=Paper= {{Paper |id=Vol-3942/S_05_Ivohin |storemode=property |title= Application Of The Ant Colony Algorithm For Solving The Fuzzy Traveling Salesman Problem |pdfUrl=https://ceur-ws.org/Vol-3942/S_05_Ivohin.pdf |volume=Vol-3942 |authors=Eugene Ivohin,Oleksiy Oletsky,Konstantin Yushtin,Valeriy Gavrilenko,Maksym Boguslavskyi }} == Application Of The Ant Colony Algorithm For Solving The Fuzzy Traveling Salesman Problem == https://ceur-ws.org/Vol-3942/S_05_Ivohin.pdf
                                Application Of The Ant Colony Algorithm For Solving
                                The Fuzzy Traveling Salesman Problem1
                                Eugene Ivohin1,*, Oleksiy Oletsky2, Konstantin Yushtin1, Valeriy Gavrilenko3 and Maksym
                                Boguslavskyi3
                                1
                                  Taras Shevchenko National University of Kyiv, Ministry of Education of Ukraine, 60 Volodymyrska Str., Kyiv, 01033,
                                Ukraine
                                2
                                  National University of Kyiv-Mohyla Academy, Ministry of Education of Ukraine, 2 Skovorody Str., Kyiv, 04070, Ukraine
                                3
                                  National Transport University, 1 M. Omelianovycha-Pavlenka Str., Kyiv, 01010, Ukraine

                                                 Abstract
                                                 The traveling salesman problem (TSP) is a classical combinatorial optimization problem that involves
                                                 finding the shortest or fastest route among a set of cities. To formalize the uncertainty and imprecision in
                                                 input data, often caused by subjective evaluations of the travel time intervals, this paper employs fuzzy
                                                 numbers. The form of these fuzzy numbers is based on a Gaussian-like approach. This work examines the
                                                 specifics of applying the ant colony optimization (ACO) algorithm and proposes an approach for its
                                                 optimal use. The impact of the algorithm's parameters on the quality of the approximated best solution is
                                                 analyzed. The problem is illustrated with numerical examples involving a sufficiently large number of
                                                 cities in the transportation network.

                                                 Keywords
                                                 fuzzy traveling salesman problem, ant colony optimization method, trapezoidal fuzzy numbers,
                                                 defuzzification, performance evaluation



                                1. Introduction
                                One of the promising directions in scientific and practical research of social and information
                                processes is based on the use of mathematical methods that incorporate the principles of natural
                                decision-making mechanisms. Swarm intelligence is a relatively new technological approach
                                formalized through the analysis of the social behavior of animals and insects. In particular,
                                observations of ants have led to the development of several methods and techniques, the most
                                studied and successful of which is the general optimization method known as Ant Colony
                                Optimization (ACO). The simulation of the self-organization of an ant colony forms the basis of ant
                                optimization algorithms—a new and promising method of natural computation. Other natural
                                prototypes for optimization methods include the behavior of dragonflies (Dragonfly Algorithm,
                                DA), bees (Bee Algorithm, BA), termites (Termite Algorithm), fish (Fish Swarm Algorithm, FSO), and
                                wolves (Wolf Pack Algorithm, WSA).
                                   The implementation of swarm intelligence refers to the method of solving various optimization
                                problems using a group of agents that interact with each other based on simple rules, which guide
                                the complex behavior of the entire system. Regarding its use in optimization techniques, the main
                                advantage is the ability to find global optima in problems with a large number of parameters and
                                constraints, as well as flexibility, scalability, distributed computation capabilities, and fault



                                8th International Scientific and Practical Conference Applied Information Systems and Technologies in the Digital
                                Society AISTDS’2024, 2024, October 1, Kyiv, Ukraine
                                *
                                  Corresponding author.
                                   ivohin@univ.kiev.ua (E. Ivohin); oletsky@ukr.net (O. Oletsky); gkons@univ.kiev.ua (K. Yushtin);
                                vvgavrilenko1953@gmail.com (V. Gavrilenko); maxbogus09@gmail.com (M. Boguslavskyi)
                                    0000-0002-5826-7408 (E. Ivohin); 0000-0002-0553-5915 (O. Oletsky); 0009-0001-9881-2343 (K. Yushtin);
                                0000-0001-9682-4204 (V. Gavrilenko); 0009-0000-1264-133X (M. Boguslavskyi)
                                           © 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).




