Ant Colony Optimization (aCO) is based on a set of parallel artificial ants that iteratively build und update problem solutions. Real ants are capable of finding the shortest path from a food source to their nest without using visual cues but exploiting a chemical substance called pheromone. The natural metaphor on which ACO algorithms are based is real ant colonies behaviour.
Ant Colony Optimization (aCO) is based on a set of parallel artificial ants that iteratively build und update problem solutions. Real ants are capable of finding the shortest path from a food source to their nest without using visual cues but exploiting a chemical substance called pheromone. The natural metaphor on which ACO algorithms are based is real ant colonies behaviour.
Ant Colony Optimization (aCO) is based on a set of parallel artificial ants that iteratively build und update problem solutions. Real ants are capable of finding the shortest path from a food source to their nest without using visual cues but exploiting a chemical substance called pheromone. The natural metaphor on which ACO algorithms are based is real ant colonies behaviour.
Engineering complex systems: Ant Colony Optimization (and in
general natural inspired metaheuristic) to model and to solve
complex dynamic problems
Luca Maria Gambardella
IDSIA, Istituto Dalle Molle di studi sull’Intelligenza Artificiale Galleria 2, 6928 Manno, Lugano, Switzerland luca@idsia.ch
Many problems of practical importance solutions. ACO is based on a set of
can be modeled as combinatorial parallel artificial ants that iteratively build optimisation problems. Examples are: und update problem solutions. These vehicle routing for distribution of goods solutions are defined by sequence of states and services, scheduling of jobs in a and are constructed using a probabilistic production line, generating timetables or search. Artificial ants start from random scheduling meetings, multiple fault states: next, each ant chooses location, routing in dynamic networks and probabilistically the new state to visit many more. using a probabilistic function mainly Combinatorial optimisation problems are based on the pheromone intensity. At the formulated defining a model of the end of the each iteration the pheromone on problem and an objective function, the best solution is increased according to according to some cost measure, to be a learning rule. The rationale is that in this optimised. Finding an optimal solution way the structure of ''preferred sequences'' means selecting the best alternative among emerges in the pheromone trail and future a finite or countably infinite number of ants will use this information to generate possible solutions. Hence, to practically new and better solutions. solve large problem instances one often Recently, many ant based algorithms have has to resort to approximate methods that been proposed to solve different types of return near-optimal solutions in relatively combinatorial optimization problems such short time. This type of algorithms are as symmetric and asymmetric travelling loosely called metaheuristics. salesman problems (TSP/ATSP Metaheuristics are usually inspired by [7],[10],[11]) the sequential ordering natural process such as genetic algorithms problem (SOP, [14]), the quadratic or simulated annealing. assignment problem (QAP,[12]), the Recently one of the most successful vehicles routing problem (VRPTW, [13]) metaheuristic is Ant Colony Optimization and the information routing in dynamic ([2], [3],[8]). The natural metaphor on internet and telephone network (AntNet, which ACO algorithms are based is real [5]). In these situations ACO algorithms ant colonies behaviour. Real ants are show robustness, scalability and self- capable of finding the shortest path from a organization capabilities since they are food source to their nest without using able to dynamic adapt to topological visual cues but exploiting a chemical change in the problem structure and to substance called pheromone. While rapidly react to failure conditions. Only walking, ants deposit pheromone on the recently new applications of Ant Colony ground, and follow, in probability, Optimization include routing in ad hoc pheromone previously deposited by other networks (AntHocNet, [6]). ants. The above real ants behaviour has Our interests and our possible inspired ACO, where a set of artificial ants contributions in the meeting is to cooperate to solve a combinatorial investigate how ACO based techniques problem by exchanging indirect (and in general metaheuristic) are useful to information via artificial pheromone. This solve complex problems where dynamic artificial pheromone is accumulated at and stochastic situations are the key issue. run-time through a learning mechanism We are also interested in methodological that gives reward to good problem and theoretical aspects of swarm problem structure (i.e., the pheromone intelligence applied to dynamic problems. trails). The recursive transmission of such ACO algorithms show similarities with knowledge by means of stigmergy some optimization, learning and determines a reduction in the variance of simulation approaches like heuristic graph the whole search process: the so far most search, Monte Carlo simulation, neural interesting explored transitions networks, and evolutionary computation. probabilistically bias future search, These similarities are briefly discussed in preventing ants to waste resources in not the following. promising regions of the search space.
