Jump to navigationJump to search Swarm intelligence (SI) is the collective behavior 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.[1] SI systems consist typically of a population of simple agents or boids interacting locally with one another and with their environment.[2] The inspiration often comes from nature, especially biological systems. 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.[3] Examples of swarm intelligence in natural systems include ant colonies, bee colonies, bird flocking, hawks hunting, animal herding, bacterial growth, fish schooling and microbial intelligence. 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. Similar approaches to those proposed for swarm robotics are considered for genetically modified organisms in synthetic collective intelligence.[4]
Contents
• 1Models of swarm behavior
o 1.1Boids (Reynolds 1987) o 1.2Self-propelled particles (Vicsek et al. 1995) • 2Metaheuristics o 2.1Stochastic diffusion search (Bishop 1989) o 2.2Ant colony optimization (Dorigo 1992) o 2.3Particle swarm optimization (Kennedy, Eberhart & Shi 1995) o 2.4Artificial Swarm Intelligence (2015) • 3Applications o 3.1Ant-based routing o 3.2Crowd simulation ▪ 3.2.1Instances o 3.3Human swarming o 3.4Swarm grammars o 3.5Swarmic art • 4Notable researchers • 5See also • 6References • 7Further reading • 8External links Models of swarm behavior[edit] See also: Swarm behaviour Boids (Reynolds 1987)[edit] Main article: Boids Boids is an artificial life program, developed by Craig Reynolds in 1986, which simulates flocking was published in 1987 in the proceedings of the ACM SIGGRAPH conference.[5] The name "boid" corresponds to a shortened version of "bird-oid object", which refers to a bird-like object.[6] As with most artificial life simulations, Boids is an example of emergent behavior; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules. The rules applied in the simplest Boids world are as follows:
• separation: steer to avoid crowding local flockmates
• alignment: steer towards the average heading of local flockmates • cohesion: steer to move toward the average position (center of mass) of local flockmates More complex rules can be added, such as obstacle avoidance and goal seeking. Self-propelled particles (Vicsek et al. 1995)[edit] Main article: Self-propelled particles Self-propelled particles (SPP), also referred to as the Vicsek model, was introduced in 1995 by Vicsek et al.[7] as a special case of the boids model introduced in 1986 by Reynolds.[5] A swarm is modelled in SPP by a collection of particles that move with a constant speed but respond to a random perturbation by adopting at each time increment the average direction of motion of the other particles in their local neighbourhood.[8] SPP models predict that swarming animals share certain properties at the group level, regardless of the type of animals in the swarm.[9] Swarming systems give rise to emergent behaviours which occur at many different scales, some of which are turning out to be both universal and robust. It has become a challenge in theoretical physics to find minimal statistical models that capture these behaviours.[10][11][12]