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Ant Colony Optimization

Prepared by: Akshay Raturi, Chitransh Shrivastava, Vishal Dhangar

Swarm intelligence
Collective system capable of accomplishing difficult tasks in dynamic and varied environments without any external guidance or control and with no central coordination Achieving a collective performance which could not normally be achieved by an individual acting alone Constituting a natural model particularly suited to distributed problem solving

Natural behavior of an ant


Foraging modes Wander mode Search mode Return mode Attracted mode Trace mode Carry mode

Natural behavior of ant

Ant Colony Optimization


Applications:
The ant colony optimization algorithm (ACO) is a probabilistic technique for solving computational problems which can be reduced to finding good paths through graphs.

Ant Colony Optimization


Overview:
In the real world, ants (initially) wander randomly, and upon finding food return to their colony while laying down pheromone trails. If other ants find such a path, they are likely not to keep travelling at random, but to instead follow the trail, returning and reinforcing it if they eventually find food. Over time, however, the pheromone trail starts to evaporate, thus reducing its attractive strength. The more time it takes for an ant to travel down the path and back again, the more time the pheromones have to evaporate. A short path, by comparison, gets marched over faster, and thus the pheromone density remains high as it is laid on the path as fast as it can evaporate. Pheromone evaporation has also the advantage of avoiding the convergence to a locally optimal solution.

Ant Colony Optimization


If there were no evaporation at all, the paths chosen by the first ants would tend to be excessively attractive to the following ones. In that case, the exploration of the solution space would be constrained. Thus, when one ant finds a good (i.e., short) path from the colony to a food source, other ants are more likely to follow that path, and positive feedback eventually leads all the ants following a single path. The idea of the ant colony algorithm is to mimic this behavior with "simulated ants" walking around the graph representing the problem to solve.

Ant Colony Optimization

Ant Colony Optimization


The original idea comes from observing the exploitation of food resources among ants, in which ants individually limited cognitive abilities have collectively been able to find the shortest path between a food source and the nest.
1. The first ant finds the food source (F), via any way (a), then returns to the nest (N), leaving behind a trail pheromone (b) 2. Ants indiscriminately follow four possible ways, but the strengthening of the runway makes it more attractive as the shortest route. 3. Ants take the shortest route, long portions of other ways lose their trail pheromones.

Ant Colony Optimization


In a series of experiments on a colony of ants with a choice between two unequal length paths leading to a source of food, biologists have observed that ants tended to use the shortest route. A model explaining this behaviour is as follows:
1. An ant (called "blitz") runs more or less at random around the colony; 2. If it discovers a food source, it returns more or less directly to the nest, leaving in its path a trail of pheromone; 3. These pheromones are attractive, nearby ants will be inclined to follow, more or less directly, the track; 4. Returning to the colony, these ants will strengthen the route; 5. If two routes are possible to reach the same food source, the shorter one will be, in the same time, traveled by more ants than the long route will; 6. The short route will be increasingly enhanced, and therefore become more attractive; 7. The long route will eventually disappear, pheromones are volatile; 8. Eventually, all the ants have determined and therefore "chosen" the shortest route.

Ant Colony Optimization


Theoretically, if the quantity of pheromone remained the same over time on all edges, no route would be chosen. However, because of feedback, a slight variation on an edge will be amplified and thus allow the choice of an edge. The algorithm will move from an unstable state in which no edge is stronger than another, to a stable state where the route is composed of the strongest edges.

General ACO
A stochastic construction procedure Probabilistically build a solution Iteratively adding solution components to partial solutions - Heuristic information - Pheromone trail Reinforcement Learning reminiscence Modify the problem representation at each iteration

General ACO Ants work concurrently and independently Collective interaction via indirect communication leads to good solutions

Some inherent advantages


Positive Feedback accounts for rapid discovery of good solutions Distributed computation avoids premature convergence The greedy heuristic helps find acceptable solution in the early solution in the early stages of the search process. The collective interaction of a population of agents.

Disadvantages in Ant Systems Slower convergence than other Heuristics Performed poorly for TSP problems larger than 75 cities. No centralized processor to guide the AS towards good solutions

Travelling Salesman Problem (TSP)


TSP PROBLEM : Given N cities, and a distance function d between cities, find a tour that: 1. Goes through every city once and only once 2. Minimizes the total distance.

Problem is NP-hard Classical combinatorial optimization problem to test.

ACO for the Traveling Salesman Problem


The TSP is a very important problem in the context of Ant Colony Optimization because it is the problem to which the original AS was first applied, and it has later often been used as a benchmark to test a new idea and algorithmic variants.

The TSP was chosen for many reasons:

It is a problem to which the ant colony metaphor It is one of the most studied NP-hard problems in the combinatorial optimization

it is very easily to explain. So that the algorithm behavior is not obscured


too many technicalities.

by

Ant Systems (AS)


Ant Systems for TSP
Graph (N,E): where N = cities/nodes, E = edges

dij

= the tour cost from city i to city j (edge weight)

Ant move from one city i to the next j with some transition probability.

Ant Systems Algorithm for TSP


Initialize

Place each ant in a randomly chosen city

For Each Ant Choose NextCity(For Each Ant)

yes

more cities to visit


No

Return to the initial cities Update pheromone level using the tour cost for each ant
No

Stopping criteria
yes

Print Best tour

THANK YOU

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