Heuristic graph search. In ACO Neural networks. Ant colonies, being
algorithms each ant performs an heuristic composed of numerous concurrently and graph search in the space of the locally interacting units, can be seen as components of a solution: ants take biased “connectionist” systems [9], the most probabilistic decisions to choose the next famous examples of which are neural component to move to, where the bias is networks. From a structural point of view, given by an heuristic evaluation function the parallel between the ACO meta- which favors components which are heuristic and a generic neural network is perceived as more promising. It is obtained by putting each state i visited by interesting to note that this is different ants in correspondence with a neuron i, from what happens, for example, in and the problem specific neighborhood stochastic hillclimbers or in simulated structure of state i in correspondence with annealing [15], where (i) an acceptance the set of synaptic-like links exiting criteria is defined and only those randomly neuron i. The ants themselves can be seen generated moves which satisfy the criteria as input signals concurrently propagating are executed, and (ii) the search is usually through the neural network and modifying performed in the space of the solutions. the strength of the synaptic-like inter- neuron connections. Signals (ants) are Monte Carlo simulation. ACO locally propagated by means of a algorithms can be interpreted as parallel stochastic transfer function and the more a replicated Monte Carlo systems. Monte synapse is used, the more the connection Carlo systems [17] are general stochastic between its two end-neurons is reinforced. simulation systems, that is, techniques The ACO-synaptic learning rule can be performing repeated sampling experiments interpreted as an a posteriori rule: signals on the model of the system under related to good examples, that is, ants consideration by making use of a which discovered a good quality solution, stochastic component in the state sampling reinforce the synaptic connections they and/or transition rules. Experiment results traverse more than signals related to poor are used to update some statistical examples. It is interesting to note that the knowledge about the problem, as well as ACO-neural network algorithm does not the estimate of the variables the researcher correspond to any existing neural network is interested in. In turn, this knowledge model. The ACO-neural network is also can be also iteratively used to reduce the reminiscent of networks solving variance in the estimation of the desired reinforcement learning problems [18]. In variables, directing the simulation process reinforcement learning the only feedback towards the most interesting state space available to the learner is a numeric signal regions. Analogously, in ACO algorithms (the reinforcement) which scores the result the ants sample the problem’s solution of actions. This is also the case in the space by repeatedly applying a stochastic ACO meta-heuristic: The signals (ants) decision policy until a feasible solution of fed into the network can be seen as input the considered problem is built. The examples with associated an approximate sampling is realized concurrently by a score measure. The strength of pheromone collection of differently instantiated updates and the level of stochasticity in replicas of the same ant type. Each ant signal propagation play the role of a “experiment” allows to adaptively modify learning rate, controlling the balance the local statistical knowledge on the between exploration and exploitation. Finally, it is worth to make a reference to updating has the same goal as updating the the work of Chen [4], who proposed a probabilities in the generating vector. A neural network approach to TSP which main difference between ACO algorithms bears important similarities with the ACO and PBIL consists in the fact that in PBIL approach. Like in ACO algorithms, Chen all the probability vector components are builds a tour in an incremental way, evaluated independently, making the according to synaptic strengths. It makes approach working well only in the cases also use of candidate lists and 2-opt local the solution is separable in its optimization. The strengths of the components. synapses of the current tour and of all The (1, _) evolution strategy is another EC previous tours are updated according to a algorithm which is related to ACO Boltzmann-like rule and a learning rate algorithms, and in particular to Ant playing the role of an evaporation Colony Systems. In fact, in the (1, _) coefficient. Although there are some evolution strategy the following steps are differences, the common features are, in iteratively repeated: (i) a population of _ this case, striking. solutions (ants) is initially generated, then (ii) the best individual of the population is Evolutionary computation. There are saved for the next generation, while all the some general similarities between the other solutions are discarded, and (iii) ACO meta-heuristic and evolutionary starting from the best individual, _ . 1 new computation (EC) . Both approaches use a solutions are stochastically generated by population of individuals which represent mutation, and finally (iv) the process is problem solutions, and in both approaches iterated going back to step (ii). The the knowledge about the problem similitude with ACS is striking. collected by the population is used to stochastically generate a new population Stochastic learning automata. This is of individuals. A main difference is that in one of the oldest approaches to machine EC algorithms all the knowledge about the learning (see [16] for a review). An problem is contained in the current automaton is defined by a set of possible population, while in ACO a memory of actions and a vector of associated past performance is maintained under the probabilities, a continuous set of inputs form of pheromone trails. An EC and a learning algorithm to learn input- algorithm which is very similar to ACO output associations. Automata are algorithms in general and with AS in connected in a feedback configuration particular is Baluja and Caruana’s with the environment, and a set of penalty Population Based Incremental Learning signals from the environment to the (PBIL)[1]. PBIL maintains a vector of real actions is defined. The similarity of numbers, the generating vector, which stochastic learning automata and ACO plays a role similar to that of the approaches can be made clear as follows. population in genetic algorithms. Starting The set of pheromone trails available on from this vector, a population of binary each arc/link is seen as a set of concurrent strings is randomly generated: each string stochastic learning automata. Ants play in the population will have the i-th bit set the role of the environment signals, while to 1 with a probability which is a function the pheromone update rule is the of the i-th value in the generating vector. automaton learning rule. The main Once a population of solutions is created, difference lies in the fact that in ACO the the generated solutions are evaluated and “environment signals” (i.e., the ants) are this evaluation is used to increase (or stochastically biased, by means of their decrease) the probabilities of each separate probabilistic transition rule, to direct the component in the generating vector so that learning process towards the most good (bad) solutions in the future interesting regions of the search space. generations will be produced with higher That is, the whole environment plays a (lower) probability. It is clear that in ACO key, active role to learn good state-action algorithms the pheromone trail values play pairs. a role similar to Baluja and Caruana’s generating vector, and pheromone References C o m p u t a t i o n , ICEC96, Nagoya, Japan, May 20-22, 1996, pp. 622-627. 1. Baluja S. and Caruana R.. Removing 12. 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