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j o u r n a l h o m e p a g e : w w w . e l s ev i e r . c o m / l o c a t e / k n o s y s
a,
, Christophe Claramunt
article
info
Article history:
Received 4 August 2009
Received in revised form 17 December 2010
Accepted 19 December 2010
Available online 24 December 2010
Keywords:
Verbal route description
Route finding
Ant colony algorithm
Genetic algorithm
S-patial information
abstract
This paper introduces an experimental cooperative and stochastic algorithm for the derivation of spatial routes that fits the
semantics of a verbal route description in natural environments. The algorithm mimics the behavior of ants, where positive
feedbacks consist of pheromone trails, deposited on attractive paths. The novelty of the approach relies on the integration of
the semantics of a verbal route description within the heuristic of the search algorithm. A route is modeled using a graph-based
description where land-marks and spatial relationships play a central role. The algorithm is experimented and illustrated by a
prototype implementation applied to foot orienteering. Preliminary computational experiments show that the ant colony
developed and applied to route finding in natural environments performs relatively well when compared with other metaheuristics.
2010 Elsevier B.V. All rights reserved.
1. Introduction
Corresponding author.
E-mail addresses: david@brosset.org (D. Brosset), claramunt@ecole-navale.fr (C.
Claramunt).
0950-7051/$ - see front matter 2010 Elsevier B.V. All rights reserved.
doi:10.1016/j.knosys.2010.12.006
485
green control point), whereas other saliences in the environment not acting
as decision are hereafter considered as spatial entities. An action describes an
elementary displacement and can be schematized by a directed path between
two locations. A navigation process can be modeled as a path in the sense of
graph principles, where the nodes of the path represent locations qualified by
a landmark or a spatial entity or not, edges of the path actions between these
locations.
More formally, a route is modeled as an oriented graph G(N G, EG, lG, dG)
where NG denotes the set of nodes, E G the set of edges, lG a function that
associates a location to a node, and d G a function that associates an action to
an edge. A route description is modeled by an ordered set of connected 3tuples (pi, ai, pi+1), named route segments, where p i, pi+1 2 LG and ai 2 AG,
and where LG denotes the set of locations, AG the set of actions. An action
starts and terminates at a location, that might be close to or on a land-mark.
Similarly, an action might interact with a landmark during its execution.
At a finer level of granularity, actions in the environment can be also
qualitatively described by orientation terms. An action can be qualified by its
cardinal or relative directions (e.g., go to the north, turn to the right).
Similarly, landmarks are qualified when present in the route descriptions
according to their proximity to a decision point. We make the difference
between two cases: either, the deci-sion point is on a landmark (e.g., go to
the green control point) or in the proximity of a landmark (e.g., start near
the red control point). While qualitative terms give an additional component
to route descriptions, landmark categories complement route descriptions. For
each kind of environment and navigation, a set
For interpretation of colour in Fig. 1, the reader is referred to the web version of this article.
486
additional spatial relationships, i.e., edges direction and length, and when
also present in route descriptions, also constrain the searching process,
flexibility of the algorithm is guaranteed by regulation of its execution at
the interface level.
The search problem is qualitative per nature, the objective is not to find a
minimal length (closed) route that passes through each node once, but rather
to find the ones that fulfill as much as possi-ble the route description given,
and particularly its semantics. This also implies to develop an algorithm that
provides a relative diver-sity of solutions in order to avoid emergence of local
solutions. The algorithm is made of two parts: an initialization and an
execution. The initialization generates the search space, that is, the candidate
points for the route finding process. The algorithm execution trig-gers the ant
colony search process where a balance between explo-ration and confirmation
of candidate solutions is maintained. After a number of iterations the
algorithm should discover several route solutions.
given node
1 6 i 6 M,
vjij 2 N;
the network that constitutes the search space is not explicitly defined, but
the result of systematic exploration of the search space, as we preferably
consider a natural terrain non con-strained by a predefined network
structure (without loss of generality we consider a natural terrain being not
constrained by physical obstacles),
proximity to landmarks, when present in route descriptions, constrains the
searching process,
Fig. 3. Candidate
of
an
the route
evaluation
description.
process is
1 6 j 6 n 1 as follows:
for a given vertex vij of the path i and when the jth node of the route given
is labeled by a landmark, the algorithm searches for
similar landmarks in the neighborhood defined by a distance a around the
vertex vij. The distance a is parameterized at the interface level, it should
reflect the topography characteristics and the average visibility (the
distance a is valued at the inter-face level during the execution of the
algorithm). When no land-mark labels the node in the description, the
vertex vij is added to the set of candidate nodes Nj.
when several landmarks are found, one of them is selected ran-domly,
when one landmark is found, it is selected. Two cases are then considered
(Fig. 3):
node
selection: principle.
487
node amongst the set Nj+1. Then the probability Probj,j+1(t) of choos-ing the
node j + 1 amongst the set Nj+1 from j at the time t is given by
Prob
j;j1
sj;j1
k1
j1
sj;kt
where sj,j+1(t) gives the pheromone value of the edge (j, j + 1) at t. This
approach maintains a balance between the necessity of
favoring good solutions to a certain degree, while allowing the exploration of
novel paths. At each iteration of the algorithm, two valuations are performed.