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tolerance. Systems based on swarm intelligence allow for the rapid discovery of efficient solutions
under conditions of dynamic parameter changes, agent failures, and without requiring centralized
control limitations.
    Let us consider the application of swarm intelligence for solving optimization problems using
ACO [1]. The first version of the algorithm in own Ph.D. work was proposed by Marco Dorigo in
1996 [2]. Ant algorithms have been widely used by scientists since the mid-1990s [3]. To date, good
results have been achieved with ant optimization in solving complex combinatorial problems such
as truck route optimization, graph coloring, the quadratic assignment problem, network schedule
optimization, calendar planning problems, and others [4, 5]. Ant algorithms are particularly
effective in online optimization of processes in distributed non-stationary systems, such as traffic
distribution problems in telecommunications networks [6].
    An ant colony can be viewed as a multi-agent system in which each agent (ant) operates
autonomously according to defined rules. The behavior of each agent is governed by simple
probabilistic rules. This principle aligns with the behavior of ants in the real world, where they
work together to build nests, forage for food, and protect the colony. Studies [7, 8] have shown that
based on the primitive behavior of individual agents, the collective system’s behavior allows for
achieving optimal results for various classes of problems.
    The idea of the algorithm is based on the behavior of an ant colony, which finds a path to food
that is close to optimal. The core of ant behavior is self-organization - a set of dynamic mechanisms
by which the system achieves a global goal as a result of interactions at a low level.
    Multiple interactions are implemented in the form of sequential iterative route searches
conducted simultaneously by several ants. Each ant starts its movement randomly when leaving
the nest in search of food. It is assumed that each agent does not follow a predetermined path or
direction. This exploratory behavior allows ants to explore a wide area around the nest. A key
aspect of ant behavior is their ability to leave chemical traces—pheromones—along their path.
These pheromones serve as signals for other ants, indicating that the path has already been
explored and is in use. When an ant finds food, it returns to the nest, leaving a pheromone trail
that helps other ants find the path to the food. The amount of pheromone deposited by the ant on
each segment of the route is inversely proportional to the length of that segment. The shorter the
path found by the ant during the search, the more pheromone will be deposited on the
corresponding segments (graph edges).
    It should be noted that the use of only positive feedback leads to the rapid (premature)
convergence of the algorithm, meaning that all ants will follow the same suboptimal route. To
prevent oversaturation of the paths, pheromones evaporate over time, which implements negative
feedback. This allows ants to adapt to changes in the environment (for example, the appearance of
new food sources or obstacles on the paths).
    Thanks to the mechanisms of inter-agent interaction, the system self-organizes, allowing
individual ants to use optimal paths to food sources while enabling efficient solutions to resource
allocation and search problems without centralized control.
    From a mathematical perspective, the ACO model is described through the following basic
components related to the behavior of both individual ants and the system as a whole: mechanisms
for path formation; pheromone deposition to mark the traversed paths; pheromone evaporation;
rules for an ant's path selection.
    One of the problems for which a solution based on the ant colony algorithm can be proposed is
the traveling salesman problem [9]. This study considers the adaptation of the ACO algorithm to
solve the traveling salesman problem with fuzzy parameters of movements at the stages of the
transport network, determined by fuzzy trapezoid numbers. The implementation of components of
self-organizing behavior of ants for optimizing the route of the traveling salesman is proposed and
computational experiments are carried out to determine the effectiveness of the developed method.
2. Task statement
The standard formulation of the traveling salesman problem is to choose the shortest (in length or
time) closed path on a network of cities that passes through all cities exactly once. The number of
possible options is ( n −1)! , and if the stages of the route are symmetric, the number of unique
routes is ( n −1)!/ 2 .
    The problem is to find the optimal traveling salesman path, the determination of which requires
a very large amount of computational resources, which leads to the need to use approximate
algorithms such as ACO.
    His In real logistics problems, the concept of the duration or cost of travel between individual
points of the transport network cannot be fixed; they are determined approximately, often with the
influence of the subjective factor based on estimates of time periods or the cost of movement along
the route sections. This leads to the need to take into account uncertainty, its formalization based
on different methods. One of the approaches used in this case is to involve fuzzy numbers and
implement means of manipulating them.
    Let's consider the formulation of the traveling salesman problem with a vaguely specified
duration of movements at the stages of the transport and logistics network. In this case, it is
necessary to find a cyclic permutation of the numbers of the cities to be visited by the traveling
salesman, according to which the time spent will be minimal, taking into account the restriction on
visiting each of the points no more than once. The mathematical formulation of the fuzzy problem
of the traveling salesman can be written as follows: it is necessary to minimize, taking into account
some method of comparing fuzzy numbers, the objective function
                                              ∑ ∑ t x ij ,
                                                n    n
                                              =i 1=j 1 ij
                                                                                                      (1)
where the time costs for moving between points are given in the form of a matrix T = {tij } ,

