpper);
aX = theStartingPoint;
double aFx = 0.0;
if (!theFunc.Value(aX, aFx))
{
aResult.Status = Status::NumericalError;
return aResult;
}
math_Vector aGrad(aLower, aUpper);
if (!theFunc.Gradient(aX, aGrad))
{
aResult.Status = Status::NumericalError;
return aResult;
}
// Storage for {s, y} pairs (circular buffer)
NCollection_DynamicArray<math_Vector> aSVec;
NCollection_DynamicArray<math_Vector> aYVec;
math_Vector aRhoVec(0, aM - 1, 0.0);
for (int i = 0; i < aM; ++i)
{
aSVec.Append(math_Vector(1, aN));
aYVec.Append(math_Vector(1, aN));
}
int aHead = 0; // Index of oldest entry
int aCount = 0; // Number of stored pairs
math_Vector aDir(aLower, aUpper);
math_Vector aXNew(aLower, aUpper);
math_Vector aGradNew(aLower, aUpper);
math_Vector aQ(1, aN);
math_Vector aAlphaVec(0, aM - 1);
for (int anIter = 0; anIter < theConfig.MaxIterations; ++anIter)
{
aResult.NbIterations = anIter + 1;
// Check gradient convergence
double aGradNorm = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aGradNorm += MathUtils::Sqr(aGrad(i));
}
if (std::sqrt(aGradNorm) < theConfig.FTolerance)
{
aResult.Status = Status::OK;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
// L-BFGS two-loop recursion to compute search direction
// q = gradient
for (int i = 1; i <= aN; ++i)
{
aQ(i) = aGrad(aLower + i - 1);
}
// First loop (backward)
for (int k = aCount - 1; k >= 0; --k)
{
const int aIdx = (aHead + k) % aM;
aAlphaVec(aIdx) = aRhoVec(aIdx) * MathUtils::DotProduct(aSVec.Value(aIdx), aQ);
for (int i = 1; i <= aN; ++i)
{
aQ(i) -= aAlphaVec(aIdx) * aYVec.Value(aIdx)(i);
}
}
// Initial Hessian: H0 = gamma*I where gamma = s^T y / y^T y
double aGamma = 1.0;
if (aCount > 0)
{
const int aLastIdx = (aHead + aCount - 1) % aM;
double aYY = MathUtils::DotProduct(aYVec.Value(aLastIdx), aYVec.Value(aLastIdx));
if (aYY > MathUtils::THE_ZERO_TOL)
{
aGamma = 1.0 / (aRhoVec(aLastIdx) * aYY);
}
}
// r = H0 * q = gamma * q
math_Vector aR(1, aN);
for (int i = 1; i <= aN; ++i)
{
aR(i) = aGamma * aQ(i);
}
// Second loop (forward)
for (int k = 0; k < aCount; ++k)
{
const int aIdx = (aHead + k) % aM;
const double aBeta = aRhoVec(aIdx) * MathUtils::DotProduct(aYVec.Value(aIdx), aR);
for (int i = 1; i <= aN; ++i)
{
aR(i) += (aAlphaVec(aIdx) - aBeta) * aSVec.Value(aIdx)(i);
}
}
// Search direction: p = -r
for (int i = aLower; i <= aUpper; ++i)
{
aDir(i) = -aR(i - aLower + 1);
}
// Line search
MathUtils::LineSearchResult aLineResult =
MathUtils::ArmijoBacktrack(theFunc, aX, aDir, aGrad, aFx, 1.0, 1.0e-4, 0.5, 50);
if (!aLineResult.IsValid)
{
// Fall back to steepest descent
for (int i = aLower; i <= aUpper; ++i)
{
aDir(i) = -aGrad(i);
}
aLineResult = MathUtils::ArmijoBacktrack(theFunc, aX, aDir, aGrad, aFx, 1.0, 1.0e-4, 0.5, 50);
if (!aLineResult.IsValid)
{
aResult.Status = Status::NotConverged;
aResult.Solution = aX;
aResult.Value = aFx;
return aResult;
}
// Reset history after steepest descent
aCount = 0;
}
// Compute new point
