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Swarm Technology by Abhilash Nayak| 1

Swarm Technology (ST) is the collective behaviour of decentralized, self-organized


systems, natural or artificial. The concept is employed in work on artificial intelligence. The
expression was introduced by Gerardo Beni and Jing Wang in 1989, in the context of
cellular robotic systems.
SI systems are typically made up of a population of simple agents or boids
interacting locally with one another and with their environment. The agents follow very
simple rules, and although there is no centralized control structure dictating how
individual agents should behave, local, and to a certain degree random, interactions
between such agents lead to the emergence of "intelligent" global behavior, unknown to the
individual agents. Natural examples of SI include ant colonies, bird flocking, animal
herding, bacterial growth, and fish schooling.
The application of swarm principles to robots is called swarm robotics, while
'swarm intelligence' refers to the more general set of algorithms. 'Swarm prediction' has
been used in the context of forecasting problems.
Swarm describes behaviour of an aggregate of animals of similar size and body
orientation, often moving en masse or migrating in the same direction. Swarming is a
general term that can be applied to any animal that swarms. The term is applied
particularly to insects, but can also be applied to birds, fish, various microorganisms such
as bacteria, and people.
The term flocking is usually used to refer to swarming behaviour in birds, while the terms
shoaling or schooling are used to refer to swarming behaviour in fish. The swarm size is a
major parameter of a swarm.

I. INTRODUCTION
ST is the property of a system whereby the collective behaviours of agents interacting
locally with their environment cause coherent functional global patterns to emerge. SI
provides a basis with which it is possible to explore distributed problem solving without
centralized control or the provision of a global model. One of the cores tenets of SI work is
that often a decentralized, bottom-up approach to controlling a system is much more
effective than traditional, centralized approach. Groups performing tasks effectively by
using only a small set of rules for individual behaviour is called swarm intelligence. Swarm
Intelligence is a property of systems of no intelligent agents exhibiting collectively
intelligent behaviour. In Swarm Intelligence, two individuals interact indirectly when one
of them modifies the environment and the other responds to the new environment at a
later time. For years scientists have been studying about insects like ants, bees, termites
etc. The most amazing thing about social insect colonies is that theres no individual in
charge. For example consider the case of ants. But the way social insects form highways
and other amazing structures such as bridges, chains, nests and can perform complex tasks
is very different: they self-organize through direct and indirect interactions. The
characteristics of social insects are
1. Flexibility
2. Robustness
3. Self-Organization


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II. PROPERTIES OF SWARM INTELLIGENCE
The typical swarm intelligence system has the following properties:
y It is composed of many individuals;
y The individuals are relatively homogeneous
y The interactions among the individuals are based on simple behavioural rules
that exploit only local information that the individuals exchange directly or via
the environment
y The overall behaviour of the system results from the interactions of individuals
with each other and with their environment, that is, the group behaviour self-
organizes.


III. MODELLING SWARM BEHAVIOUR
The simplest mathematical models of animal swarms generally represent individual
animals as following three rules:
1. Move in the same direction as your neighbour
2. Remain close to your neighbours
3. Avoid collisions with your neighbours

Many current models use variations on these rules, often implementing them by
means of concentric "zones" around each animal. In the zone of repulsion, very close to the
animal, the focal animal will seek to distance itself from its neighbours to avoid collision.
Slightly further away, in the zone of alignment, the focal animal will seek to align its
direction of motion with its neighbours. In the outermost zone of attraction, which extends
as far away from the focal animal as it is able to sense, the focal animal will seek to move
towards a neighbour?



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The shape of these zones will necessarily be affected by the sensory capabilities of the
given animal. For example the visual field of a bird does not extend behind its body. Fish
rely on both vision and on hydrodynamic perceptions relayed through their lateral line,
while Antarctic krill rely both on vision and hydrodynamic signals relayed through
antennae. Some of the animals that exhibit swarm behaviour are
1. Insects Ants, bees, locusts, termites, mosquitoes and insects migration.
2. Bacteria
3. Birds
4. Land animals
5. Aquatic animals fish, krill and other aquatic animals
6. People


