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| An introduction to Ant Colony Algorithms |
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This section describes how an Ant Colony Algorithm was used to solve the travelling salesman problem. The solution
is based on the work of Marco Dorigo and
Luca Maria Gambardella, Ant colonies
for travelling salesman problem, published in BioSystems 1997.
The algorithm
The artificial ant is in this case an agent which moves from city to city on a TSP graph. The agents travelling
strategy is based on a probabilistic function that takes two things into account. Firstly it counts the edges it
has travelled accumulating their length and secondly it senses the trail(pheromone) left behind by other
ant agents. Each agent modifies the environment in two different ways :
For further details and exact definitions of probability functions see
the online report (in postscript)*
Results
The algorithm was applied to both symmetric and asymmetric versions of the TSP problem and its performance
was tested against several other naturally inspired global optimization methods, such as neural nets,
genetic algorithms and simulated annealing. The performance was quite impressive. The ant algorithm usually
found equally good or better solutions than the other methods, and in the remaining cases it was outperformed
by a very narrow margin. For very large city numbers the algorithm was modified slightly.
For details and further result reports I refer to the
online report *.
This type of application does not make use of the adaptive properties of the Ant Colony methology. More advanced
applications, such as in telecommunication network routing (see next section), depend
on this behaviour.
*These direct postscript links tend to be a bit unstable. If they take too long you might want to try downloading
the online report from the provider site or make an enquiry to the the person maintaining the page.
The purpose of the local updating is mainly to avoid very strong pheromone edges to be chosen by every ant and hence
to increase exploration and hopefully avoid locally optimal solutions. The global updating function gives the
shortest path higher reinforcement, that is the amount of pheromone on the edges of the path is increased.
There are three main ideas that this ant colony algorithm has adopted from real ant colonies:
In addition the agents were provided with a few capabilities not present in real ants, but likely to help solving
the problem at hand. For example each ant is able to determine how far away cities are, and they
all have a memory of which cities they have already visited.
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