Ant colony system which is classified as a meta-heuristic algorithm is considered as one of the best optimization algorithm for solving different type of NP-Hard problem including the travelling salesman problem. A heuristic function in the Ant colony system uses pheromone and distance values to produce heuristic values in solving the travelling salesman problem. However, the heuristic values are not updated in the entire process to reflect the knowledge discovered by ants while moving from city to city. This paper presents the work on enhancing the heuristic function in ant colony system in order to reflect the new information discovered by the ants. Experimental results showed that enhanced algorithm provides better results than classical ant colony system in term of best, average and standard of the best tour length.
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Ant Colony System with Heuristic Function for the Travelling Salesman
Problem
1
Mustafa Muwafak Alobaedy,
2
Ku Ruhana Ku-Mahamud
1, 2
School of Computing, College of Arts and Sciences, Universiti Utara Malaysia, 06010
Sintok, Kedah, Malaysia, new.technology@hotmail.com, ruhana@uum.edu.my
Abstract
Ant colony system which is classified as a meta-heuristic algorithm is considered as one of the best
optimization algorithm for solving different type of NP-Hard problem including the travelling
salesman problem. A heuristic function in the Ant colony system uses pheromone and distance values
to produce heuristic values in solving the travelling salesman problem. However, the heuristic values
are not updated in the entire process to reflect the knowledge discovered by ants while moving from
city to city. This paper presents the work on enhancing the heuristic function in ant colony system in
order to reflect the new information discovered by the ants. Experimental results showed that enhanced
algorithm provides better results than classical ant colony system in term of best, average and
standard of the best tour length.
Keywords: Ant Colony Optimization, Ant Colony System, Heuristic Function, Traveling Salesman
Problem
1. Introduction
Biological ants have the ability to discover the shortest route from the nest to the source of food [1].
Although they do not have an advanced vision system [2], they have the ability to communicate with
the environment. Ants use a chemical substance called a “pheromone” to communicate with the
environment and between each other [3]. Pheromone substance has an evaporation property which is a
powerful mechanism to update the route information. While an ant moves looking for food, it deposits
a pheromone along the path. The following ant will, more likely, select the route with richer
pheromones. This mechanism will make the ant choose the shortest path. In 1992, Marco Dorigo
proposed the first Ant Colony Optimization (ACO) algorithm to search for an optimal solution in
graphs to solve optimization problems such as the travelling salesman problem, job scheduling and
network routing [1]. The variants of ACO are: (i) Ant System (AS) [4] [5] [6]. (ii) The first
improvement on the ant system, called the Elitist strategy for Ant System (EAS) [7]. The improvement
was done by providing strong additional reinforcement to the arcs belonging to the best tour found
since the start of the algorithm. (iii) Rank-Based Ant System (AS
rank
), another improvement over ant
system is the rank-based version of ant system introduced by [8]. In AS
rank,
each ant deposits an amount
of pheromone that decreases with its rank. This is similar to EAS, where the best-so-far ant always
deposits the largest amount of pheromone. (iv) Max-Min Ant System (MMAS) is another variant of
ACO, this algorithm has four direct improvements over AS [9] [10]. MMAS strongly exploits the best
tours found, limits the possible range of pheromone trail values to the interval [t
min
, t
max
], the
pheromone trails are initialized to the upper pheromone trail limit, and pheromone value is reinitialized
each time the system approaches stagnation or when no improved tour has been generated for a specific
number of iterations. (v) Ant Colony System (ACS), this improvement has been introduced by [3] [11]
to improve the performance of AS.
In the ACS algorithm, ants apply exploitation and exploration mechanisms when they select the
next node to move to. In addition, ACS applies local pheromone updates and global pheromone
updates to direct the search for the next iteration. The global update is calculated based on the quality
of the best solution so far while the local update applies an evaporation concept. ACS is used to solve
the Travelling Salesman Problem (TSP) [3] [11] [12]. TSP is one of the most typical NP-Hard
problems in the optimization field [13]. In TSP there are a set of cities {C
1
, C
2
, C..., C
N
} and for each
pair of cities, the distance is d (Ci, Cj). The solution for this problem is to find the shortest tour, which
is to find a permutation π of the cities that minimizes the quantity
∑
π
(
)
, π
(
+ 1
)
+
π
(
)
, π
(
1
)
. Such a problem is an optimization problem. Therefore, an approximation
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
Journal of Next Generation Information Technology(JNIT)
Volume4, Number2, April 2013
doi:10.4156/jnit.vol4.issue2.5
39
algorithm is required to find near optimal solutions rather than optimal solutions. ACS algorithm is one
of those algorithms used to solve the travelling salesman problem.
