i've wondered what kind of pressures could exist for a mound-building simulation. maybe it's cold outside and they lose health if they are not near a shelter block
As far as I can tell, you don't need external selectors. The strange fog was fun but obviously trees in our world don't contend. Similarly, there is no selective pressure on termite mounds other than predators, and even then, the colony always recovers with exceptions. You don't need acid rain. The rules listed for termite mound creation are largely based on a single fact, no? Well, two. Gravity exists, so an agent can fall to the ground, and if they are touching a wall, their movement is largely unrestricted with the exception that they must touch the wall. Use resource to create wall, then harvest resource, as long as resource is far there shouldn't be bulbous growths of the mound. The only problem I can imagine is how to convert to a 2d plane. Perhaps agents can move through certain number of walls? Perhaps walls support each other over a channel as long as they aren't more than x units apart, like a vein would collapse but not a capillary so you can have a network of valid paths?
@@123seven3 If you are talking about the real world, there are a quite large number of selective pressures on termite mounds, wasp nests, bee hives, and ant mounds in our world, with structures having to manage, co2, oxygen, humidity, temperature, food availability, predator defense, and parasite load. The specific requirements change from group to group, but most of these groups have specific groups of workers whose sole job is to maintain the structure’s internal parameters, and specialized life living only within the controlled habitat of these nests.
@@kostyagroza3838 and foo52ru channel info says "English version of the channel: www.youtube.com/@wallcraft-video".. so not sure what you mean with "stealing"
I love this so much. I made a copycat program for myself to mess around with. I added a predator object that tends toward the nearest agent. When the agents shout the distance they think is to the nearest predator, instead of the others turning toward them, they turn exactly away from them if that distance is within a certain threshold. Makes for some interesting behavior-scattering, followed by reorganization. I'm going to gear mine toward a natural selection simulation. Queens will have genetic information (possibly neural networks) that dictate what they try to do with each timestep (heal, create a certain kind of agent, etc.). Not exactly sure how I want to create the selective pressures for that yet though. I think I'm going to let them make a pseudoqueen that tries to get far away from her and then, when she eventually does, she establishes herself as a new queen. Expensive resource-wise to do so though, so she'll need careful planning. Excited to see what you do with this going forward!
@@Deepclow I'm working on resource balancing which is the most difficult part of natural selection simulations in my experience. It's a lot of trial and error, essentially. I have the other core mechanics down; the queens have a decision tree for example that I think I'm ultimately going to replace with a neural network. I'm on vacation from work next week and hoping to spend at least a full day on the project, so I'll let you know depending on how the resource balancing mission goes! I also got the urge to make another one that's pheromone-based instead. Oh the endless rabbit hole of "Hey I want to code this!"
Since I see no one trying to explain the termite algorithm, here's my take: I think one should think about "bar of grains" as pillars of a (locally) cone shaped building. I also think it is really important for this algorithm to take into account that: - different agents start at different times and in different locations. - many termites may be working simultaneously on the same pillar. Also, when talking about heights, they are always relative to the ones around the specific pillar. -- Algorithm -- The termites start working on their personal pillars [step 1] Since some termites started before, they will reach H1 ("height 1") before others [step 1 -> 2]. Those will continue to work on their pillar until they reach H2 ("height 2) [step 2 -> 3]. The others that started later will reach H1 and find out that there is a bigger pillar nearby, thus moving towards it while it has still not reached H2 [step 2 -> 3]. Once the pillar reaches H2, all termites are freed to move to a bigger pillar if it exists [step 3 -> 2], or to create support arcs [step 3]. While creating support arcs, there's still a lower pillar without an arc, go there and build it [step 3 -> 3]. Otherwise go to the "base height" of all pillars and start building another one. ---- So to my understanding, the termites will tend to gather more in the bigger pillars, forming radial structures similar to the forming paths shown in the video.