IV. EXAMPLE ALGORITHMS OF SWARM
INTELLIGENCE

Ant colony optimization(ACO)
River formation dynamics
Particle swarm optimization(PSO)
Stochastic diffusion search
Gravitational search algorithm(GSA)
Intelligent Water Drops
Charged System Search

i. Ant Colony Optimization

Ant colony optimization (ACO) is a class of optimization algorithms modeled on the
actions of an ant colony. ACO methods are useful in problems that need to find paths to
goals. Artificial 'ants'simulation agentslocate optimal solutions by moving through a
parameter space representing all possible solutions. Real ants lay down pheromones
directing each other to resources while exploring their environment. The simulated 'ants'
similarly record their positions and the quality of their solutions, so that in later simulation
iterations more ants locate better solutions. One variation on this approach is the bees
algorithm, which is more analogous to the foraging patterns of the honey bee.
In other words we can say that , the ant colony optimization algorithm (ACO) is a
probabilistic technique for solving computational problems which can be reduced to
finding good paths through graphs. In the real world, ants wander randomly, and upon
finding food return to their colony while laying down pheromone trails. If other ants find
such a path, they are likely not to keep travelling at random, but to instead follow the trail,
returning and reinforcing it if they eventually find food through that way.

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This algorithm is inspired by forgiving behaviour of the ants.
1. The first ant finds the food source (F), via any way (a), then returns to the nest (N),
leaving behind a trail pheromone (b)
2. Ants indiscriminately follow four possible ways, but the strengthening of the
runway makes it more attractive as the shortest route.
3. Ants take the shortest route, long portions of other ways lose their trail
pheromones.


Figure i ACO

In a series of experiments on a colony of ants with a choice between two unequal
length paths leading to a source of food, biologists have observed that ants tended to use
the shortest route. A model explaining this behaviour is as follows:
1. An ant (called "blitz") runs more or less at random around the colony;
2. If it discovers a food source, it returns more or less directly to the nest, leaving in
its path
3. a trail of pheromone;
4. These pheromones are attractive, nearby ants will be inclined to follow, more or
less
5. directly, the track;
6. Returning to the colony, these ants will strengthen the route;
7. If there are two routes to reach the same food source then, in a given amount of
time,
8. the shorter one will be travelled by more ants than the long route;
9. The short route will be increasingly enhanced, and therefore become more
10. attractive;
11. The long route will eventually disappear because pheromones are volatile;
12. Eventually, all the ants have determined and therefore "chosen" the shortest
route.



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Pseudo code of ACO
1 : repeat
2 : if antCount < maxAnts then
3 : create a new ant
4 : set initial state
5 : end if
6 : for all ants do
7 : determine all feasible neighbour states {considering the
ant's visited states}
8 : if solution found V no feasible neighbour state then
9 : kill ant
10: if we use delayed pheromone update then
11: evaluate solution
12: deposit pheromone on all used edges
13: end if
14: else
15: stochastically select a feasible neighbour state {directed by the
ants memory, the pheromone concentration on the edges and local
heuristics}
16: if we use step-by-step pheromone update then
17: deposit pheromone on the used edge
18: end if
19: end if
20: end for
21: evaporate pheromone until termination criterion satisfied {e.g.,
found a satisfying solution}




ii. River Formation Dynamics

River formation dynamics (RFD) is an heuristic method similar to ant colony
optimization (ACO). In fact, RFD can be seen as a gradient version of ACO, based on copying
how water forms rivers by eroding the ground and depositing sediments. As water
transforms the environment, altitudes of places are dynamically modified, and decreasing
gradients are constructed. The gradients are followed by subsequent drops to create new
gradients, reinforcing the best ones. By doing so, good solutions are given in the form of
decreasing altitudes. This method has been applied to solve different NP-complete
problems (for example, the problems of finding a minimum distances tree and finding a
minimum spanning tree in a variable-cost graph). The gradient orientation of RFD makes it
especially suitable for solving these problems and provides a good tradeoff between
finding good results and not spending much computational time. In fact, RFD fits
particularly well for problems consisting in forming a kind of covering tree.