i , j = 1, n , with elements in the form of fuzzy numbers [10], and the possible paths of movement
between cities are determined by the matrix X, provided that the constraints are met

                                ∑ i x ij = 1 for all j = 1, 2,..., n ,
                                    n
                                       =1


                                ∑ x = 1 for all i = 1, 2,..., n ,
                                   n
                                    j =1 ij
                                                                                                      (2)
                                i − j + nx ij ≤ n −1 , 1 ≤ i ≠ j ≤ n ,
                               x ij = 0 or 1 for all i , j = 1, 2,..., n .
   For the software implementation, the diagonal elements tii of the matrix T should be set to
large positive numbers to ensure that the solution provides values x ii = 0 for all i = 1, 2,...., n . The
fuzzy travel durations tij between arbitrary cities i , j = 1, n , will be represented as trapezoidal
fuzzy numbers.
   Definition. A trapezoidal fuzzy number A [11] is an ordered quadruple of real numbers
(a1 , a2 , a3 , a4 ) , a1 ≤ a2 ≤ a3 ≤ a4 , for which the membership function µA ( x ) is defined as follows:
                                         x − a1
                                         a − a , if a1 ≤ x ≤ a2 ,
                                         2 1
                                   ( )
                               µ A=  x    1, ifa2 ≤ x ≤ a3 ,                                 (3)
                                         a −x
                                          4        , if a3 ≤ x ≤ a4 .
                                          a4 − a3
   If a Gaussian-based approach with corresponding characteristics is applied to the representation
of a trapezoidal fuzzy number, then in the generalized case, the trapezoidal fuzzy number can be
represented in a slightly different form:
                                                      ([a=                                                                                (4)
             =A               (a=
                                 1 , a 2 , a3 , a 4 )    2 , a3 ] , α , β ) ( m ,w ,α , β ) ,
              a 2 + a3                       a −a
where m =                is the midpoint, w = 3 2 is the half-width of the plateau, and the coefficients
                 2                             2
α= a2 − a1 and            β= a4 − a3 define the left and right distribution of the fuzzy number
A = (a1 , a2 , a3 , a4 ) . To operate with fuzzy numbers, it is necessary to define operations based on the
description provided above. The midpoint is taken as the simple arithmetic mean of the plateau
boundaries, and the left and right distributions are considered according to the lattice rule, where
for arbitrary real numbers a ,b we set a ∪ b = max {a ,b } and a ∩ b =
                                                                     min {a ,b } .
   Then,      for        arbitrary    trapezoidal         fuzzy         numbers                       (
                                                                                              A = m ( A ) ,w ( A ) ,α 1 , β1       )     and

    (                          )
B = m ( B ) ,w ( B ) ,α 2 , β2 the operations of addition, subtraction, multiplication, and division can
be defined, which in the general case are denoted by the symbol  :
         =                     ( ( )                   ( )
                 A  B m A  m ( B ) ,w A ∪w ( B ) ,α ∪ α , β ∪ β     1        2  ) 1           2
                                                                                                                                          (5)
               = ( m ( A )  m ( B ) ,max (w ( A ) ,w ( B ) ) ,max (α ,α ) ,max ( β , β ) ) .
                                                                            1    2                    1           2

   Finally, we have:
                 A +=
                     B ( m ( A ) + m (B ) ,w ( A ) ∪w (B ) ,α ∪ α , β ∪ β )
                                                                            1         2   1               2


        = ( m ( A ) + m ( B ) ,max (w ( A ) ,w ( B ) ) ,max (α ,α ) ,max ( β , β ) ) ,
                                                                            1    2                        1       2