Thanks. I'll consider your option. In the video, I used the version from the russian-language Wikipedia. The description begins with: "In his 1979 Jacob Bronowski Memorial Lecture at MIT, Philip Morison gave an example of a termite building algorithm..." ru.wikipedia.org/wiki/Термитник
@@wallcraft-video Also ants are known to use pheromones to guide other ants, one might implement them as a heatmap. With that it should be possible to also guide and reinforce or degress behaviours.
@@wallcraft-video In case you didn't look for it, here is the full lecture postcivilateum.blogspot.com/2008/10/termites-and-telescopes.html (there is a lot of other unrelated text in the lecture as well, take into account) . It's definitely not described with the precision of a computer algorithm, so a lot is up for interpretation. I suggest you read it if you haven't. Personally, this doesn't seem like an algorithm that would be good to implement. It wouldn't cause any major emergent behaviour, as it's not an algorithm capable of adaptation and the rules required would be very extensive. Also, this is a very old lecture and current research shows that termite building logic actually uses different more complex rules. It would probably be more interesting to pursue a different building algorithm, for example something similar to the tree series but trying to optimize structural integrity instead, since that would allow adaptation more. Anyway, hope you enjoy the source.
@@leonfa259 I personally think pheromones would be implemented as a ghost version of the ants at that point in time, so it will act as the ant would normally, but stuck in place.
@kostyagroza3838 if you would have done a little research instead of accusing the creator for stealing their own stuff. you would have found out, that this channel is the english version of the original channel as foo52ru clearly points our on their about page
I am starting to wonder whether these ideas are written out and executed with a lot of artificial intelligence on the backend and minimal human interference. I feel like this is what that would look like. Deeply creative work lads.
@@gryphonschnitzel7140Isn't deep learning/neural networks just swarm intelligence? They have simple rules and combined with other neurons a global behavior emerges. Something a bit less controversial would obviously be boids that fit the description exactly.
I find this really interesting. When you think about it, human body is also just cells communicating with each other. A single one of them doesn't have a solution for a problem, but as a whole they do.
This is unbelievably fascinating please continue this was a part two about the termite mound building algorithm. Also I would love it if you would post a video with just the algorithms running because they’re so interesting to watch
My observation of swarms is when I am working on digging up a tree stump. Just before the stump is ready to come loose, waves of mosquitoes attack me, as if in defense of the stump. I can tell the stump is ready to move by the swarms intensity. It also happens when I burn the brush pile. I know the fire will stay lit when the mosquitoes form a cloud around my head. The correlation is maddeningly consistent. I am certain there is a causal connection to these events.
For your mound problem, the concept is simple enough. The morphology of mounds are based on the local environment, because ants/termites need: - a mound that has good heat transport or retention (thickness of the walls, geometry vs sunlight) - a mound that distributes pheromones properly (just humid and warm enough to let them either stick to surfaces or be carried through the corridors? not sure about this one) - a mound that serves the function of lung, to let air transport humidity and carbon dioxide out of the mound and import fresh air (porosity of the walls) - mounds that serve as an environment to cultivate fungal species that they eat (again, right light, temperature and humidity) Deciding factors in the morphology are therefore: - Abundance and average height of the flora around (shade, soil humidity, resources, etc) - Amount of precipitation and wind - Distance to the equator (how much sunlight they get, how extreme the day/night cycle) - Soil quality (how much the soil retains water, how decent it is as a building material, how much the soil can serve as a substrate for fungal species, how hot it can get) - The species of termite/ant involved. You can take any combination of temperature / humidity / carbondioxide versus fresh air / fungal substrate as "incentives" to create structures in both 2D and 3D, not necessarily in the shape of actual mounds, that fit the role of "base of operations" for the queen and home for the colony. In my version, I'm going to separate 'builder' agents from 'foragers', so that the builders can walk over and deposit structure on any pixel, but foragers have to go around walls and stuff. The most important excerpts from the paper linked below: "mechanisms can be roughly divided into two broad categories: the secretion of a templating odor at the nest that undergoes diffusion and advection globally throughout the mound, and the local deposition of a building pheromone in deposited soil pellets that promote further deposition nearby" "carbon dioxide gradients may be used as