for (int i = aLower; i <= aUpper; ++i)
{
aXNew(i) = aX(i) + aLineResult.Alpha * aDir(i);
}
// Check X convergence
double aMaxDiff = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aMaxDiff = std::max(aMaxDiff, std::abs(aXNew(i) - aX(i)));
}
if (aMaxDiff < theConfig.XTolerance)
{
if (!theFunc.Gradient(aXNew, aGradNew))
{
aGradNew = aGrad;
}
aResult.Status = Status::OK;
aResult.Solution = aXNew;
aResult.Value = aLineResult.FNew;
aResult.Gradient = aGradNew;
return aResult;
}
// Evaluate gradient at new point
if (!theFunc.Gradient(aXNew, aGradNew))
{
aResult.Status = Status::NumericalError;
aResult.Solution = aX;
aResult.Value = aFx;
return aResult;
}
// Store new {s, y} pair
const int aNewIdx = (aHead + aCount) % aM;
for (int i = 1; i <= aN; ++i)
{
aSVec.ChangeValue(aNewIdx)(i) = aXNew(aLower + i - 1) - aX(aLower + i - 1);
aYVec.ChangeValue(aNewIdx)(i) = aGradNew(aLower + i - 1) - aGrad(aLower + i - 1);
}
double aSY = MathUtils::DotProduct(aSVec.Value(aNewIdx), aYVec.Value(aNewIdx));
if (aSY > MathUtils::THE_ZERO_TOL)
{
aRhoVec(aNewIdx) = 1.0 / aSY;
if (aCount < aM)
{
++aCount;
}
else
{
aHead = (aHead + 1) % aM;
}
}
// Update for next iteration
aX = aXNew;
aGrad = aGradNew;
aFx = aLineResult.FNew;
}
aResult.Status = Status::MaxIterations;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
//! BFGS with bound constraints (box constraints).
//!
//! Minimizes f(x) subject to theLowerBounds <= x <= theUpperBounds.
//! Uses projected gradient approach:
//! - After each step, clamp x to bounds
//! - Zero gradient components at bounds where they point outward
//!
//! @tparam Function type with Value and Gradient methods
//! @param theFunc function object
//! @param theStartingPoint initial guess
//! @param theLowerBounds lower bounds for each variable
//! @param theUpperBounds upper bounds for each variable
//! @param theConfig solver configuration
//! @return result containing minimum location and value
template <typename Function>
VectorResult BFGSBounded(Function& theFunc,
const math_Vector& theStartingPoint,
const math_Vector& theLowerBounds,
const math_Vector& theUpperBounds,
const Config& theConfig = Config())
{
VectorResult aResult;
const int aLower = theStartingPoint.Lower();
const int aUpper = theStartingPoint.Upper();
const int aN = aUpper - aLower + 1;
// Check dimensions
if (theLowerBounds.Length() != aN || theUpperBounds.Length() != aN)
{
aResult.Status = Status::InvalidInput;
return aResult;
}
// Lambda to clamp a point to bounds
auto ClampToBounds = [&](math_Vector& theX) {
for (int i = aLower; i <= aUpper; ++i)
{
const int aBndIdx = theLowerBounds.Lower() + (i - aLower);
if (theX(i) < theLowerBounds(aBndIdx))
{
theX(i) = theLowerBounds(aBndIdx);
}
if (theX(i) > theUpperBounds(aBndIdx))
{
theX(i) = theUpperBounds(aBndIdx);
}
}
};
// Lambda to project gradient (zero components at active bounds)
auto ProjectGradient = [&](const math_Vector& theX, math_Vector& theGrad) {