Variants of ACO algorithm have been derived and extended to exploit the search history without
losing the chance of exploring new areas of the search space. Among them ACS algorithm appears to
be promising to extend the framework of ACO. It provides good opportunity to explore wide area of
the search space in reasonable time. All variants of ACO algorithm have some similarity in their
foundation such as utilize the heuristic information and pheromone value. The solution is based on
constructing. All the ACO algorithms apply pheromone evaporation. Ant colony optimization
algorithm has the ability to hybrid with other heuristic and meta-heuristic algorithms to solve different
types of NP-hard problems. In [14], hybrid ant colony and genetic algorithm was used to solve vehicle
scheduling problem. Another study conducted by [15] presented ant system-assisted genetic algorithm
for solving travelling salesman problem. In addition, hybrid ant colony algorithm was used in task
scheduling problem by [16]. Ant colony optimization algorithm also used on resource allocation by
[17].
In this paper, enhancement of the ACS algorithm to solve the TSP is presented. The rest of the paper
is organized as follows. Section II describes the structure of the ACS algorithm while Section III
presents the proposed enhanced ACS algorithm. Section IV discusses the implementation of the
proposed algorithm in solving TSP and Section V presents the experimental results. Concluding
remarks and future works are presented in Section VI.
2. Ant Colony System
Ant Colony System (ACS) is introduced by Dorigo and Gambardella [3] [11] to improve the
performance of AS. ACS differs in three main aspects from ant system. First, ACS uses a more
aggressive action choice rule than AS. Second, pheromone is added only to moves belonging to globalbest solution. Third, each time an ant moves on a path, it removes some pheromone from that path. The
three main phases of the ACS algorithm constitute the ants’ solution construction, global pheromone
trail update and local pheromone trail update. ACS algorithm starts the tour construction when ant
moves from node to node. Ant will choose the node using one of the two rules. First rule called
pseudorandom proportional rule which is based on exploitation mechanism. Second rule uses
exploration mechanism which is based on the probability distribution used in AS. The tuning between
exploitation and exploration is controlled by a parameter. ACS algorithm applies global pheromone
trail update where only one ant (the best-so-far ant) is allowed to add pheromone after all ants finished
constructing their tours. In addition, ACS algorithm applies local pheromone trail update. In this update,
all ants apply local pheromone update rule immediately after moving on arcs during the tour
construction using the evaporation concept.
Dorigo and Gambardella [3] used the ant colony system to solve the travelling salesman problem.
The algorithm in their study consists of three parts. The first part of the algorithm deals with the
exploitation of the environment experience discovered by the ants using an aggressive action choice
rule. That is, when ant k wants to move from city i to city j, it will choose the city using a rule called
the pseudorandom proportional rule, given by:
=
argmax
∈
[
]
, if ≤ 0;
, otherwise
where q is a random variable uniformly distributed in [0, 1], q0 (0 ≤ q0 ≤ 1) is a parameter, and J is
a random variable selected according to the probability distribution given by the following formula:
=
[ ]
.
[ ]
∑
[ ]
[ ]
∈
, if ∈
.
The second part of the algorithm deals with a global update which is the mechanism of pheromone
evaporation and pheromone deposit on the arcs of the best-so-far tour. In ACS only one ant (the bestso-far ant) is allowed to add pheromones after completing the iteration. The update is implemented
using the following equation:
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
40
←
(
1 −
)
τ + ∆
, ∀
(
,
)
∈
where P is the evaporation rate, and ∆
= 1/ C
bs
. The third part of algorithm deals with local
updates which occur each time an ant moves on the arc (i, j) to move from city to city, this process will
remove some pheromones from the arc to increase the probability of exploring another path. In local
update the ants apply the update rule immediately after moving on the arc (i, j) during the tour
construction using the following rule:
←
(
1 − ξ
)
τ
+ ξτ
where ξ, 0 < ξ < 1, and τ
are two parameters. The value of τ
is equal to the initial value for the
pheromone trail. In the ACS algorithm, the updating functions focus on pheromones only and neglect
the heuristic value in the whole process of the algorithm.
