Ant Colony Algorithm-presentation

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    Department of Computer Science & Engineering, RGMCETDepartment of Computer Science & Engineering, RGMCET

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    An Ant Colony Algorithm

    Optimization

    By

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    Natural behavior of ants have inspired scientists to mimic insect

    operational methods to solve real-life complex problems

    By observing ant behavior, scientists have begun to understand

    their means of communication

    Ant-based behavioral patterns to address combinatorial

    problems - first proposed by Marco Dorigo

    REAL ANT BEHAVIOR

    Ants secrete pheromone while

    traveling from the nest to food,

    and vice versa in order to

    communicate with one another to

    find the shortest path

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    EXPERIMENTAL STUDY OF ANTS

    The more ants follow a trail, the more attractive that trail

    becomes for being followed

    NEST FOOD

    NEST FOOD

    NEST FOOD

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    ANT Behavior

    The more ants follow a trail, the more attractive that trail

    becomes for being followed

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    ANT Behavior

    Even when the tracks are equal the behavior will encourage one

    over the other--convergence (Deneubourg et al)

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    ROUTE SELECTION

    Ants are forced to decide whether they should go left or right, and

    the choice that is made is a random decision

    Pheromone accumulation is faster on the shorter path

    The difference in pheromone content between the two paths overtime makes the ants choose the shorter path

    Positive feedback mechanism to arrive at the shortest route while

    foraging

    Stygmergy or stigmergetic model of communication

    Different optimization problems have been explored using a

    simulation of this real ant behavior

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    REAL vs. ARTIFICIAL ANTS

    Discrete time steps

    Memory Allocation Quality of Solution

    Time of Pheromone

    deposition

    Distance Estimation

    REAL ANT ARTIFICIAL ANT

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    THE ANT COLONY

    OPTIMIZATIONMETAHEURISTIC

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    GOAL OF ACO HEURISTIC

    Artificial ants form a multi-agent system performing the

    functions as observed in the real ant system

    Exploit stigmergistic communication

    The ACO meta-heuristic relies on the co-operation of a

    group of artificial ants to obtain a good solution to a

    discrete optimization problem such as the TSP

    Artificial ants are mutants of a real ant system

    The resulting shortest route mapping determined by the agents

    can be applied to the optimization problem

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    ACO CHARACTERISTICS

    Exploit a positive feedback mechanism

    Demonstrate a distributed computational architecture

    Exploit a global data structure that changes dynamically as

    each ant transverses the route

    Has an element of distributed computation to it involving the

    population of ants

    Involves probabilistic transitions among states or rather

    between nodes

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    FLOWCHART OF ACO

    Have all

    cities been

    visited

    Have the

    maximum

    Iterations been

    performed

    STARTACO

    Locate ants randomly

    in cities across the

    grid and store the

    current city

    in a tabu list

    Determine probabilistically

    as to which city to visit next

    Move to next city and

    place this city in the

    tabu list

    Record the length of

    tour and cleartabu list

    Determine the shortest

    tour till now and

    update pheromone

    NO

    YES

    STOP

    ACO

    YESNO

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    KEY PARAMETERS

    Trail intensity is given by value ofXij which indicates the intensity of

    the pheromone on the trail segment, (ij)

    Trail visibility is Lij = 1/dij

    The importance of the intensity in the probabilistic transition is E

    The importance of the visibility of the trail segment is F

    The trail persistence or evaporation rate is given as V

    Q is a constant and the amount of peromone laid on a trail

    segment employed by an Ant; this amount may be modified invarious manners

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    PROBABILISTIC CITY SELECTION

    Helps determine the city to visit next while the ant is in a tour

    Determined by variables such as the pheromone content in an

    edge (i,j) at time instant t, heuristic function of the desirability of

    adding edge, and their control parameters

    ? A ? A? A ? A

    )(

    )(

    0

    )(

    )(

    )(

    )(iJjf

    iJjift

    t

    tp

    k

    kilil

    ijij

    k

    ij

    ikJl

    !

    FE

    FE

    LX

    LX

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    PHEROMONE UPDATING

    Using the tour length for the k-th Ant, Lk, the quantity of pheromone

    added to each edge belonging to the completed tour is given by

    tTjiedgeiftTjiedgewhere

    L

    Q

    tk

    k

    k

    k

    ij

    (

    ),(

    ),(

    0

    X

    )()()1()1( ttt ijijij XXVX (

    The pheromone decay in each edge of a tour is given by

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    Ant Colony Optimization

    An adaptative nature inspired algorithmexplaination

    Concretely implementation

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    The ants

    The double bridge experiment

    From biological ants to agents

    Java Implementation Demonstration 1

    The different moves of the ants Demonstration 2

    Adaptation of the Ants-based algorithm to routing protocols

    ACO compared to RIP and OSPF Examples of effective implementations

    Results of the analysed reports

    Questions

    Plan

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    The ants

    Can explore vast areas without global view of the

    ground.

    Can find the food and bring it back to the nest.

    Will converge to the shortest path.

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    How can they manage such great

    tasks?

    By leaving pheromones behind them.

    Wherever they go, they let pheromones behind here, marking

    the area as explored and communicating to the other ants thatthe way is known stigmergisticcommunication.

    Double Bridge experiment

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    From biological ants to ant-agent

    Distributed process:

    local decision-taking

    Autonomous

    Simultaneous

    Macroscopic development from microscopic probabilistic

    decisions

    Problem: adaptation to reality

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    From biological ants to ant-agent

    Solution:

    Pheromone upgrade: evaporation.

    Ant aging: after a given time, ants are tired and have to

    come back to the nest.

    2 different pheromones : away (from nest) and back (fromsource of food).

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    Java Implementation

    Object modeling:

    Definition of the objects:

    Ant

    Playground

    Traces

    Playground: central object, contains a list of ants, an arrayof traces. Manages the processes and the graphical output.

    Ant: can move by itself, according to the traces around itand a random decision.

    Traces: amount of pheromones of 2 types, Away and Back.

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    Demonstration 1

    2-Bridge Experiment

    Interesting Convergence

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    Double Bridge experiment

    Food

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    Possible moves of Ants

    Four types:

    From home to food

    Goal has never been reached: moveStraightAwayFromAway();

    Goal reached: moveTowardAway();

    Back to home

    Goal has never been reached: moveFromFoodToHome();

    Goal reached: moveFromHomeToFood();

    Idea: generates several random moves and see which one is the best among

    them.

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    Demonstration 2

    A difficult playground

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    Adaptation of the Ants-based

    algorithm to routing protocols

    E

    D

    B

    A

    F

    CNest

    Food

    Ants will start from A the nest and look for D the food. At every step, theywill upgrade the routing tables and as soon as the first one reaches the food,the best path will be known, thus allowing communication from D to A.

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    ACO Compared to RIP and OSPF RIP / OSPF:

    Transmit routing table or flood LSPs at regular interval

    High routing overhead

    Update the entire table

    Based on transmission time / delay

    ACO algorithm:

    Can be attached to data

    Frequent transmissions of ants

    Low routing overhead

    Update an entry in a pheromone table independently

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    Questions ?

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    Engineerig, RGMCET

    Thank you !