for (int i = aLower; i <= aUpper; ++i)
{
const int aBndIdx = theLowerBounds.Lower() + (i - aLower);
const double aTol = MathUtils::THE_EPSILON * std::max(1.0, std::abs(theX(i)));
// At lower bound and gradient points downward -> zero gradient
if (theX(i) - theLowerBounds(aBndIdx) < aTol && theGrad(i) > 0.0)
{
theGrad(i) = 0.0;
}
// At upper bound and gradient points upward -> zero gradient
if (theUpperBounds(aBndIdx) - theX(i) < aTol && theGrad(i) < 0.0)
{
theGrad(i) = 0.0;
}
}
};
// Current point and function value
math_Vector aX(aLower, aUpper);
aX = theStartingPoint;
ClampToBounds(aX);
double aFx = 0.0;
if (!theFunc.Value(aX, aFx))
{
aResult.Status = Status::NumericalError;
return aResult;
}
// Gradient at current point
math_Vector aGrad(aLower, aUpper);
if (!theFunc.Gradient(aX, aGrad))
{
aResult.Status = Status::NumericalError;
return aResult;
}
ProjectGradient(aX, aGrad);
// Check if already at minimum
double aGradNorm = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aGradNorm += MathUtils::Sqr(aGrad(i));
}
aGradNorm = std::sqrt(aGradNorm);
if (aGradNorm < theConfig.FTolerance)
{
aResult.Status = Status::OK;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
// Initialize inverse Hessian approximation to identity
math_Matrix aH(1, aN, 1, aN, 0.0);
for (int i = 1; i <= aN; ++i)
{
aH(i, i) = 1.0;
}
// Working vectors
math_Vector aDir(aLower, aUpper);
math_Vector aXNew(aLower, aUpper);
math_Vector aGradNew(aLower, aUpper);
math_Vector aS(1, aN);
math_Vector aY(1, aN);
for (int anIter = 0; anIter < theConfig.MaxIterations; ++anIter)
{
aResult.NbIterations = anIter + 1;
// Compute search direction: p = -H * grad
for (int i = 1; i <= aN; ++i)
{
double aSum = 0.0;
for (int j = 1; j <= aN; ++j)
{
aSum += aH(i, j) * aGrad(aLower + j - 1);
}
aDir(aLower + i - 1) = -aSum;
}
// Line search with bounds-aware step
double aAlphaMax = 1.0;
for (int i = aLower; i <= aUpper; ++i)
{
const int aBndIdx = theLowerBounds.Lower() + (i - aLower);
if (aDir(i) < -MathUtils::THE_EPSILON)
{
// Moving toward lower bound
double aMaxStep = (theLowerBounds(aBndIdx) - aX(i)) / aDir(i);
aAlphaMax = std::min(aAlphaMax, aMaxStep);
}
else if (aDir(i) > MathUtils::THE_EPSILON)
{
// Moving toward upper bound
double aMaxStep = (theUpperBounds(aBndIdx) - aX(i)) / aDir(i);
aAlphaMax = std::min(aAlphaMax, aMaxStep);
}
}
aAlphaMax = std::max(aAlphaMax, MathUtils::THE_EPSILON);
MathUtils::LineSearchResult aLineResult =
MathUtils::ArmijoBacktrack(theFunc, aX, aDir, aGrad, aFx, aAlphaMax, 1.0e-4, 0.5, 50);
if (!aLineResult.IsValid || aLineResult.Alpha < MathUtils::THE_EPSILON)
{
// Fall back to projected steepest descent
for (int i = aLower; i <= aUpper; ++i)
{
aDir(i) = -aGrad(i);
}
// Recompute alpha max for steepest descent
aAlphaMax = 1.0;
for (int i = aLower; i <= aUpper; ++i)
{
const int aBndIdx = theLowerBounds.Lower() + (i - aLower);
if (aDir(i) < -MathUtils::THE_EPSILON)
