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When the simulation of a colony begins, a hoard of orange ants emanate from the nest site and whiz around the designed environment, interacting in interesting ways. Each individual has it's behaviour determined by a unique on-board Multi-Layered Perceptron network. In the current implementation, the virtual ants have a local sense of wall bricks, food units, pheromone particles, each other and the nest site. In turn, they can pickup up or drop food units, drop pheromone of different concentrations, and move to an adjacent pixel. Some individuals follow the pheromone trails laid by others. Others spin wildly, but eventually produce irregular or spiraling trails around their nest mates. Still others explore and avoid walls with amazing competence. In fact, the diversity and complexity of reactive behaviour that results within a colony is quite remarkable, and a spectacle to watch!
The overall idea is to create virtual ant colonies that maximise some fitness criteria specified by the user (for example, the ants in a colony may be required to retrieve the most food, or simply to explore the most). A Genetic Algorithm (GA) that operates at the level of super-organisms (i.e. colonies) is employed to do this. Each colony in a pool (population) gets a go at proving it's worth, and when all have been done, the best are picked and reproduced to form the next generation of colonies. The process continues over maybe 100's of generations until colonies employing optimal strategies are evolved.
<< Figure 2: Simulation snap-shots: a) ant making a square trail around his nest mate b) ant circling a food patch c) a nest mate-circling ant producing a spiraled trail d) two ants crossing a food patch together e) pheromone following behaviour f) ants exiting the nest laying pheromone
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