Enhancement of the ACS algorithm has been proposed by many researchers to solve the
optimization problem such as those in [18] [19] [20] [21] [22]. They conducted different studies to
enhance the ACS algorithm in order to solve TSP. In their works, they propose many ideas to increase
the algorithm performance. However, all the studies focus on local and global pheromone update
functions. In general, problems are modeled as graphs that consist of nodes and edges. The ACS
algorithm utilizes the values between the edges as a heuristic value for the calculation of probability to
choose the next node. However, the heuristic value is not updated at any time during execution. Such a
condition is a contradiction to the concept of heuristics. According to [23] the word “heuristic” comes
from Greek and means “to know”, “to find”, “to discover” or “to guide an investigation”. Therefore, an
update function for heuristic value is needed to reflect the new information discovered by the ants.
Hence, this paper presents the work that updates the heuristic value based on the tour quality to
improve the algorithm performance.
3. The Enhanced Ant Colony System Algorithm
The enhanced ACS algorithm integrates a new heuristic function that will update the heuristic value
every time the ants find a better solution in the iteration. This is done to reflect the new status of the
solution. After the ant constructs its solution, a global update process will be applied to update the bestso-far solution. This event will change the environment for the next iteration. A function will be
triggered at this moment to reflect this change and thus a new heuristic value will be obtained. The new
information will be applied to the best-so-far edge. The pseudo-code for the new heuristic function is
shown in Fig. 1.
Step 0: for each path in the best tour do step 1 to 2
Step 1: if path i (i = 1, 2, n) is not updated before do step 2
Step 2: η
i
= η
i
+ (δ/ best-so-far tour) // δ is parameter from (0-10)
End
Figure 1. Pseudo-code for the new heuristic function
By applying this function, the heuristic values will change according to the quality of the best-so-far
solution. Best solution will increase the heuristic value and vice versa. The parameter δ will determine
how much the influence of the updating value should be applied to the heuristic value. If δ = 0 then no
update will occur which reflects the heuristic value in the classical ACS. The heuristic value on each
edge will be updated only once during the whole process if it is belongs to the best-so-far edge. This
condition will eliminate the issue of stagnation that may occur if the heuristic value updates more than
once. After conducting many experiments, δ = 0.5 is found to produce good results. However, this
depends on the problem domain and dimensions.
The Enhanced Heuristic Function in Ant Colony System (EHF_ACS) algorithm flowchart is
depicted in Fig. 2. While Fig. 3 shows the difference between EHF_ACS algorithm and the classical
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
41
ACS is the application of the enhanced heuristic function after global pheromone update activity is
performed.
Figure 2. EHF_ACS algorithm flowchart
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
42
Procedure EHF_ACS
Initialize parameters
While (termination condition not met) do
Construct Ants Solutions
Apply Local Pheromone Update
If (New Ant
Solution better than Global Best Solution)
Global Best Solution = New Ant Solution
Apply Global Pheromone Update
Apply New Heuristic Function
End - While
End - Procedure
Figure 3. The EHF_ACS algorithm
4. EHF_ACS Algorithm for Travelling Salesman Problem
One of the most topical problems in optimization filed is travelling salesman problem. This is due to
its simplicity in definition and constraints it has. William J. Cook wrote: “The TSP is an easy enough
task from one perspective: there are only finitely many possible routes through a given set of cities”
[24]. In addition, Alan Turing quotes: “Typical of the NP problems is that of the Hamiltonian Path
Problem: given N cities to visit (by car), how can one do this without visiting a city twice? If you give
me a solution, I can easily check that it is correct. But I cannot so easily (given the methods I know)
find a solution” [24]. Therefore, TSP was chosen in this study to verify our enhanced algorithm.
In order to apply EHF_ACS to the travelling salesman problem, several initializations will have to
be performed as follows:
(i) Calculate distance between cities using Euclidean distance method.
(ii) Calculate heuristic values using heuristic function (1/distance).