{
aAlphaMax = std::min(aAlphaMax, (theLowerBounds(aBndIdx) - aX(i)) / aDir(i));
}
else if (aDir(i) > MathUtils::THE_EPSILON)
{
aAlphaMax = std::min(aAlphaMax, (theUpperBounds(aBndIdx) - aX(i)) / aDir(i));
}
}
aAlphaMax = std::max(aAlphaMax, MathUtils::THE_EPSILON);
aLineResult =
MathUtils::ArmijoBacktrack(theFunc, aX, aDir, aGrad, aFx, aAlphaMax, 1.0e-4, 0.5, 50);
if (!aLineResult.IsValid)
{
aResult.Status = Status::NotConverged;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
// Reset Hessian
for (int i = 1; i <= aN; ++i)
{
for (int j = 1; j <= aN; ++j)
{
aH(i, j) = (i == j) ? 1.0 : 0.0;
}
}
}
// Compute and clamp new point
for (int i = aLower; i <= aUpper; ++i)
{
aXNew(i) = aX(i) + aLineResult.Alpha * aDir(i);
}
ClampToBounds(aXNew);
// Compute s = x_new - x
for (int i = 1; i <= aN; ++i)
{
aS(i) = aXNew(aLower + i - 1) - aX(aLower + i - 1);
}
// Evaluate at new point
double aFxNew = 0.0;
if (!theFunc.Value(aXNew, aFxNew))
{
aResult.Status = Status::NumericalError;
aResult.Solution = aX;
aResult.Value = aFx;
return aResult;
}
if (!theFunc.Gradient(aXNew, aGradNew))
{
aResult.Status = Status::NumericalError;
aResult.Solution = aX;
aResult.Value = aFx;
return aResult;
}
ProjectGradient(aXNew, aGradNew);
// Check gradient convergence
aGradNorm = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aGradNorm += MathUtils::Sqr(aGradNew(i));
}
aGradNorm = std::sqrt(aGradNorm);
if (aGradNorm < theConfig.FTolerance)
{
aResult.Status = Status::OK;
aResult.Solution = aXNew;
aResult.Value = aFxNew;
aResult.Gradient = aGradNew;
return aResult;
}
// Check X convergence
double aMaxDiff = 0.0;
for (int i = aLower; i <= aUpper; ++i)
{
aMaxDiff = std::max(aMaxDiff, std::abs(aXNew(i) - aX(i)));
}
if (aMaxDiff < theConfig.XTolerance)
{
aResult.Status = Status::OK;
aResult.Solution = aXNew;
aResult.Value = aFxNew;
aResult.Gradient = aGradNew;
return aResult;
}
// Compute y = grad_new - grad
for (int i = 1; i <= aN; ++i)
{
aY(i) = aGradNew(aLower + i - 1) - aGrad(aLower + i - 1);
}
// Curvature condition
double aSY = 0.0;
for (int i = 1; i <= aN; ++i)
{
aSY += aS(i) * aY(i);
}
if (aSY > MathUtils::THE_ZERO_TOL)
{
const double aRho = 1.0 / aSY;
math_Vector aHy(1, aN, 0.0);
for (int i = 1; i <= aN; ++i)
{
for (int j = 1; j <= aN; ++j)
{
aHy(i) += aH(i, j) * aY(j);
}
}
double aYHy = 0.0;
for (int i = 1; i <= aN; ++i)
{
aYHy += aY(i) * aHy(i);
}
const double aFactor = 1.0 + aRho * aYHy;
for (int i = 1; i <= aN; ++i)
{
for (int j = 1; j <= aN; ++j)
{
aH(i, j) =
aH(i, j) - aRho * (aHy(i) * aS(j) + aS(i) * aHy(j)) + aFactor * aRho * aS(i) * aS(j);
}
}
}
aX = aXNew;
aGrad = aGradNew;
aFx = aFxNew;
}
aResult.Status = Status::MaxIterations;
aResult.Solution = aX;
aResult.Value = aFx;
aResult.Gradient = aGrad;
return aResult;
}
} // namespace MathOpt
#endif // _MathOpt_BFGS_HeaderFile
4f95ecaa3This file is pinned to the selected release. Download the original to open it in your design tool.