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iii. Particle Swarm Optimization

Particle swarm optimization (PSO) is a population based stochastic optimization
technique developed by Dr. Eberhart and Dr. Kennedy in 1995, inspired by social behavior
of bird flocking or fish schooling. Particle swarm optimization (PSO) is a global
optimization algorithm for dealing with problems in which a best solution can be
represented as a point or surface in an n-dimensional space. Hypotheses are plotted in this
space and seeded with an initial velocity, as well as a communication channel between the
particles. Particles then move through the solution space, and are evaluated according to
some fitness criterion after each time step. Over time, particles are accelerated towards
those particles within their communication grouping which have better fitness values. The
main advantage of such an approach over other global minimization strategies such as
simulated annealing is that the large number of members that make up the particle swarm
make the technique impressively resilient to the problem of local minima.
PSO shares many similarities with evolutionary computation techniques such as
Genetic Algorithms (GA). The system is initialized with a population of random solutions
and searches for optima by updating generations. However, unlike GA, PSO has no
evolution operators such as crossover and mutation. In PSO, the potential solutions, called
particles, fly through the problem space by following the current optimum particles.
Ex. Birds flocking



Figure ii PSO


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Algorithm of PSO

As stated before, PSO simulates the behaviors of bird flocking. Suppose the following
scenario: a group of birds are randomly searching food in an area. There is only one piece
of food in the area being searched. All the birds do not know where the food is. But they
know how far the food is in each iteration. So what's the best strategy to find the food? The
effective one is to follow the bird which is nearest to the food.

PSO learned from the scenario and used it to solve the optimization problems. In PSO, each
single solution is a "bird" in the search space. We call it "particle". All of particles have
fitness values which are evaluated by the fitness function to be optimized, and have
velocities which direct the flying of the particles. The particles fly through the problem
space by following the current optimum particles.

PSO is initialized with a group of random particles (solutions) and then searches for optima
by updating generations. In every iteration, each particle is updated by following two "best"
values. The first one is the best solution (fitness) it has achieved so far. (The fitness value is
also stored.) This value is called pbest. Another "best" value that is tracked by the particle
swarm optimizer is the best value, obtained so far by any particle in the population. This
best value is a global best and called gbest. When a particle takes part of the population as
its topological neighbors, the best value is a local best and is called lbest.

After finding the two best values, the particle updates its velocity and positions with
following equation (a) and (b).


v v c ianu pbest piesent c ianu gbest piesenta


piesent piesent v
b


Where:-
v[] is the particle velocity,
persent[] is the current particle (solution).
pbest[] and gbest[] are defined as stated before. i.e. personal best and global best respv.
rand () is a random number between (0,1).
c1, c2 are learning factors. Usually c1 = c2 = 2.






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The pseudo code of the procedure is as follows

For each particle
Initialize particle
END

Do
For each particle
Calculate fitness value
If the fitness value is better than the best fitness
value (pBest) in history
set current value as the new pBest
End

Choose the particle with the best fitness value of all the
particles as the gBest
For each particle
Calculate particle velocity according equation (a)
Update particle position according equation (b)
End
While maximum iterations or minimum error criteria is not
attained

Particles' velocities on each dimension are clamped to a maximum velocity Vmax. If the sum
of accelerations would cause the velocity on that dimension to exceed Vmax, which is a
parameter specified by the user. Then the velocity on that dimension is limited to Vmax.

Comparisons Between Genetic Algorithm And PSO

Most of evolutionary techniques have the following procedure:
1. Random generation of an initial population
2. Reckoning of a fitness value for each subject. It will directly depend on the
distance to the optimum.
3. Reproduction of the population based on fitness values.
4. If requirements are met, then stop. Otherwise go back to 2.

From the procedure, we can learn that PSO shares many common points with GA. Both
algorithms start with a group of a randomly generated population, both have fitness values
to evaluate the population. Both update the population and search for the optimum with
random techniques. Both systems do not guarantee success.

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However, PSO does not have genetic operators like crossover and mutation. Particles
update themselves with the internal velocity. They also have memory, which is important
to the algorithm.

Compared with genetic algorithms (GAs), the information sharing mechanism in PSO is
significantly different. In GAs, chromosomes share information with each other. So the
whole population moves like a one group towards an optimal area. In PSO, only gbest (or
lbest) gives out the information to others. It is a one -way information sharing mechanism.
The evolution only looks for the best solution. Compared with GA, all the particles tend to
converge to the best solution quickly even in the local version in most cases.


PSO parameter control

From the above case, we can learn that there are two key steps when applying PSO to
optimization problems: the representation of the solution and the fitness function. One of
the advantages of PSO is that PSO take real numbers as particles. It is not like GA, which
needs to change to binary encoding, or special genetic operators have to be used. For
example, we try to find the solution for f(x) = x1^2 + x2^2+x3^2, the particle can be set as
(x1, x2, x3), and fitness function is f(x). Then we can use the standard procedure to find the
optimum. The searching is a repeat process, and the stop criteria are that the maximum
iteration number is reached or the minimum error condition is satisfied.