templates in nest construction" "[mounds] where convective currents dominate conduction, can grow in a focused direction due to the airflow transporting the odor in the direction of growth." “The growth of mounds is dominated by building processes at the surface and limited by molecular diffusion of pheromones through the mound wall." "As a mound grows, unless more termites are recruited into the building process, the volumetric density of termites decreases over time." "larger colonies will tend to produce a greater quantity of odor, and this high rate [sic] will result in a large mound radius [sic]." "the absolute size of termite mounds increases [taller] with the amplitude of temperature oscillations" (of the day/night temperature cycle) "external wind was found to play a subordinate role relative to the dominant thermal mechanism" "we have neglected here the effects of active transport of water by termites within the mound and the passive dynamics of evaporative cooling that will change the temperature profiles and thereby the mechanics of odor transport" www.pnas.org/doi/10.1073/pnas.1818759116
Reminds me of the work that was being done on the game Limit Theory at one point where the world was going to have an ever evolving economy system of npcs bringing goods around from world to world
You should add some "resistance" in which the more agents near each other the more likely a few agents will not go with the crowd and look for other sources. You could also have mobility where more resources either slow down or speed up the cell(depending on if you see it as extra weight to carry or as some "knowledge"/"tool"/"strength"). You could also add "crime" where some cells can kill or steal from others. Obviously you can do all the things everyone else does in these types of simulations to make them more complex looking.
This is the best channel for life simulation ever! BTW, can you use the concepts used in the tree evolution to make them evolve "screaming" that is better?
I like that you used 3 resources just like most insects specifically ants need. Water, Sugar & protein. Also the concept of lifespans & new queens. I've got a little bit of experience with programming & after watching this I kinda wanna try my own hand at making a similar simulation.
This was a great showcase of something I learned in a course on Multigrid Methods. Local updates are great for quickly smoothing out high frequency errors, however take much much longer to deal with the remaining low frequency errors afterwards. I wonder if doubling the shouting range after some time would be like sampling down to a coarser grid, making the errors more high frequency.
Ребят, официальный канал на русском написал в видео с название About the channel, что дал согласие на это. Кажется это не его канал, но кого то , кому он дал разрешение на это.
the queen can only get one agent at a time, cause they block each other or slow each other down | if there are walls build, then they can move without restrictions and over each other
The economic simulation idea reminded me of German-style boardgames. What if the unchosen resource piles also increase over time(or add efficiency with more resource per carried grain)? Thus agents also need to choose between close but inefficient resources vs distant but efficient
Does the algorithm assume that each shout includes both the value and which location it relates to? So, an agent would effectively shouting "127 to A" as opposed to just "127"?
🤔 "what kind of algorithm should be used for ants to build city?".. I think some ideas from "DNA algorithms" can be used. all of them can be described like "if conditions like A than doing B"
Do you have a discord? Or a subreddit? I think it would be nice for people who are trying/have implementing these things to share their project with eachother.
I'd argue that it should be possible for Agents to consume other agents at chance, whilst agents in general can generate with a random "capacity," increased only by consuming others - to a limit dictated by how many are around. And, well, the queens... I wonder what happens if the queens vanished?
In the final version, if the counter of steps to the queen is greater than the specified value, then the agent can declare himself the queen with some probability. If you remove this option, everyone will go after the one who last faced the queen
Извините, на канале "foo52ru техношаман" Несколько лет лет назад вышло видео с практически таким же содержанием. Такой же заголовок, такие же картинки. Автор, Вы добавили только вставки из википедии😡.
What if there is a wall in the direct path between food and queen allowing only to go sideways for a given length ? Will the agent be able to find a path ?
New Plan Created, make a swarm of 3 feet tall spider like robots with all they need to repair eachother and live and give them this concept to divide the resources to allow them to create more to add to the swarm, give them a queen that can take command of 2,000, furthermore if this limit is exceeded the grpup will make a second queen till the swarm has 3,000 and then the two queens will split and take half the swarm| this concept is interesting and if done right could lead to the use of nuclear weapons to make sure humanity survives but the problem would be if the queens are smart enough to hide.