              A −= B ( m ( A ) − m ( B ) ,w ( A ) ∪w ( B ) ,α ∪ α , β ∪ β )
                                                                            1        2    1               2
                                                                                                                                          (6)

        = ( m ( A ) − m ( B ) ,max (w ( A ) ,w ( B ) ) ,max (α ,α ) ,max ( β , β ) ) ,
                                                                            1    2                        1       2


              A ×= B ( m ( A ) × m ( B ) ,w ( A ) ∪w ( B ) ,α ∪ α , β ∪ β )
                                                                            1        2    1           2


        = ( m ( A ) × m ( B ) ,max (w ( A ) ,w ( B ) ) ,max (α ,α ) ,max ( β , β ) ) ,
                                                                            1    2                    1           2


              A ÷
                 =  B ( m ( A ) ÷ m ( B ) ,w ( A ) ∪w ( B ) ,α ∪ α , β ∪ β )
                                                                            1        2    1           2


        = ( m ( A ) ÷ m ( B ) ,max (w ( A ) ,w ( B ) ) ,max (α ,α ) ,max ( β , β ) ) .
                                                                            1    2                        1       2

   To perform the operations of comparison and ranking of fuzzy numbers, we will use the method
                                                     for each A (a , a , a , a ) ∈ F ( R ) a ranking
based on the median average value. In other words, if=                                            1           2       3   4

                                                                   a + a   β − α  
function R : F ( R ) → R with a median average value =   R A  2 3  +       ( )     , is defined,
                                                                   2   4  
then for any two trapezoidal fuzzy numbers A = (a , a , a , a ) and B = (b ,b ,b ,b ) we have the
                                                                    1   2   3    4                                1       2   3   4

following possible comparison options:
                                                                ( ) ( )
                            - A  B if and only if R A > R B ;

                                     - A  B if and only if R ( A ) < R ( B ) ;                                                       (7)

                                     - A ≈ B if and only if R ( A ) = R ( B ) .
   The process of handling fuzzy numbers involves a defuzzification stage - converting a fuzzy
result into a crisp (numerical) value. This is a crucial step in the methodology of applying fuzzy
logic, especially in fuzzy control and fuzzy business logic tasks, where fuzzy solutions need to be
transformed into specific events or numerical values. There are various defuzzification methods,
the most common of which are the Center of Gravity (CoG) or centroid method, the mean of
maxima method, and the maximum method. For comparison of research results, we will use the
Center of Gravity method. In this method, the defuzzification point is calculated as the center of
gravity of the fuzzy set by the formula:
                                                                       a4
                                                      ∫ a x ⋅ µ ( x )dx ,
                                                 CoG = a                1
                                                                                                    (8)
                                                        ∫ a µ ( x )dx
                                                                            4


                                                                            1


where x are the points of fuzzy number support, and µ ( x ) is the membership degree of each
point.

3. Algorithm for finding the traveling salesman route
   Path formation in the ASO model is described using a graph. Let G = (V , E ) represent a graph,
where V – is the set of m vertices, and E is the set of edges. Each edge ( i , j ) ∈ E is associated
with two key parameters: the travel time t ij along edge ( i , j ) (typically proportional to the path
length Dij ) and the pheromone intensity τ ij on edge ( i , j ) , i , j = m . The preservation of
pheromone levels is a key process for inter-agent interaction among ants. The pheromone intensity
on edge ( i , j ) is updated based on the experience of the ants that have traversed this edge. The
pheromone level is often updated using the following formula:
                            τ ij ( s + 1)= (1 − ρ ) ⋅τ ij ( s ) + ∆τ ij ( s ) ,                     (9)

where ρ is the pheromone evaporation coefficient, and 0 < ρ < 1 , а ∆τ ij ( s ) is the amount of
pheromone deposited by the ants on edge ( i , j ) during iteration s , s = 0, 1, 2,...
   Pheromone evaporation decreases the intensity of pheromones on all edges, allowing the
system to forget previous (possibly suboptimal) paths and adapt to changes. This prevents
premature convergence to local optima. The selection of each step in the ant's path is based on
probabilistic rules. When, at iteration s ant k is at vertex i , it chooses the next vertex j with a
certain probability Pijk ( s ) , which depends on the pheromone intensity and visibility ηij , the latter
being inversely proportional to the path length ηij = 1 / Dij :