There are not many parameter need to be tuned in PSO. Here is a list of the parameters and
their typical values.

The number of particles: the typical range is 20 - 40. Actually for most of the problems 10
particles is large enough to get good results. For some difficult or special problems, one can
try 100 or 200 particles as well.

Dimension of particles: It is determined by the problem to be optimized,

Range of particles: It is also determined by the problem to be optimized, you can specify
different ranges for different dimension of particles.

Vmax: it determines the maximum change one particle can take during one iteration. Usually
we set the range of the particle as the Vmax for example, the particle (x1, x2, x3)
X1 belongs [-10, 10], then Vmax = 20

Learning factors: c1 and c2 usually equal to 2. However, other settings were also used in
different papers. But usually c1 equals to c2 and ranges from [0, 4]

The stop condition: the maximum number of iterations the PSO execute and the minimum
error requirement. for example, for ANN training in previous section, we can set the
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minimum error requirement is one mis-classified pattern. the maximum number of
iterations is set to 2000. This stop condition depends on the problem to be optimized.

Global version vs. local version: we introduced two versions of PSO. Global and local
version. Global version is faster but might converge to local optimum for some problems.
Local version is a little bit slower but not easy to be trapped into local optimim. One can use
global version to get quick result and use local version to refine the search.

Another factor is inertia weight, which is introduced by Shi and Eberhart


iv. Stochastic Diffusion Search

Stochastic diffusion search (SDS) is an agent-based probabilistic global search and
optimization technique best suited to problems where the objective function can be
decomposed into multiple independent partial-functions. Each agent maintains a
hypothesis which is iteratively tested by evaluating a randomly selected partial objective
function parameterized by the agent's current hypothesis. In the standard version of SDS
such partial function evaluations are binary, resulting in each agent becoming active or
inactive. Information on hypotheses is diffused across the population via inter-agent
communication. Unlike the stigmergic communication used in ACO, in SDS agents
communicate hypotheses via a one-to-one communication strategy analogous to the
tandem running procedure observed in some species of ant. A positive feedback
mechanism ensures that, over time, a population of agents stabilize around the global-best
solution. SDS is both an efficient and robust search and optimization algorithm, which has
been extensively mathematically described.
Or in simple words we can say that It belongs to a family of swarm intelligence and
naturally inspired search and optimisation algorithms which includes ant colony
optimization, particle swarm optimization and genetic algorithms. It is an agent-based
probabilistic global search and optimization technique best suited to problems where
the objective function can be decomposed into multiple independent partial-functions.
Each agent maintains a hypothesis which is iteratively tested by evaluating a randomly
selected partial objective function parameterized by the agent's current hypothesis.



v. Gravitational Search Algorithm

Gravitational search algorithm (GSA) is constructed based on the law of Gravity and the
notion of mass interactions. The GSA algorithm uses the theory of Newtonian physics and
its searcher agents are the collection of masses. In GSA, we have an isolated system of
masses. Using the gravitational force, every mass in the system can see the situation of
other masses. The gravitational force is therefore a way of transferring information
between different masses.
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vi. Intelligent Water Drops

Intelligent Water Drops algorithm (IWD) is a swarm-based nature-inspired
optimization algorithm, which has been inspired from natural rivers and how they find
almost optimal paths to their destination. These near optimal or optimal paths follow from
actions and reactions occurring among the water drops and the water drops with their
riverbeds. In the IWD algorithm, several artificial water drops cooperate to change their
environment in such a way that the optimal path is revealed as the one with the lowest soil
on its links. The solutions are incrementally constructed by the IWD algorithm.
Consequently, the IWD algorithm is generally a constructive population-based optimization
algorithm.




vii. Charged System Search

Charged System Search (CSS) is a new optimization algorithm based on some principles
from physics and mechanics. CSS utilizes the governing laws of Coulomb and Gauss from
electrostatics and the Newtonian laws of mechanics. CSS is a multi-agent approach in which
each agent is a Charged Particle (CP). CPs can affect each other based on their fitness values
and their separation distances. The quantity of the resultant force is determined by using
the electrostatics laws and the quality of the movement is determined using Newtonian
mechanics laws. CSS is applicable to all optimization fields; especially it is suitable for non-
smooth or non-convex domains. This algorithm provides a good balance between the
exploration and the exploitation paradigms of the algorithm which can considerably
improve the efficiency of the algorithm and therefore the CSS also can be considered as a
good global and local optimizer simultaneously.