@@mishazerg You can solve all those problems by rotating the points in geometric patterns! Combine that with the economic principles mentioned and you will have the shapes mixed with some random interference from changing lengths and get some interesting patterns
I wonder how the swam intelligence scales with both agent intelligence and the number of agents. Is there a phase transition at some number of agents, where after that they find path (albeit after a long time) but if you only have one agent less they will never make a path?
Independent of any conditions, the phase transition agent number 'n' lies somewhere between 1 and ( resource distance / yelling distance ). This n is otherwise affected by: - obstructions - size and variability of the rotation - size and variability of the step - implementation of the behaviors Hard to say the exact number, but testable.
i've wondered what kind of pressures could exist for a mound-building simulation. maybe it's cold outside and they lose health if they are not near a shelter block
ooo maybe acid rain which they need to protect themselves from with high ground and cover
As far as I can tell, you don't need external selectors. The strange fog was fun but obviously trees in our world don't contend. Similarly, there is no selective pressure on termite mounds other than predators, and even then, the colony always recovers with exceptions. You don't need acid rain.
The rules listed for termite mound creation are largely based on a single fact, no? Well, two. Gravity exists, so an agent can fall to the ground, and if they are touching a wall, their movement is largely unrestricted with the exception that they must touch the wall. Use resource to create wall, then harvest resource, as long as resource is far there shouldn't be bulbous growths of the mound.
The only problem I can imagine is how to convert to a 2d plane. Perhaps agents can move through certain number of walls? Perhaps walls support each other over a channel as long as they aren't more than x units apart, like a vein would collapse but not a capillary so you can have a network of valid paths?
As a fun idea, albeit a challenging one, implementing some actual thermodynamics would make for an unusual and complex challenge.
@@Minty1337 boid algorithms, introduce predators
@@123seven3 If you are talking about the real world, there are a quite large number of selective pressures on termite mounds, wasp nests, bee hives, and ant mounds in our world, with structures having to manage, co2, oxygen, humidity, temperature, food availability, predator defense, and parasite load. The specific requirements change from group to group, but most of these groups have specific groups of workers whose sole job is to maintain the structure’s internal parameters, and specialized life living only within the controlled habitat of these nests.
This is quickly becoming one of my favorite channels - totally fascinating topics
this channel steals videos from another, it leaves no mention of the author, the author foo52ru ТехноШаман
@@kostyagroza3838 to be fair: channel info says "foo52ru in English."
@@kostyagroza3838 and foo52ru channel info says "English version of the channel: www.youtube.com/@wallcraft-video".. so not sure what you mean with "stealing"
@@TheRealBarni11 Oh. I didn't see it
I love this so much. I made a copycat program for myself to mess around with. I added a predator object that tends toward the nearest agent. When the agents shout the distance they think is to the nearest predator, instead of the others turning toward them, they turn exactly away from them if that distance is within a certain threshold. Makes for some interesting behavior-scattering, followed by reorganization.
I'm going to gear mine toward a natural selection simulation. Queens will have genetic information (possibly neural networks) that dictate what they try to do with each timestep (heal, create a certain kind of agent, etc.). Not exactly sure how I want to create the selective pressures for that yet though. I think I'm going to let them make a pseudoqueen that tries to get far away from her and then, when she eventually does, she establishes herself as a new queen. Expensive resource-wise to do so though, so she'll need careful planning.
Excited to see what you do with this going forward!
Can you share the results of your simulation? What you're trying tk do sounds fascinating
@@Deepclow I'm working on resource balancing which is the most difficult part of natural selection simulations in my experience. It's a lot of trial and error, essentially. I have the other core mechanics down; the queens have a decision tree for example that I think I'm ultimately going to replace with a neural network.
I'm on vacation from work next week and hoping to spend at least a full day on the project, so I'll let you know depending on how the resource balancing mission goes!
I also got the urge to make another one that's pheromone-based instead. Oh the endless rabbit hole of "Hey I want to code this!"
