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. 2016 Apr 27;11(4):e0152756.
doi: 10.1371/journal.pone.0152756. eCollection 2016.

Emergence of Swarming Behavior: Foraging Agents Evolve Collective Motion Based on Signaling

Affiliations

Emergence of Swarming Behavior: Foraging Agents Evolve Collective Motion Based on Signaling

Olaf Witkowski et al. PLoS One. .

Abstract

Swarming behavior is common in biology, from cell colonies to insect swarms and bird flocks. However, the conditions leading to the emergence of such behavior are still subject to research. Since Reynolds' boids, many artificial models have reproduced swarming behavior, focusing on details ranging from obstacle avoidance to the introduction of fixed leaders. This paper presents a model of evolved artificial agents, able to develop swarming using only their ability to listen to each other's signals. The model simulates a population of agents looking for a vital resource they cannot directly detect, in a 3D environment. Instead of a centralized algorithm, each agent is controlled by an artificial neural network, whose weights are encoded in a genotype and adapted by an original asynchronous genetic algorithm. The results demonstrate that agents progressively evolve the ability to use the information exchanged between each other via signaling to establish temporary leader-follower relations. These relations allow agents to form swarming patterns, emerging as a transient behavior that improves the agents' ability to forage for the resource. Once they have acquired the ability to swarm, the individuals are able to outperform the non-swarmers at finding the resource. The population hence reaches a neutral evolutionary space which leads to a genetic drift of the genotypes. This reductionist approach to signal-based swarming not only contributes to shed light on the minimal conditions for the evolution of a swarming behavior, but also more generally it exemplifies the effect communication can have on optimal search patterns in collective groups of individuals.

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Conflict of interest statement

Competing Interests: The authors have declared that no competing interests exist.

Figures

Fig 1
Fig 1. Illustration of Euler angles.
ψ corresponds to the agent’s pitch (i.e. elevation) and θ is the agent’s yaw (i.e. heading). The agent’s roll ϕ is not used in this paper.
Fig 2
Fig 2. Architecture of the agent’s controller, a recursive neural network composed of 6 input neurons (I1 to I6), 10 hidden neurons (H1 to H10), 10 context neurons (C1 to C10) and 3 output neurons (O1 to O3).
The input neurons receive signal values from neighboring agents, with each neuron corresponding to signals received from one of the 6 sectors in space. The output neurons O1 and O2 control the agent’s motion, and O3 controls the signal it emits. The context neurons have connections from and to the hidden layer, thus creating a feedback allowing for a state maintenance effect.
Fig 3
Fig 3. Visualization of the three successive phases in the training procedure (from left to right: t = 0, t = 2 ⋅ 105, t = 2 ⋅ 107) in a typical run.
The simulation is with 200 initial agents and a single resource spot. At the start of the simulation the agents have a random motion (a), then progressively come to coordinate in a dynamic flock (b), and eventually cluster more and more closely to the goal towards the end of the simulation (c). The agents’ colors represent the signal they are producing, ranging from 0 (blue) to 1 (red). The goal location is represented as a green sphere on the visualization.
Fig 4
Fig 4. Visualization of the swarming behavior occurring in the second phase of the simulation.
The figure represents consecutive shots each 10 iterations apart in the simulation. The observed behavior shows agents flocking in dynamic clusters, rapidly changing shape.
Fig 5
Fig 5. Comparison of the average number of neighbors (average over 10 runs, with 106 iterations) in the case signaling is turned on versus off.
Fig 6
Fig 6. Plot of the average inward neighborhood transfer entropy for signaling switched on (red curve) and off (blue curve).
The inward neighborhood transfer entropy captures how much agents are “following” individuals located in their neighborhood at a given time step. The values rapidly take off on the regular simulation (with signaling switched on, see red curve), whereas they remain low for the silent control (with signaling off, see blue curve).
Fig 7
Fig 7. Plot of the individual outward neighborhood transfer entropy (NTE), aiming to capture the change in leadership. Detail from 4.75 104 to 5.45 104 time steps.
The plot represents the average transfer entropy from an agent to its neighbors, capturing the presence of local leaders in the swarming clusters. Each color corresponds to a distinct agent. A succession of bursts is observed, each corresponding to a different agent, indicating a continual change of leadership in the swarm.
Fig 8
Fig 8. Average distance of agents to the goal with signaling (top) and a control run with signaling switched off (bottom).
The average distance to the goal decreases between time step 105 and time step 2 × 105, the agents eventually getting as close as 50 units away from the goal on average. In the same conditions, the silenced control experiment results in agents constantly remaining around 400 units away from the goal in average.
Fig 9
Fig 9. Plots of evolved agents’ motor responses to a range of value in input and context neurons.
The three axes represent signal input average values (right horizontal axis), context unit average level (left horizontal axis), and average motor responses (vertical axis). The top two graphs correspond to the neural controllers of swarming agents, and the bottom ones correspond to non-swarming ones’.
Fig 10
Fig 10. Invasion of freeriders resulting from the introduction of 5 silent individuals in the population.
About 200k iterations after their introduction, the 5 freeriders have replicated and taken over the whole population.
Fig 11
Fig 11. Average signal intensity over the population versus evolutionary time (5 runs).
Fig 12
Fig 12. Genotypic diversity measured by Shannon’s information entropy.
The information entropy measures the variety in the measure progressively decreases during the simulation, until it reaches a minimal value of 50 hartleys (information unit corresponding to a base 10 logarithm) around the millionth iteration, then restarts to increase slowly.
Fig 13
Fig 13. Phylogenetic tree of agents created during a run.
The center corresponds to the start of the simulation. Each branch represents an agent, and every fork corresponds to a reproduction process.
Fig 14
Fig 14. Top plot: average number of neighbors during a single run. Bottom plot: agents phylogeny for the same run. The roots are on the left, and each bifurcation represents a newborn agent.
The two plots show the progression of the average swarming in the population, indicated by the average number of neighbors through the simulation, compared with a horizontal representation of the phylogenetic tree. Around iteration 400k, when the neighborhood becomes denser, the selection on agents’ ability to swarm together is apparently relaxed due to the signaling pattern being largely spread. This leads to higher heterogeneity, as can be seen on the upper plot, with numerous genetic branches forming towards the end of the simulation.
Fig 15
Fig 15. Biplot of the two principal components of a PCA on the genotypes of all agents of a typical run, over one million iterations.
Each circle represents one agent’s genotype, the diameter representing the average number of neighbors around the agent over its lifetime, and the color showing its time of death ranging from bright green (at time step 0, early in the simulation) to red (at time step 106, when the simulation approaches one million iterations).

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