First, a pheromone evaporation en-sures that routes not followed by the ants
are progressively forgot-ten. Secondly, the amount of pheromone deposited on
each edge (j, j + 1) is derived. The pheromone value for an edge (j, j + 1) is
gi-ven by
where the evaporation rate q is valued in the unit interval [0, 1]. The value
given to q should ensure a balance between the
necessity of exploring new solutions (i.e., values that tend to 1), and the
confirmation of good solutions (i.e., values that tend to 0). The reward on
each edge (j, j + 1) is given by the valuation of the pheromone d j,j+1 at each
step of the algorithm, while constrain-ing these values in order to give a
chance to each edge to be se-lected. The quantity of pheromone dj,j+1 laid on
the edge (j, j + 1) at t + 1 is given by
j;j1
X dq
t
q1
j ;j1
where Q denotes the number of ants, and d qj;j1 the quantity of pher-omone
laid on the edge (nj, nj+1) at t + 1 by the ant q.
Next the pheromone deposited on each edge (j, j + 1) should be evaluated.
This evaluation is local to a given edge, but should re-flect the positive
rewards of the ants that pass through this edge to complete their route. For
each edge on a given route we make the difference between three cases, from
the best to the worst ones:
Case A: The starting node j and the ending node j + 1 fit the semantics of the
route description, i.e., each node is associated to a landmark of
similar class.
488
Case B: Either the starting node j or the ending node j + 1 fit the semantics
of the route description, i.e., one node only is associated to a
landmark of similar class.
Case C: None of the nodes j and j + 1 fit the semantics of the route
description.
In order to give representative scores to these cases, they are qualified by
a coefficient bj,j+1 whose value is given by the unit interval [0, 1], and that
tends to 1 for case A, 0.5 for case B and null for case C.
Compliances to the direction relationship (lj,j+1) and the length (kj,j+1) of
each edge (j, j + 1) are also evaluated. These mappings are scored according
to their degree of match given by a Gaussian membership function. This
allows to not eliminate paths close en-ough to the directions or distances
given. The compliance lj,j+1 is given by values that range from 0 (the edge (j, j
+ 1) does not fit the direction given) to 1 (the edge (j, j + 1) fits the direction
given, or no direction information is given). Similarly, the length of each edge
is evaluated by a coefficient k j,j+1 2 [0, 1] that ranges from 1 when the length
of the edge fits the length given by the route description or no distance
information is given, to the null value when the difference of the length of the
edge with the length of the route description is larger than a threshold value.
q
j;j1
t 1
j;j
Xj1 n
j;j1
kj;j1 :
The algorithm is terminated when the best solutions do not change, or the
number of ants following this route does not evolve significantly, or the
number of iterations given as a limit is reached.
4. Algorithm computation and comparison
The algorithm has been implemented and validated by a proto-type
written using Java and the Geotools library. The algorithm implementation is
illustrated on top of the example of route description introduced in Section 2.
We consider a large-scale envi-ronment of approximately one square
kilometer size, mostly
Fig. 5. Algorithm
solutions example.
489
lengths and of similar semantics. A notable result shows that when the length
of the route description increases, the initial number of solutions increases
while the final number of candidate solutions decreases toward a low number
of solutions (see Fig. 6).
The performances of this ACS inspired algorithm have been
comparatively studied with respect to another meta-heuristic, a genetic-based
algorithm. Genetic algorithms have been widely introduced and applied to the
resolution of complex search prob-lems, and where their basic principles
mimic natural selection pro-cesses of species evolution [12]. One of the
advantage of genetic algorithms is that they also avoid local solutions, while
being in-spired by biological processes as ACS-based algorithms [21,18,27].
A genetic-based algorithm has been implemented with the functions
usually applied: selection, crossover and mutation. For instance, the crossing
function randomly selects a sample of half of possible routes and cross these
solutions in order to generate no-vel route solutions. Best route solutions are
then taken into ac-count, either parents or children solution. The way route
solutions are combined is also performed randomly(see Fig. 7).
Fig. 6. Maximum score values per length l of the route description.
iterations. This shows that, while based on minimal knowledge and local
behavior, the ant colony algorithm evolves toward solutions that comply with
the route description given. Four best solutions have been identified with
respect to the semantics of the route description provided (Fig. 5). It is worth
noting that, although these solutions fit to the route given as input, they are
relatively differ-ent. The main difference relies in the length of the four paths
gen-erated, whose value if described, can also help to differentiate these
solutions. This is a result of the fact that distances are often not provided in
route descriptions, this introducing ambiguity in the evaluation of distances
and a relative degree of liberty with re-spect to that criteria and the solutions
that emerge. Overall, pro-viding several solutions favors the emergence of a
sufficient number of solutions and alternatives, without being limited to lo-cal
solutions.
490
and perspective to the application of this algorithm that will be the object of
further extension of our research.
5. Conclusions
The integration of biologically inspired algorithms into compu-tational
processes offers stimulating perspectives for solving com-plex problems
[19,1]. Way-finding typically belongs to this class of problems as developing
a bridge between cognitive models and spatial representation is still an open
avenue of research.
The research introduced in this paper applies an experimental ant colony
algorithm whose objective is to derive a plausible solu-tion to a way-finding
problem. The algorithm considers as an input a graph and logical based
representation of a verbal route descrip-tion, where landmarks and actions are
the main constructs identi-fied. The exploratory algorithm stochastically
explores the geographical space support of the route finding task, and selects
potential decision points to constitute a search space. The ant col-ony model is
applied on top of this search space, according to the spatial semantics of the
verbal route description, rewarding good solutions, and progressively
converges toward what should appear as the most satisfactory solution.
Preliminary comparison with an-other meta-heuristic, namely a genetic-based
algorithm, confirms the satisfactory performances of our algorithm, and this
particu-larly when the complexity of the search process and the environ-ment
considered increase.
491
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