(. ). , ! googled . ? .
, , , . , , , , . , , , ...
, . , , .
( . 2) , . , , ?
( . 2) . , , ant (.. )? , . ?
, - - . . , 90% , .
(5).
, , . (3) (4) , (, , , ).
, , . 2:
Control ant distance from wall
Prevent backtracking
Prevent 4 square looping
. , ( - , , ...). ant , - 4- (.. , ).
EDIT ( )
initialize all cells pheromone levels to some constant > 0
repeat
set all ants to start location and erase their history
repeat
for every ant do
if this ant is at the goal skip it
make list of all neighbouring cells that are
1. not too close to a wall
2. not equal to the previous cell
3. not equal to the cell that was visited 3 moves before
calculate probability for all cells in this list
choose next cell according to these probabilities
update current position and history
end for
until 80% of all ants have reached the goal
evaporate pheromones
for every ant do
if it reached the goal
add pheromones to all cells in this ants history according to (3)
else
substract pheromones accoring to (4)
end for
until length of shortest path has not changed for M iterations
, . 2. 3. , ant, ....