(iii)Initialize pheromone on all paths using the method (1 / (No of cities * nearest neighbor
solution).
(iv)Set the variables: alpha (α) = 1, beta (β) = 2, delta (δ) = 0.5, q = 0.9, evaporation rate (p) = 0.1,
0 < p ≤ 1, number of ants = 10, and number of iteration = 10000.
If α = 0, the closest cities are more likely to be selected. This corresponds to the classic stochastic
greedy algorithm with multiple starting points since ants are initially randomly distributed over the
cities. If β = 0, only pheromone amplification is at work. In other word, only pheromone is used
without any heuristic bias. This generally leads to poor results and in particular, for values of α > 1 it
leads to the rapid emergence of a stagnation situation. This is a situation in which all the ants follow the
same path and construct the same tour, which, in general, is strongly suboptimal.
δ = 0.5 is used in all experiments. If δ = 0, then no change in heuristic value will happen. If δ > 10,
the ant will be bias to this path which will affect the behavior of the algorithm. The parameter p is used
to avoid unlimited accumulation of pheromone on any trails and it enables the algorithm to ‘‘forget’’
bad decisions previously taken. No evaporation is applied if p = 0, and all pheromone has evaporated if
p = 1.
Ants will be randomly distributed to cities after the initialization process. All ants will move
concurrently and each ant will start building a solution which is a function of the distance between the
cities. Each time an ant moves from a city to the next city, the pheromone on that connection (edge)
will be evaporated using a local update mechanism. After all ants have constructed their solutions, the
best solution will be selected based on the shortest tour. The best solution will be saved as global best
solution if it is better than the current global best solution. A global update will be applied at this step
using the global best solution. The benefit from global update is to increase the probability of selecting
the same city (or the edge) for the next iteration.
The function of the local update is to reduce the probability of selecting the same city (or edge) for
the following ant. Local update helps to reduce stagnation problems when sometimes the ACS
algorithm does not show a convergence behavior. In other words, ants do not converge to the
generation of a common path [3] [11]. Local update also helps to increase the exploration mechanism.
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
43
The heuristic function will start immediately after the global update in order to update the heuristic
value. Fig. 4 shows the EHF_ACS algorithm implementation for TSP.
Procedure EHF_ACS for TSP
Step 0: Read TSP file (Coordinate points X & Y);
Step 1: Calculate distance;
Step 2: Calculate heuristic values;
Step 3: Initialize pheromone;
Step 4: Set Algorithm parameters;
Step 5: Initialize ants array;
Step 6: While (termination condition not met) do steps 7-15
Step 7: For each ant (ant[i], i = 0, 1, ..., m) do step 8;
Step 8: Create Thread; /// one thread for each ant to move in parallel
End - For
Step 9: For each Thread (Thread i, i = 0, 1, ..., m) do Steps 10-11;
Step 10: Construct ant[i] Tour;
Step 11: Apply Local Pheromone Update;
End - For
Step12: If (Best Ant
i
tour is shorter than Global Best tour) Do Step 13
Step 13: Global Best tour = Best Ant
i
tour;
Step 14: Apply Global Update Pheromone;
Step 15: Apply New Heuristic Function;
End – End step 6
End - Procedure
Figure 4. EHF_ACS algorithm for TSP
The quality of each ant solution is measured using the tour length. In this case, the shorter tour
length the better is the solution quality. After completing all iterations, the heuristic value is updated
for each edge that has not been updated before.
5. Experimental Results on Travelling Salesman Problem
Eight data sets from TSPLIP with different sizes were used in the experiments to test the
performance of the algorithm. The Core i7-2600 CPU @ 3.4 GHz machine with 8 GB RAM was used
in conducting the experiments. The ACS algorithm and EHF_ACS algorithm were implemented using
C# programming language. The multi-thread concept was used in the implementation of the algorithms
to enable the parallel movement of ants while constructing their tours.
Experiments were performed to test the validity of the ACS algorithm implementation, and
comparison of results was completed with [3] [11]. The settings of the parameters are as follows:
α = 1, β = 2, δ = 0.5, q = 0.9, m = 10, = 0.1, τ
= 1/(N*nn),
where τ
is the initial pheromone value, N = number of cities and = nearest neighbour.