                            (τ ( s ) ) (η ) , ifj ∈ J , P s =
                                                 α          β

                   P (s ) =                               ( ) 0, ifj ∉ J ,
                                       ij            ij
                                                                                                   (10)
                      k                                                          k    k    k

                               (          )
                     ij                              α                          i    ij   i
                          ∑         (   )   (  )
                                                                            β
                                τ     s
                                  l ∈J ik
                                             η
                                            il                    il

where τ ij ( s ) is the pheromone intensity on edge ( i , j ) , ηij = 1 / Dij is the visibility (inversely
proportional to the path length), and α and β that control the influence of pheromone intensity
and visibility, respectively. The sum in the denominator is calculated over all available edges (the
set of available vertices J ik from vertex i ). If α = 0 , the most likely transition will be to the
nearest cities. In classical optimization theory, this corresponds to the so-called greedy algorithm. If
β = 0 , only pheromone reinforcement operates, which leads to the rapid termination of the
algorithm as all ants converge on the same suboptimal solution. Note that the sum of all transition
probabilities from city i over all possible options from the set J ik at iteration s equals 1:
                                         ∑ Pijk ( s ) = 1 .                                       (11)
                                                         j ∈J i

   The main objective of the ant algorithm is to minimize the path length L , which is the sum of
the lengths of the edges along the ant's path:
                                        L = ∑ i , j ∈PDij ,                                 (12)
                                                                        ( )
where P denotes the set of edges that make up the ant's path.
   Let us consider the implementation scheme of the four main components of the self-organizing
behaviour of ants during the optimization of the traveling salesman route. Sequentially
implementing the iterative steps that replicate the procedure of finding the route by each ant, we
obtain the functioning scheme of the ant algorithm for solving the fuzzy traveling salesman
problem. The transition of an ant from city i to city j at iteration s of the algorithm depends on
three components: the tabu list, visibility, and the virtual pheromone trail. The tabu list Aik is a list
of cities that ant k has already visited before reaching vertex i , and revisiting them is forbidden.
This list grows as the ant progresses along the route and is cleared at the beginning of each
iteration of the algorithm. Let J ik denote the list of cities that ant k , currently at city i , still needs
to visit. It is clear that the union of the lists Aik and J ik gives the set of all cities specified in the
traveling salesman problem.
   At the first iteration s = 0 , the amount of pheromones on each path is equal to τ ij ( 0) = 0 . At
the start of the iteration, a set of ants is generated at each vertex of the graph.
   During the iteration, each ant acts independently. In the first city i , the tabu list Aik for ant k
consists of the city where the ant is currently located Aik = {i } . Then, each ant probabilistically
selects the next city for movement based on the given travel time to the nearest cities using
formula (1). For this, a random number generator will be used.
   After selecting the next city j , this city is added to the tabu list Ajk = {i , j } . In the next step, the
ant selects the following city to move to, and so on, until the last city in the route. If the route
cannot be closed, the ant is considered invalid until the next iteration. After the iteration is
completed, pheromone evaporation is calculated for each possible edge. Then, for each ant that
successfully completes its route after iteration s , the route duration is calculated, and for each
edge used in the route, pheromone is added in an amount inversely proportional to the route
                                  Q
duration for each ant ∆τ ij ( s ) =  , where Lk is the duration of the successful route of each ant
                                  Lk
k , and edge ( i , j ) ∈ Lk belongs to the route of ant k , Q is a tunable parameter, the value of which
is chosen to be on the same order as the length of the optimal route [12].
    Thus, with properly chosen parameter values for α and β , we gradually obtain improved
results with each iteration.

4. Results of numerical calculations
   Let us proceed to the experimental section. As part of the computational experiment, we will
calculate and compare the solution to the usual traveling salesman problem obtained by the
enumeration method and the solutions to the corresponding fuzzy problem using the proposed
approach.
   Let us consider the traveling salesman problem on a transport network with a given travel time
(Fig. 1, the travel time between individual nodes is given by the values placed on the corresponding
edges) [13].