Since I see no one trying to explain the termite algorithm, here's my take:
I think one should think about "bar of grains" as pillars of a (locally) cone shaped building.
I also think it is really important for this algorithm to take into account that:
- different agents start at different times and in different locations.
- many termites may be working simultaneously on the same pillar.
Also, when talking about heights, they are always relative to the ones around the specific pillar.
-- Algorithm --
The termites start working on their personal pillars [step 1]
Since some termites started before, they will reach H1 ("height 1") before others [step 1 -> 2]. Those will continue to work on their pillar until they reach H2 ("height 2) [step 2 -> 3].
The others that started later will reach H1 and find out that there is a bigger pillar nearby, thus moving towards it while it has still not reached H2 [step 2 -> 3].
Once the pillar reaches H2, all termites are freed to move to a bigger pillar if it exists [step 3 -> 2], or to create support arcs [step 3].
While creating support arcs, there's still a lower pillar without an arc, go there and build it [step 3 -> 3]. Otherwise go to the "base height" of all pillars and start building another one.
----
So to my understanding, the termites will tend to gather more in the bigger pillars, forming radial structures similar to the forming paths shown in the video.
Thanks. I'll consider your option.
In the video, I used the version from the russian-language Wikipedia. The description begins with: "In his 1979 Jacob Bronowski Memorial Lecture at MIT, Philip Morison gave an example of a termite building algorithm..."
ru.wikipedia.org/wiki/Термитник
@@wallcraft-video Also ants are known to use pheromones to guide other ants, one might implement them as a heatmap. With that it should be possible to also guide and reinforce or degress behaviours.
@@wallcraft-video In case you didn't look for it, here is the full lecture postcivilateum.blogspot.com/2008/10/termites-and-telescopes.html (there is a lot of other unrelated text in the lecture as well, take into account) . It's definitely not described with the precision of a computer algorithm, so a lot is up for interpretation. I suggest you read it if you haven't.
Personally, this doesn't seem like an algorithm that would be good to implement. It wouldn't cause any major emergent behaviour, as it's not an algorithm capable of adaptation and the rules required would be very extensive. Also, this is a very old lecture and current research shows that termite building logic actually uses different more complex rules.
It would probably be more interesting to pursue a different building algorithm, for example something similar to the tree series but trying to optimize structural integrity instead, since that would allow adaptation more.
Anyway, hope you enjoy the source.
@@leonfa259 I personally think pheromones would be implemented as a ghost version of the ants at that point in time, so it will act as the ant would normally, but stuck in place.
I love the concept of this, especially the civilization type idea at the end of the video.
This is objectively the most underrated channel on yt
this channel steals videos from another, it leaves no mention of the author, the author foo52ru ТехноШаман
@@kostyagroza3838 i dont speak that wacky languages so this channel is way better
@kostyagroza3838 if you would have done a little research instead of accusing the creator for stealing their own stuff. you would have found out, that this channel is the english version of the original channel as foo52ru clearly points our on their about page
I am starting to wonder whether these ideas are written out and executed with a lot of artificial intelligence on the backend and minimal human interference. I feel like this is what that would look like. Deeply creative work lads.
this has nothing to do with AI tho, however this in addition with AI could like you said give some very creative and powerful thingys
@@gryphonschnitzel7140Isn't deep learning/neural networks just swarm intelligence? They have simple rules and combined with other neurons a global behavior emerges. Something a bit less controversial would obviously be boids that fit the description exactly.
Да неужели это то, что я думаю?
До чего же дошли речевые технологии!
I find this really interesting. When you think about it, human body is also just cells communicating with each other. A single one of them doesn't have a solution for a problem, but as a whole they do.
You need to combine this with a genetic algorithm!
Amazing logic on not walking straight, and the moving queen and new queens.. mind-blowing, thank u so much for thinking honestly
computer simulated organisms and evolution is just so cool to me. I love this type of content!
this channel steals videos from another, it leaves no mention of the author, the author foo52ru ТехноШаман
This is unbelievably fascinating please continue this was a part two about the termite mound building algorithm. Also I would love it if you would post a video with just the algorithms running because they’re so interesting to watch
Can't help but feel this has a most prevalent use in mass organizing and surveillance via mobile device.
