## Aug 30, 2011

### Ant Colony Optimization for TSP Problems

Code can be found under (https://github.com/thomasjungblut/antcolonyopt)

Hi there,

I recently focused on playing around with ant colony AI (artificial intelligence) methods, as part of my second semester undergraduation project in Software Engineering.

Wikipedia's definition for Ant Colony Optimization is the following:
In computer science and operations research, the ant colony optimization algorithm (ACO) is a probabilistic technique for solving computational problems which can be reduced to finding good paths through graphs.
Unlike previous posts, it is a multithreaded solution which runs best on a single machine and not in a cluster and this post is about TSP (Traveling Salesman Problem) and not about finding shortest paths in a graph.

The Input

At first, we have to decide which input we take. In my case, this task was a university assignment so I have to use the given one. It is the Berlin52 problem which should be solved with the less costly route along the 52 best known / famous places in Berlin.
You can download an euclidian 2D coordinate version of it here. Just look for the "berlin52.tsp.gz" file. There is also an already calculated optimal solution here.

Plotting the file is going to show a cool roundtrip:

 GnuPlot of the Berlin 52 Tour

The file content looks quite like this:
1 565.0 575.0
2 25.0 185.0
3 345.0 750.0
4 945.0 685.0
On the leftmost side is the ID of the vertex, in the middle is the x-coordinate and on the rightmost side is the y-coordinate in the euclidian plane.

The Algorithm

This algorithm is a mimicry of the real-life behaviour of ants. As you might know, Ants are quite smart in finding their way between their colony and their food source. A lot of workers are walking through the proximate environment and if they find some food, they leave a pheromone trail.
Some of the other ants are still searching for other paths, but the most of them are following the pheromone trail- making this path even more attractive. But over time the pherome trail is starting to decay / evaporate, so it is losing its attractiveness. Due to the time component, a long way has a very low density of the pheromone, because the pherome trail along the longer path is evaporating faster. Thus a very short path has a higher density of pheromones and is more attractive to the workers converging onto an approximately optimal path for our TSP problem.

For the problem, we are dropping ants on random vertices in our graph. Each ant is going to evaluate the next best destination vertex based on this following formula:

 Wikipedia.org
It is about the probabiliy "p" for an ant called "k" to move to the vertex described by "x" and "y".
The variable "Tau" is the amount of pheromone deposited on the edge between "xy". It gets raised by "alpha" which is a heuristic parameter describing how greedy the algorithm is in finding its path across the graph. This is going to be multiplied by our apriori knowledge of how "good" the edge is. In our case this is the inverted distance (1 / distance) between x and y. This gets raised by "beta" which is also a heuristic parameter, which describes how fast the ants are going to converge to a steady solution. To get a transition probability to a vertex, each gets divided by the sum of the numerator over all possible left destination vertices.

The next equation is about adjusting the pheromone matrix, which is described by the following formula:
 Wikipedia.org
"Tau" is the amount of absolute pheromone which gets deposited for worker "k" on the "xy" edge. "Rho" is a factor between 0-1 which represents the decay of the pheromone. This gets multiplied by the current amount of pheromone deposited and we just add updated new pheromone to it (which is the delta "Tau"). Delta "Tau" is an equatation too:

 Wikipedia.org
It is just "Q" by the accumulated distance of the path so far.

Finish! That is all we need to start the implementation!

The whole thing works like this:
1. Initialize the best distance to infinity
2. Choose a random vertex in the graph where to plant your ant
3. Let the ant work their best paths using the formulas from above
1. Let the ant update the pheromones on our graph
4. If the worker returned with a new best distance update our currently best distance
5. Start from 2. until we found our best path or we have reached our maximum amount of workers.
6. Output the best distance
The single worker will now return with a path which he has taken and with a corresponding distance. Now you can decide if you are confident with the result, or going to let the worker calculate more of them.

So let's see how we can multithread this.

In this case, multithreading is very easy. Each worker unit (in my repository called "Agent") is a single thread. In Java we have a cool thread pool construct called ExecutorService and a completion service which tells us when workers finished.

We are submitting a few workers for to the pool, they work on the same resources and once completed we get a reponse of the completion service.

Woot? Shared resources? Yes we need some sort of synchronization. In our case when writing to the pheromone matrix. In my latest implementation I used lock-free updates using Guava's AtomicDouble.

The whole algorithm is not going to change, we are just working in parallel.

The Result

After a lot of parameter testing you can find a very good solution:

 Console output of my algorithm, finding a very close solution to the optimal distance for Berlin52

Parameter Testing

Because there are a hell lot of parameters (5) in there, we have to write an testing utility which calculates the best parameters for our problem (aka GridSearch).

We only care about the distance to the optimal solution:
In the grid search we only want to keep the lowest possible mean distance to the optimal solution (measured over multiple repetitions) and a very low variance.

For Berlin52, the best parameters using 200k agents I found are:

Alpha = 0.1
Beta = 9
Q = 1e-4
P = 0.8

So feel free to check out the code in the repository and let it run.
And please feel free to use this as a hint for your own implementation, or even improve it via a pull request.

Thanks for your interest and have fun :-)
Bye!

Repository https://github.com/thomasjungblut/antcolonyopt

## Aug 20, 2011

### Apache Hama Partitioning Improved

Hey guys,

my work phase is over and I'm back to university next week so I'm having a bit more time to write here.

The first free time yesterday focussed on generating random data for Apache Hama / Apache Whirr and for my pagerank algorithm. HAMA-420 is the related issue on Jira.

After a lot of stress with the broken DMOZ file, I came along that partitioning takes far to long for some (1-3) million vertices. I already knew this issue, because it always took nearly 10 minutes to partition the sequencefile (1,26GB) of my SSSP(Single Source Shortest Paths) algorithm.

Where were the problems?

Actually, there were two major problems I saw.
•  Structure of the in- and output File
•  Zlib Compression

So first off the structure, for SSSP it looked like:

```K           /                V
Vertex[Text] / AdjacentVertex : Weight [Text]
```

Every line contained one(!) vertex and it's adjacent. Someone of you might notice that this is quite verbose: yes it is!
We used this structure for both, the input and the partitioned files.

The second thing is the standard compression that comes with SequenceFiles, it is the zLib codec which you have to explicitly turn off. Otherwise compression takes nearly 80% of the writing time without any real effort in file sizes.

How to deal with it?

These two problems were quite easy to solve. The first thing is to change structure and put adjacent vertices along with their origin vertex into one line of input textfile.

To be quite general for inputs I sticked with textfiles (this is very common and readable in every editor) and directly write into a sequencefile which is key/value composal of a vertex and an array of vertices.

Processing

The new architecture works on the input textfile and reads each line and passes it into an abstract method.
So everyone can implement their own input-textfile-parser and put it into the vertex the BSP needs. Which then gets directly partitioned via hash and gets written into the sequencefile of the groom.

Later on we have to extend this with various stuff of compression, inputformat, recordreader and other partitioning ways.

The groom will then just read the sequencefile objects and will put them into ram. So no more text deserialization has to be done: CHEERS!

Comparision new vs old

The result is overwhelming! See it in my Calc Sheet:

 Improvement of Apache Hamas Example Partitioning

This is just a totally sick improvement. It get's comitted as HAMA-423.

Thanks and Bye!