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Jonas Pfeil
Swarm behavior in nature is divided into two categories: Species whose individ-
uals form a swarm because they benefit in some way and social insects – which
live in colonies whose members cannot survive on their own.
2.1 Social Insects
Compared to the complexity of the buildings and actions of the colony the
relative simplicity of an individual is a striking feature of social insects. Termites
for example build giant mounds with ventilation shafts and grow fungus for
nourishment. Ants manage to efficiently search an area for food – whether it
is evenly distributed or scattered in patches (see Fig. 1), an example for the
robustness of the insect colony. Social insects also efficiently divide tasks like
finding food, feeding the brood and defending the nest.
Fig. 1. Foraging patterns of three army ant species: Eciton hamatum, E. rapax
and E. burchelli. The different patterns are a result of the distribution of food
sources. The food of E. burchelli is evenly distributed while for E. hamatum it is
distributed in patches. E. rapax has an intermediary distribution. After Burton
and Franks [2]. Image taken from [1, p. 37]. Kansas Science Bulletin.
All this is not achieved by central control but by stigmergy 1 and very seldom
by one to one communication. Stigmergy describes an indirect communication
by leaving marks in the environment. These marks can be the structures that are
built or markers meant especially for the purpose of communication (typically
1
Grassé introduces stigmergy as follows: “The coordination of tasks and the regulation
of constructions does not depend directly on the workers, but on the constructions
themselves. The worker does not direct his work, but is guided by it. It is to this spe-
cial form of stimulation that we give the name STIGMERGY (stigma, wound from
a pointed object; ergon, work, product of labor D stimulating product of labor).” [3,
p. 65]
pheromones which can be smelled by the individuals). The marks left by the
colony act as stimuli for the individuals and can trigger certain actions.
While constructing a nest termites for example will start by randomly placing
pellets of mud. When there is an aggregation of pellets they will more likely drop
pellets at that location than elsewhere. In addition the termites are guided by
pheromone concentration forming for example the pattern for the royal chamber
around the queen [3].
Ants use pheromones to find shortest paths to food sources. They lay out
pheromone trails behind them and prefer regions with higher pheromone con-
centration when deciding where to go. Some species deposit different amounts
of pheromone depending whether they are on the way to or back from the food
source and depending on its size. As ants taking the shorter path will reinforce
the trail more often the pheromone concentration rises and the path will be pre-
ferred by following individuals (see Fig. 2). This self-energizing effect leads to the
development of a shortest path used by the individuals. Pheromone evaporation
prevents stagnation, allowing for dynamic changes in the environment. It also
avoids premature convergence on a not optimal path.
(a) (b)
Fig. 2. Ants find the shorter path in an experimental setup. A bridge leads from
a nest to a foraging area. (a) 4 minutes after bridge placement. (b) 8 minutes
after bridge placement. After Goss et al. [4].
Fig. 3. Rules for the boids simulation: (a) Collision avoidance. (b) Velocity
matching. (c) Flock centering. After Reynolds [10].
3 Metaheuristics
An SI-metaheuristic is an arbitrary problem solving strategy which falls under
the SI-definition. That is, it is inspired by the “behavior of social insect colonies
and other animal societies”. Currently there exist two different metaheuristics –
ant colony optimization (ACO) and particle swarm optimization (PSO).
Stochastic diffusion search (SDS) is an optimization technique introduced by
Bishop in 1989 [14]. His original paper included no reference to nature and it has
not been included in any of the books about SI [1,15,16]. The only work claiming
that SDS is an SI-algorithm is a paper published in 2006 by Meyer, Nasuto and
Mark [17]. They see “many similarities with ant and evolutionary algorithms”.
As SDS was not inspired by swarms it is doubtful if it can be said to belong to
the SI-field. It is therefore not further discussed in this paper.
Dorigo used the TSP as a benchmark problem for Ant System (AS). The re-
sults were comparable or even better than those of genetic algorithms and some
general purpose heuristics for small problems but degraded for larger problems.
A number of improved versions of AS and other algorithms after the ACO meta-
heuristic have been created since then [18]. Applications range from sequential
ordering problems over vehicle routing and scheduling problems to telecommu-
nications networks.
Kennedy and Eberhart called the algorithm particle swarm optimization be-
cause it had no longer any features of a flock and the birds where now particles
(points with a velocity). It has moved quite far from the natural counterpart but
still resembles the information exchange between individuals in a swarm. In this
case birds alerting each other to food sources.
Since the introduction of PSO several improvements have been made to the
algorithm, like friction of the particles and adjustments for optimizing dynamic
systems. Applications include human tremor analysis, power system load stabi-
lization and product mix optimization [21].
4 Other Uses
Fig. 4. Swarm-bot passing over a large gap. Image taken from [23].
Each s-bot has a gripper for connecting to another s-bot. For interaction
they are equipped with sensors like an omnidirectional camera, torque and fric-
tion sensors and microphones as well as with lightsources and sound emitters.
The neuronal networks for the control of the s-bots were designed by artificial
evolution and can manage tasks like the coordinated motion of the swarm-bot,
self-assembly, cooperative transport and exploration.
Self-assembly for example works as follows: An s-bot requiring help switches
on red lights alerting s-bots in the proximity, which try to connect to it and
switch on red lights in turn when they succeeded.
Navigation to a target is accomplished by cooperated exploration. When a
path is found s-bots will have formed a chain from the start to the target zone
which can be used as orientation for other s-bots.
4.2 Art and Simulations
Apart from algorithms and swarm robotics the knowledge about the underly-
ing rules of swarm behavior is used to write computer simulations of swarms.
Applications are simulations of realistic animal swarms or even human crowd
behavior. An example is the evaluation of the impact of hydraulic structures on
fish populations [24] where fish swarming behavior has to be taken into account.
In computer graphics swarm simulations have also become widely used. For
the Lord of the Rings trilogy [25] Massive [26] has been developed, a software
which animated thousands of agents for the giant battle scenes. Each agent
has an artificial intelligence brain that can select from a collection of possible
movements depending on external stimuli. Massive has since then been used for a
lot of projects including motion pictures and commercials [27]. Apart from these
realistic simulations, art projects like SwarmArt [28] use swarm simulations just
because of their beauty.
The complexity of an ant colony or the beautiful sight of a large swarm of birds
surprise with the simplicity of the underlying rules.
With ant colony optimization and particle swarm optimization two algo-
rithms have been created which can solve difficult computational problems ef-
ficiently, while still beeing easy to understand. As there is a wide variety of
swarm behaviors in nature, there is a great chance we will see more algorithms
and systems modeled after social insects and other social animals.
The challenge in designing such systems will be to define the correct rules for
the interaction of the individuals, as it is not immediately evident which rules
lead to the desired behavior of the swarm.
Swarm intelligence is a very active and exciting research field. As our techni-
cal systems become increasingly complex, swarm intelligence algorithms – which
consist of many simple parts – become more and more useful as a solution to
difficult computational problems.
As the algorithms are parallel in nature, they are well adapted for the use
on parallel hardware. On coming processor generations – which will feature a
growing number of parallel processing units – this may lead to very efficient
implementations of these algorithms.
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