Air flow and temperature is what guides termite mound design
My observation of swarms is when I am working on digging up a tree stump. Just before the stump is ready to come loose, waves of mosquitoes attack me, as if in defense of the stump. I can tell the stump is ready to move by the swarms intensity. It also happens when I burn the brush pile. I know the fire will stay lit when the mosquitoes form a cloud around my head. The correlation is maddeningly consistent. I am certain there is a causal connection to these events.
I like the contrast between how the ant screams in this version use an arcade shooting sound, while the Russian one used eldritch noises
12:10 Original Queen is still alive on the right side.
this brings a whole new meaning to "lightning bugs"
For your mound problem, the concept is simple enough. The morphology of mounds are based on the local environment, because ants/termites need:
- a mound that has good heat transport or retention (thickness of the walls, geometry vs sunlight)
- a mound that distributes pheromones properly (just humid and warm enough to let them either stick to surfaces or be carried through the corridors? not sure about this one)
- a mound that serves the function of lung, to let air transport humidity and carbon dioxide out of the mound and import fresh air (porosity of the walls)
- mounds that serve as an environment to cultivate fungal species that they eat (again, right light, temperature and humidity)
Deciding factors in the morphology are therefore:
- Abundance and average height of the flora around (shade, soil humidity, resources, etc)
- Amount of precipitation and wind
- Distance to the equator (how much sunlight they get, how extreme the day/night cycle)
- Soil quality (how much the soil retains water, how decent it is as a building material, how much the soil can serve as a substrate for fungal species, how hot it can get)
- The species of termite/ant involved.
You can take any combination of temperature / humidity / carbondioxide versus fresh air / fungal substrate as "incentives" to create structures in both 2D and 3D, not necessarily in the shape of actual mounds, that fit the role of "base of operations" for the queen and home for the colony. In my version, I'm going to separate 'builder' agents from 'foragers', so that the builders can walk over and deposit structure on any pixel, but foragers have to go around walls and stuff.
The most important excerpts from the paper linked below:
"mechanisms can be roughly divided into two broad categories: the secretion of a templating odor at the nest that undergoes diffusion and advection globally throughout the mound, and the local deposition of a building pheromone in deposited soil pellets that promote further deposition nearby"
"carbon dioxide gradients may be used as templates in nest construction"
"[mounds] where convective currents dominate conduction, can grow in a focused direction due to the airflow transporting the odor in the direction of growth."
“The growth of mounds is dominated by building processes at the surface and limited by molecular diffusion of pheromones through the mound wall."
"As a mound grows, unless more termites are recruited into the building process, the volumetric density of termites decreases over time."
"larger colonies will tend to produce a greater quantity of odor, and this high rate [sic] will result in a large mound radius [sic]."
"the absolute size of termite mounds increases [taller] with the amplitude of temperature oscillations" (of the day/night temperature cycle)
"external wind was found to play a subordinate role relative to the dominant thermal mechanism"
"we have neglected here the effects of active transport of water by termites within the mound and the passive dynamics of evaporative cooling that will change the temperature profiles and thereby the mechanics of odor transport"
www.pnas.org/doi/10.1073/pnas.1818759116
That's a good one.
Yes, i also like this one the most
Reminds me of the work that was being done on the game Limit Theory at one point where the world was going to have an ever evolving economy system of npcs bringing goods around from world to world
This is brilliant!
You should add some "resistance" in which the more agents near each other the more likely a few agents will not go with the crowd and look for other sources. You could also have mobility where more resources either slow down or speed up the cell(depending on if you see it as extra weight to carry or as some "knowledge"/"tool"/"strength"). You could also add "crime" where some cells can kill or steal from others. Obviously you can do all the things everyone else does in these types of simulations to make them more complex looking.
Really cool demonstration. Looking to do similar projects in the future.
