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Swarm behaviour AI simulator

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Swarm behaviour

Swarm behaviour, or swarming, is a collective behaviour exhibited by entities, particularly animals, of similar size which aggregate together, perhaps milling about the same spot or perhaps moving en masse or migrating in some direction. It is a highly interdisciplinary topic.

As a term, swarming is applied particularly to insects, but can also be applied to any other entity or animal that exhibits swarm behaviour. The term flocking or murmuration can refer specifically to swarm behaviour in birds, herding to refer to swarm behaviour in tetrapods, and shoaling or schooling to refer to swarm behaviour in fish. Phytoplankton also gather in huge swarms called blooms, although these organisms are algae and are not self-propelled the way most animals are. By extension, the term "swarm" is applied also to inanimate entities which exhibit parallel behaviours, as in a robot swarm, an earthquake swarm or a star swarm.

From a more abstract point of view, swarm behaviour is the collective motion of a large number of self-propelled entities. From the perspective of the mathematical modeller, it is an emergent behaviour arising from simple rules that are followed by individuals and does not involve any central coordination. Swarm behaviour is also studied by active matter physicists as a phenomenon which is not in thermodynamic equilibrium, and as such requires the development of tools beyond those available from the statistical physics of systems in thermodynamic equilibrium. In this regard, swarming has been compared to the mathematics of superfluids, specifically in the context of starling flocks (murmuration).

Swarm behaviour was first simulated on a computer in 1986 with the simulation program boids. This program simulates simple agents (boids) that are allowed to move according to a set of basic rules. The model was originally designed to mimic the flocking behaviour of birds, but it can be applied also to schooling fish and other swarming entities.

In recent decades, scientists have turned to modeling swarm behaviour to gain a deeper understanding of the behaviour.

Early studies of swarm behaviour employed mathematical models to simulate and understand the behaviour. The simplest mathematical models of animal swarms generally represent individual animals as following three rules:

The boids computer program, created by Craig Reynolds in 1986, simulates swarm behaviour following the above rules. Many subsequent and 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.

The shape of these zones will necessarily be affected by the sensory capabilities of a 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 lines, while Antarctic krill rely both on vision and hydrodynamic signals relayed through antennae.

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collective behaviour of a large number of (usually) self-propelled entities of similar size
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