Figure 1: An example of a transport network in the traveling salesman problem
   The optimal solution to the traveling salesman problem (1), (2) with a time criterion for the
route duration is determined by the following sequence:
                 1 → 2 → 6 → 10 → 11 → 8 → 5 → 9 → 7 → 4 → 3 → 1 ,                          (13)
which is 156 units [13].
   In the first stage, the ACO algorithm was adapted to solve the traveling salesman problem with
fuzzy travel durations between cities. For this, the problem was fuzzified using trapezoidal fuzzy
numbers (Fig.2).




 Figure 2: Schematic example of the traveling salesman problem with fuzzy travel durations

   The ranking of routes with fuzzy durations was performed using the CoG method for
continuous distribution.
   For this problem, numerical calculations of the traveling salesman route were conducted using
the ACO algorithm and the exhaustive search method. The application of the ASO algorithm to the
traveling salesman problem in the specified configuration is characterized by a high convergence
speed and ensures the best result with fairly conservative ASO parameters (see Table 1).
Table 1
ACO parameters for solving the TSP shown in Fig. 1.
          α                     β                  Q                    Vvap            Iteration
         0.1                   -1                 20                    0.05                4
         0.1                   -2                 20                    0.05                3
         0.1                   -4                 20                    0.05                2
         0.15                  -1                 20                    0.05                5
         0.2                   -1                 20                    0.05                5
         0.25                  -1                 20                    0.05                7
         0.3                   -1                 20                    0.05                8

   In the “iteration” column, the first iteration that contains the best solution with the highest
probability is indicated.
   The optimal solution to the problem defines the duration of the traveling salesman route as a
fuzzy trapezoidal number (156, 156, 167, 189) , with the result generally being achieved by the 3rd
or 4th iteration, and its defuzzified value based on the CoG method is 167.92 units.
    Further experiments with ASO were conducted to assess the quality of the obtained result,
taking into account various numbers of cities in the transportation network. During the numerical
calculations, the genetic algorithm was used to solve the TSP with random placement of
n = 16, 17, 18 cities on a two-dimensional 200x200 plane, where the travel durations between
network cities were determined by the average fuzzy time duration, assumed to be proportional to
the distance between the corresponding cities. Three series of experiments were conducted, with
the number of iterations equal to: four times the number of cities (Table 2), twice the number of
cities (Table 3), and the number of cities (Table 4). The number of ants in each case was equal to the
number of cities. For each experiment, simulations were conducted to vary the parameters β and
α . A comparison of the best result obtained for the specified number of iterations with the best
result obtained by exhaustive search is presented as percentages in Tables 2, 3, and 4. As can be
seen from the results, when the number of iterations is equal to the number of cities, the algorithm
yields results within 5% of the best solution. Increasing the number of iterations improves the
results. The variation of the parameter β within the range from -4 to -1 and the parameter α
within the range from 0.1 to 0.3 qualitatively impacts the results, bringing them closer to 5%
deviation from the best result obtained by exhaustive search.
Table 2
The number of iterations is four times the number of cities
      Vvap              α                β            Q              Number of cities, quality
                                                                 16           17             18
     0.05           0.15              -1            20         103.72%     104.31%       104. 0%
     0.05           0.15             -1.5           20         103.56%     103.81%       104.28%
     0.05           0.15              -2            20         103.67%     103.73%       104.19%
     0.05           0.15             -2.5           20         103.75%     103.93%       103.97%
     0.05           0.15              -3            20         103.68%     104.18%       104.27%
     0.05           0.15             -3.5           20         103.97%     104.21%       104.30%
     0.05           0.15              -4            20         103.88%     104.11%       104.33%
     0.05           0.1               -3            20         103.77%     104.04%       104.64%
     0.05           0.15              -3            20         103.68%     103.78%       103.87%
     0.05           0.2               -3            20         103.66%     103.71%       103.98%
     0.05           0.25              -3            20         104.02%     104.10%       104.19%
     0.05           0.3               -3            20         104.08%     104.11%       104.32%