Tangental thought. I wonder how this can be related to the market.
pure gold here. great job
This is the best channel for life simulation ever! BTW, can you use the concepts used in the tree evolution to make them evolve "screaming" that is better?
I think about it
I like that you used 3 resources just like most insects specifically ants need. Water, Sugar & protein. Also the concept of lifespans & new queens.
I've got a little bit of experience with programming & after watching this I kinda wanna try my own hand at making a similar simulation.
So doug doug's twitch chat is a good example of that
It is a swarm of maniacs that work together that try to complete a task together
very interesting algorithm, i like the simple art style
reminds me of an ant pheromone trail sim i wrote a while back
now we need a one where the agents will go to war between queens
I would happily refer you to that there are bacteria use the swarming as a way to attack, organize and devour.
Not just insect, this is probably how electrons form a thunder
This was a great showcase of something I learned in a course on Multigrid Methods.
Local updates are great for quickly smoothing out high frequency errors, however take much much longer to deal with the remaining low frequency errors afterwards.
I wonder if doubling the shouting range after some time would be like sampling down to a coarser grid, making the errors more high frequency.
i dont know how i stumbled onto this video but this was realy interesting to see, verry well explained and quite cool!
your videos are mad interesting please keep making them
I would love to see more screaming incects
He's back! Let's go!!!!
new queens be like: "Im spartacus!" "No im spartacus!"
I feel like this could be a useful analogy for particle physics
Anyone else see the similarity to the formation of lightning when the paths are being formed? (around 6:00)
Thank you so much for your all effort
another great video, I forgot I subscribed to your patreon so I was surprised when I saw the credits lol
Ребят, официальный канал на русском написал в видео с название About the channel, что дал согласие на это. Кажется это не его канал, но кого то , кому он дал разрешение на это.
ТехноШаман отвечает на этом канале за контент. Сейчас идут переводы старых роликов, потом будут новые ролики и на русском и на английском
screaming agents be like: *AAAAAAAAAAAAAAAAAAAAAAAAAAAAA*
this vid was really fun to watch as i like bugs
love these types of videos
Very interesting!
yessssssss
that would be absolutely amazing
The pathways look more like the evolution of nerves which is probably the purpose of this video except real life nerves are more random.
I love your videos, keep it up!
Amazing video.
Swarm intelligence is really interesting, ants on their own seems just like stupid animals but on a large scale whole colony looks intelligent
Huh, I did not get notified for the video..
anywho, great video as always, thank you for making so easily understandable content ^_^
Thank you for this new Video ❣❣❣
the queen can only get one agent at a time, cause they block each other or slow each other down | if there are walls build, then they can move without restrictions and over each other
Greate Stuff! wish there was a simple open-source for this for people to play around with
Hey I haven't even watched the video yet, but you had me at "screaming insects"! Wicked cool title!
Awesome. Just awesome
The economic simulation idea reminded me of German-style boardgames. What if the unchosen resource piles also increase over time(or add efficiency with more resource per carried grain)? Thus agents also need to choose between close but inefficient resources vs distant but efficient
Does the algorithm assume that each shout includes both the value and which location it relates to? So, an agent would effectively shouting "127 to A" as opposed to just "127"?
In the project, the agent, in addition to the distance, also reports to where.
This should be used it video games. Like a kingdom or village builders, and the agents are people with job and need for resources.
Something similar was planmned for a space game, Limit Theory. Never happened tho
Great video! Would love some human narration, if that's at all possible in the future. The voice is a bit weird to me.
Fascinating! (Maybe I need a 'Spock raising a single eyebrow' emoji!)
Once the queen is full health for long enough, she start spitting out building block for the mound?
Is there a paper about this? I love this topic and want to dig more into it!
🤔 "what kind of algorithm should be used for ants to build city?".. I think some ideas from "DNA algorithms" can be used. all of them can be described like "if conditions like A than doing B"
they are like boids, i think
Intresting.
Building feels like it only makes sense if some resources are stationary.
Yes, at least the queen
Nice!
I like this.
