Improved Ant Colony Optimization for the Traveling Salesman Problem

Author(s):  
Lijie Li ◽  
Shangyou Ju ◽  
Ying Zhang
2013 ◽  
Vol 2013 ◽  
pp. 1-8 ◽  
Author(s):  
Ho-Yoeng Yun ◽  
Suk-Jae Jeong ◽  
Kyung-Sup Kim

We propose a novel heuristic algorithm based on the methods of advanced Harmony Search and Ant Colony Optimization (AHS-ACO) to effectively solve the Traveling Salesman Problem (TSP). The TSP, in general, is well known as an NP-complete problem, whose computational complexity increases exponentially by increasing the number of cities. In our algorithm, Ant Colony Optimization (ACO) is used to search the local optimum in the solution space, followed by the use of the Harmony Search to escape the local optimum determined by the ACO and to move towards a global optimum. Experiments were performed to validate the efficiency of our algorithm through a comparison with other algorithms and the optimum solutions presented in the TSPLIB. The results indicate that our algorithm is capable of generating the optimum solution for most instances in the TSPLIB; moreover, our algorithm found better solutions in two cases (kroB100 and pr144) when compared with the optimum solution presented in the TSPLIB.


1998 ◽  
Vol 01 (02n03) ◽  
pp. 149-159 ◽  
Author(s):  
Hozefa M. Botee ◽  
Eric Bonabeau

Ant Colony Optimization (ACO) is a promising new approach to combinatorial optimization. Here ACO is applied to the traveling salesman problem (TSP). Using a genetic algorithm (GA) to find the best set of parameters, we demonstrate the good performance of ACO in finding good solutions to the TSP.


Author(s):  
Hoang Xuan Huan ◽  
Nguyen Linh-Trung ◽  
Do Duc Dong ◽  
Huu-Tue Huynh

Ant colony optimization (ACO) techniques are known to be efficient for combinatorial optimization. The traveling salesman problem (TSP) is the benchmark used for testing new combinatoric optimization algorithms. This paper revisits the application of ACO techniques to the TSP and discuss some general aspects of ACO that have been previously overlooked. In fact, it is observed that the solution length does not reflect exactly the quality of a particular edge belong to the solution, but it is only used for relatively evaluating whether the edge is good or bad in the process of reinforcement learning. Based on this observation, we propose two algorithms– Smoothed Max-Min Ant System and Three-Level Ant System– which not only can be easily implemented but also provide better performance, as compared to the well-known Max-Min Ant System. The performance is evaluated by numerical simulation using benchmark datasets.


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