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V. APPLICATIONS OF SWARM TECHNOLOGY

Swarm Intelligence-based techniques can be used in a number of applications. The U.S.
military is investigating swarm techniques for controlling unmanned vehicles. The
European Space Agency is thinking about an orbital swarm for self assembly and
interferometer. NASA is investigating the use of swarm technology for planetary mapping.
A 1992 paper by M. Anthony Lewis and George A. Bekey discusses the possibility of using
swarm intelligence to control nanobots within the body for the purpose of killing cancer
tumors! Here are some of the applications of Swarm Technology.


a. Crowd Simulation

Artists are using swarm technology as a means of creating complex interactive systems
or simulating crowds.
Stanley and Stella in: Breaking the Ice was the first movie to make use of swarm technology
for rendering, realistically depicting the movements of groups of fish and birds using the
Boids system. Tim Burton's Batman Returns also made use of swarm technology for
showing the movements of a group of bats. The Lord of the Rings film trilogy made use of
similar technology, known as Massive, during battle scenes. Swarm technology is
particularly attractive because it is cheap, robust, and simple.
Airlines have used swarm theory to simulate passengers boarding a plane. Southwest
Airlines researcher Douglas A. Lawson used an ant-based computer simulation employing
only six interaction rules to evaluate boarding times using various boarding methods.



Figure iii Crowd Simulation in Maya




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b. Ant-Based Routing

The use of Swarm Intelligence in Telecommunication Networks has also been
researched, in the form of Ant Based Routing. This was pioneered separately by Dorigo et
al. and Hewlett Packard in the mid-1990s, with a number of variations since. Basically this
uses a probabilistic routing table rewarding/reinforcing the route successfully traversed by
each "ant" (a small control packet) which flood the network. Reinforcement of the route in
the forwards, reverse direction and both simultaneously have been researched: backwards
reinforcement requires a symmetric network and couples the two directions together;
forwards reinforcement rewards a route before the outcome is known (but then you pay
for the cinema before you know how good the film is). As the system behaves stochastically
and is therefore lacking repeatability, there are large hurdles to commercial deployment.
Mobile media and new technologies have the potential to change the threshold for
collective action due to swarm intelligence.
Airlines have also used ant-based routing in assigning aircraft arrivals to airport gates.
At Southwest Airlines a software program uses swarm theory, or swarm intelligence -- the
idea that a colony of ants works better than one alone. Each pilot acts like an ant searching
for the best airport gate. "The pilot learns from his experience what's the best for him, and
it turns out that that's the best solution for the airline," Dr. Douglas A. Lawson explains. As a
result, the "colony" of pilots always go to gates they can arrive and depart quickly. The
program can even alert a pilot of plane back-ups before they happen. "We can anticipate
that it's going to happen, so we'll have a gate available," Dr. Lawson says.


Figure iv Swarm Technology used in Arirlines



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c. Clustering Behavior Of Ants

Ants build cemeteries by collecting dead bodies into a single place in the nest. They also
organize the spatial disposition of larvae into clusters with the younger, smaller larvae in
the cluster center and the older ones at its periphery. This clustering behavior has
motivated a number of scientific studies.

Figure v Clustering behabour of Ants



d. Nest Building Behavior Of Wasps And Termites

Wasps build nests with a highly complex internal structure that is well beyond the
ognitive capabilities of a single wasp. Termites build nests whose dimensions are normous
when compared to a single individual, which can measure as little as a few millimeters.
Scientists have been studying the coordination mechanisms that allow the construction of
these structures and have proposed probabilistic models exploiting insects behavior. Some
of these models are implemented in computer programs to produce simulated structures
that recall the morphology of the real nests.

Figure vi Nest Building Behavior Of Wasps And Termites

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e. Flocking And Schooling In Birds And Fish

Scientists have shown that these elegant swarm-level behaviors can be understood as
the result of a self-organized process where no leader is in charge and each individual
bases its movement decisions solely on locally available information: the distance,
perceived speed, and direction of movement of neighbours. These studies have inspired a
number of computer simulations that are now used in the computer graphics industry for
the realistic reproduction of flocking in movies and computer games.