All of your videos are great! It makes me motivated to to a project like tihis on my own
Do you have a discord?
Or a subreddit?
I think it would be nice for people who are trying/have implementing these things to share their project with eachother.
they have a patreon and offer discord access for $1
I like how you've accidentally created electrons
Such an amazing video. I am new to this so can anyone answer this. Is the explanation given above based on "PSO"?
I'd argue that it should be possible for Agents to consume other agents at chance, whilst agents in general can generate with a random "capacity," increased only by consuming others - to a limit dictated by how many are around. And, well, the queens...
I wonder what happens if the queens vanished?
In the final version, if the counter of steps to the queen is greater than the specified value, then the agent can declare himself the queen with some probability. If you remove this option, everyone will go after the one who last faced the queen
Ants on their own aren't mindless automata.
Reminds me of the ant simulators.
Wow, fascinating! I'm curious about which language did you use to implement this simulation?
Processing
Great project! Strange narration 😂
the video script seems just kinda off, but cool stuff
he made 3 things,
1. ants
2. bees
3. humans in an online envoirement right now
1:15 Analogy of how particles interact using photons?
I wonder if there are phase transitions if you add noise! (And what the system on the edge of them looks like.)
what happens if there are no borders on the edge of the map, would they would all get lost?
I didn't even think about it :)
The scouts will definitely run away
This is so cool! What program is this written in?? Like pygame or something.
4:38 can you record this scene while highligting the actual code that you used to program that checklist that each creature contained
Извините, на канале "foo52ru техношаман" Несколько лет лет назад вышло видео с практически таким же содержанием. Такой же заголовок, такие же картинки. Автор, Вы добавили только вставки из википедии😡.
Возможно это его канал. Я ему написал, может ответит..
Cool. I had just subscribed.
that looks similar to how neurons build connections
Great video. Bee hive yourself 😉
Wait, it's foo52ru!
yes, it is me
What if there is a wall in the direct path between food and queen allowing only to go sideways for a given length ? Will the agent be able to find a path ?
Most likely they can, but for this the wall must be impenetrable to screaming.
Will have to experiment with this.
Then it s an effect of a distribution of random walks with an action, in interaction...
huh, this is intresting
Thumbnail: when you went to the recent tab
New Plan Created, make a swarm of 3 feet tall spider like robots with all they need to repair eachother and live and give them this concept to divide the resources to allow them to create more to add to the swarm, give them a queen that can take command of 2,000, furthermore if this limit is exceeded the grpup will make a second queen till the swarm has 3,000 and then the two queens will split and take half the swarm| this concept is interesting and if done right could lead to the use of nuclear weapons to make sure humanity survives but the problem would be if the queens are smart enough to hide.
What if you were to make the queens competitive, stealing resources, agents, and resources. What if the queens could evolve?
Hmmm...
What if there are multiple points at equal distances?
Like 6 points beeing placed at the same distance(3 blue and 3 orange)?
They will go to all of them, if they are on same distance, then they don't need to choose, they will not lose anything.
The swarm would likely begin to favour just one of those points more and more, and eventually send no agents to any other points.
@Михайло Шуляцький
@ronjx
Yes, it would make sense, but what if it would act differently?
@@dandabossthesecond3599 don't know about choosing only one, i think it can go to multiple at one moment, but not more than that.
@@mishazerg You can solve all those problems by rotating the points in geometric patterns! Combine that with the economic principles mentioned and you will have the shapes mixed with some random interference from changing lengths and get some interesting patterns
I wonder how the swam intelligence scales with both agent intelligence and the number of agents. Is there a phase transition at some number of agents, where after that they find path (albeit after a long time) but if you only have one agent less they will never make a path?
Perhaps there is a phase transition. But I can't say for sure.
Independent of any conditions, the phase transition agent number 'n' lies somewhere between 1 and ( resource distance / yelling distance ). This n is otherwise affected by:
- obstructions
- size and variability of the rotation
- size and variability of the step
- implementation of the behaviors
Hard to say the exact number, but testable.