The simulator development process starts with the development of the classical ant colony system
algorithm for TSP problem from TSPLIP. Fig. 5 shows the console application for solving 51 cities
problem. In order to validate the simulator, experiments on different TSP data set were conducted and
the results are compared with previous study from [3] [11]. After validating the simulator, the
enhanced ant colony system algorithm for travelling salesman problem is implemented in the simulator.
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
44
Figure 5. 오류! 지정한 스타일은 사용되지 않습니다.. Console application for TSP
Experiments were then performed to test credibility of the enhanced algorithm. TSPLIB data sets
were used in the experiments. Table 1 shows the comparisons of results of the enhanced algorithm
with Best Known Solution and ASC results from previous studies [21][25][26][27].
The results show that the enhanced algorithm produces better solutions quality in terms of best and
mean tours, and smaller standard deviation (SD). Seven (7) mean tour results obtained by the enhanced
algorithm are better than ACS and for the best tour results, the enhanced algorithm is at par with ACS.
The mean and SD shows the robustness of the enhanced algorithm and its ability to guide the ants to
quickly converge to the best solution. Each data set was run five times to calculate the mean and SD.
All the experiments using EHF_ACS produced good solutions with minor differences between the runs.
Table 1. Performance of EHF_ACS algorithm on TSP
a. SD is not calculated in the original study.
TSP
instance
Optimum
ACS EHF_ACS |Mean ACS –
Mean
EHF_ACS|%
Mean SD Best Mean SD Best
att48
33522 35595 *--- 33780
33614.4 43.135 33587
5.56 %
eil51
426 428.21 2.05 426
428 1.095 426
0.05 %
st70
675 682.50 2.82 677
677.2 0.748 676
0.78 %
eil76
538
541.55
2.97
538
545.2
1.469
543 0.67 %
rat99
1211 1219.60 6.45 1211
1212.6 0.8 1211
0.57 %
kroA100
21282 21441.30 112.13 21315
21297.2 11.51 21282
0.67 %
eil101
629 640.67 5.86
630 633 2.449
631 1.20 %
rat195
2323 2352.76 15.79
2334 2347 4.147
2342 0.24 %
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
45
The mean tour length differences between EHF_ACS and ACS are summarized in Table 2. The
results show that the enhanced algorithm was able to improve the quality of solutions in terms of tour
length as high as 5.5 % in att48 instances. The classical ACS algorithm produced better results than the
enhanced algorithm when ei176 instance was used. However, the enhanced algorithm produces better
results for standard deviation in all instances which implied that better results are produced by the
enhanced algorithm. Fig. 6 represents the mean tour length of all instance using ACS and EHF_ACS.
The enhanced algorithm was able to find shorter mean tour than the classical ACS in seven instances.
Table 2. Summary of mean tour differences
Instances Differences in Mean Tour Length % in Difference
att48 1980.6 5.56 %
eil51 0.21 0.05 %
st70 5.3 0.78 %
eil76 3.65 0.67 %
rat99 7 0.57 %
kroA100 144.1 0.67 %
eil101 7.67 1.20 %
rat195 5.76 0.24 %
Figure 6. Mean tour length of all instance using ACS and EHF_ACS
Ant Colony System with Heuristic Function for the Travelling Salesman Problem
Mustafa Muwafak Alobaedy, Ku Ruhana Ku-Mahamud
46
6. Conclusion
The enhanced heuristic function presented in this paper was able to reflect the new heuristic
information obtained during the implementation of the ant colony system algorithm to solve the
travelling salesman problems. This new information represents the heuristic experience gained by the
ants while moving along the paths between cities. The new information will guide ants in their decision
for the next iteration. . No stagnation will occur when the updating activity is fixed to only one time for
each edge in the whole process. The enhanced algorithm outperforms ant colony system algorithm in
term of shortest tour, mean, and standard deviation. Future work can focus on improvement in the data
structure where better solutions can be obtained within a shorter time.
7. Acknowledgment
The authors wish to thank the Ministry of Higher Education Malaysia for funding this study under
Fundamental Research Grant Scheme, S/O code 11980 and RIMC, Universiti Utara Malaysia, Kedah
for the administration of this study.
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