Figure vii Flocking of birds



Figure viii Flocking simulation







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f. Ant Colony Optimization

In ant colony optimization (ACO), a set of software agents called "artificial ants" search
for good solutions to a given optimization problem transformed into the problem of finding
the minimum cost path on a weighted graph. The artificial ants incrementally build
solutions by moving on the graph. The solution construction process is stochastic and is
biased by a pheromone model, that is, a set of parameters associated with graph
components the values of which are modified at runtime by the ants.

Figure ix ACO












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g. Particle Swarm Optimization

It is inspired by social behaviors in flocks of birds and schools of fish. In practice, in the
initialization phase each particle is given a random initial position and an initial velocity.
The position of the particle represents a solution of the problem and has therefore a value,
given by the objective function. At each iteration of the algorithm, each particle moves with
a velocity that is a weighted sum of three components: the old velocity, a velocity
component that drives the particle towards the location in the search space where it
previously found the best solution so far, and a velocity component that drives the particle
towards the location in the search space where the neighbor particles found the best
solution so far.


h. Swarm Based Network Management
Schoonderwoerd et al. proposed Ant-based Control (ABC), an algorithm for routing and
load balancing in circuit-switched networks; Di Caro and Dorigo proposed AntNet, an
algorithm for routing in packet-switched networks. While ABC was a proofof- concept,
AntNet, which is an ACO algorithm, was compared to many state-of-the-art algorithms and
its performance was found to be competitive especially in situation of highly dynamic and
stochastic data traffic as can be observed in Internet-like networks. An extension of AntNet
has been successfully applied to ad-hoc networks.


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i. Cooperative Behaviour In Swarms Of Robots

There are a number of swarm behaviours observed in natural systems that have inspired
innovative ways of solving problems by using swarms of robots. This is what is called
swarm robotics. In other words, swarm robotics is the application of swarm intelligence
principles to the control of swarms of robots. As with swarm intelligence systems in
general, swarm robotics systems can have either a scientific or an engineering flavour.
Clustering in a swarm of robots was mentioned above as an example of artificial/scientific
system.






















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VI. ADVANTAGES OF SWARM TECHNOLOGY

It is easily adoptable as conventional workgroups devise various standard
operating procedures to react to predetermined stimuli. But swarms have better
ability to adjust to new situations or to change beyond a narrow range of options.

Evolution is the result of adaptation. Conventional bureaucratic systems can shift
the locus of adaptation (slowly) from one part of the system to another. In swarm
systems, individual variation and imperfection lead to perpetual novelty, which
leads to evolution


Resilient. A swarm is a collective system made up of multitudes in parallel, which
results in enormous redundancy. Because the swarm is highly adaptable and
evolves quickly, failures tend to be minimal.



VII. DISADVANTAGES OF SWARM TECHNOLOGY

It is non-optimal and uncontrollable as it is very difficult to exercise control over a
swarm. Swarm systems require guidance in the way that a shepherd drives a herd
by applying force at crucial leverage points.

It is unpredictable as the complexity of a swarm system leads to unforeseeable
results. Emergent novelty is a primary characteristic of self-organisation by
adaptive systems.


Non-understandable Sequential systems are understandable; complex adaptive
systems, instead, are a jumble of intersecting logic. Instead of A causing B, which in
turn causes C, A indirectly causes everything, and everything indirectly causes A

It is non-immediate as linear systems tend to be very direct. Flip a switch and the
light comes on. Simple collective systems tend to operate simply. But complex
swarm systems with rich hierarchies take time.







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VIII. CONCLUSION
The idea of swarm behavior may still seem strange because we are used to relatively
linear bureaucratic models. In fact, this kind of behaviour characterizes natural systems
ranging from flocks of birds to schools of fish. Humans are more complex than ants or fish
and have lots more capacity for novel behavior, some unexpected results are likely, and for
this reason, leading scientists and organizations will further pursue swarm approaches.
Swarm Intelligence provides a distributive approach to the problem solving mimicking the
very simple natural process of cooperation. According to my survey many solutions that
had been previously solved using other AI approach like genetic algorithm neural network
are also solve able by this approach also. Due to its simple architecture and adaptive nature
like ACO has it is more likely to be seen much more in the future.

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