Table 3
The number of iterations equals twice the number of cities
      Vvap              α               β            Q               Number of cities, quality
                                                                 16           17             18
     0.05           0.15              -1            20         104.04%     104.50%       104.74%
     0.05           0.15             -1.5           20         103.94%     104.48%       104.78%
     0.05           0.15              -2            20         103.98%     104.23%       104.81%
     0.05           0.15             -2.5           20         103.99%     104.17%       104.26%
     0.05           0.15              -3            20         103.97%     103.99%       104.56%
     0.05           0.15             -3.5           20         104.10%     104.26%       104.38%
     0.05           0.15              -4            20         103.86%     104.36%       104.55%
     0.05           0.1               -3            20         103.88%     104.11%       104.58%
     0.05           0.15              -3            20         103.87%     103.91%       104.56%
     0.05           0.2               -3            20         104.01%     104.40%       104.47%
     0.05           0.25              -3            20         104.12%     104.28%       104.83%
     0.05           0.3               -3            20         104.34%     104.44%       104.72%

Table 4
The number of iterations equals the number of cities
      Vvap              α              β             Q               Number of cities, quality
                                                                 16           17             18
     0.05           0.15              -1            20         104.75%     104.92%       104.96%
     0.05           0.15             -1.5           20         104.61%     105.06%       105.20%
     0.05           0.15              -2            20         104.42%     104.45%       104.69%
     0.05           0.15             -2.5           20         104.35%     104.69%       105.11%
     0.05           0.15              -3            20         104.54%     104.57%       104.75%
     0.05           0.15             -3.5           20         104.38%     104.39%       104.71%
     0.05           0.15              -4            20         104.11%     105.12%       105.15%
     0.05           0.1               -3            20         104.37%     104.50%       105.13%
     0.05           0.15              -3            20         104.34%     104.47%       104.75%
     0.05           0.2               -3            20         104.31%     104.77%       104.83%
     0.05           0.25              -3            20         104.45%     104.70%       104.83%
     0.05           0.3               -3            20         104.47%     104.96%       105.05%
   For comparison with the results obtained by other methods, computational experiments were
conducted using a genetic algorithm (GA) [14] with the use of an improved mutation scheme and
population diversity increase related to the PNP (Pick Near point) group [15] and without using
PNP. Similar versions of the fuzzy traveling salesman problem with 16, 17, 18 cities were
considered.
   The table 5 shows the data of the averaged quality indicators of the obtained results of solving
the traveling salesman problem based on the genetic algorithm with modeling of a transport
network map consisting of n = 16, 17, 18 cities (without and with PNP, respectively). The efficiency
indicators of calculations using the AСO method were compared with the time indicators of
solving the problem using the genetic algorithm (Table 6).

Table 5
The results of numerical calculations based on GA
  Number of cities     GA without PNP, deviation from the         GA with PNP, deviation from the
                               optimal solution by, %                 optimal solution by, %
          16                             5.11                                    4.94
          17                             5.22                                    5.05
          18                             5.51                                    5.25

Table 6
The efficiency indicators of GA and ACO
       Number of cities           Genetic Algorithm, sec        Algorithm Colony Optimization, sec
               16                           1.191                               1.212
               17                           1.452                               1.512
               18                           1.516                               1.553

   As can be seen from tables 5 and 6, the deviations of the obtained results from the optimal also
do not exceed 5.5%, and the time costs for finding a solution do not differ significantly [16]. Thus, it
can be concluded that the use of the ACO algorithm allows solving fuzzy traveling salesman
problems, while maintaining the accuracy and efficiency of the desired solutions.

5. Conclusion
The results of the studies conducted in this paper demonstrate the application of the Ant
Colony Optimization (ACO) algorithm to solve the traveling salesman problem with fuzzy
travel time along the transport network. Trapezoidal fuzzy numbers are used to formalize
the travel time values. A transformation of fuzzy number representation based on a
Gaussian-like approach is used, and operations on fuzzy values are defined. The features of
the ACO algorithm are considered and an approach for its application is proposed. The
effectiveness of using this algorithm for finding locally optimal solutions in traveling
salesman problems with a sufficiently large number of cities in the transport network is
shown. Estimates of the deviation of the duration of the obtained solutions from the
duration of the optimal route are given.
   Computational experiments are conducted that show a significant influence of the ant
colony algorithm parameters on the accuracy of approximate solutions to the fuzzy
traveling salesman problem. The numerical examples provided also demonstrate the
influence of the number of iterations on the accuracy of the results obtained.
   A conclusion is made about the efficiency of using the ASO algorithm for solving fuzzy
traveling salesman problems.
Declaration on Generative AI
   The authors have not employed any Generative AI tools.

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