Slime Mold Simulation. Experiments.

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  • Опубликовано: 14 июн 2023
  • The algorithm is known by the names "Physarum" or "Slime Mold Simulation". Numerous agents rush across the field, leaving pheromone trails. They prefer going where there is more pheromone.
    Since the algorithm is based on the agents interacting and generating beautiful patterns, this is a way for me to experiment in areas such as swarm intelligence and generative art.
    You can support the channel on Patreon:
    / simulifehub
    More support, more opportunities for new projects.
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Комментарии • 49

  • @ddeevviiaanntt
    @ddeevviiaanntt Год назад +28

    I would love to see the tricks where you made your logo appear from the slime mold become your new intro animations.
    It is entirely unique to you, and you deserve it!

    • @burrdid
      @burrdid Месяц назад +2

      I assumed it was just reversed?

  • @theunknown4834
    @theunknown4834 Год назад +24

    This reminds me of ants too. I think why it looks more like ants than slime mold to me is that slime mold would also leave tendrils of where they "died"/failed to find their food source and tends to make delta-like tendrils instead of tiny agents leaving pheromone.

    • @astrovation3281
      @astrovation3281 Год назад +2

      Dont a lot of slime molds just kinda like 'slurp' their tendrils that didn't find anything, back in? Im not sure

    • @ZerglordGhi
      @ZerglordGhi Год назад +1

      @@astrovation3281 Yeah, they do. They retract parts of themselves back into the mass to prevent biomass loss.

    • @astrovation3281
      @astrovation3281 Год назад

      @@ZerglordGhi So i guess the simulation is more accurate this way, right?

    • @wallcraft-video
      @wallcraft-video  Год назад

      Totally agree with you.
      But the algorithm is so called Physarum
      I am not guilty :(

  • @ajs1998
    @ajs1998 Год назад +20

    What about some agents randomly becoming "evangelists" or something? Their parameters are slightly tweaked, and as they move around their pheromones tell other agents to become more like the evangelist. Eventually something will get selected for and the whole system would change. It'd be interesting to see if the system converges to something quickly or if it constantly changes.

  • @elmatichos
    @elmatichos Год назад +9

    I love the sounds you applied to the simulations, it really shows you know how to present a program as art 🧡

  • @ADEINSATILZEDA0TIL9
    @ADEINSATILZEDA0TIL9 Год назад +4

    If you made this with a genetic algorithm, the metric i can think of is "followed pheromone trail the longest", either by rhe longest stretch it sought the pheromone, or the total time it spent seeking the pheromone. It would be interesting to see what kind of pattern it would settle on once the population becomes homogeneous.

  • @user-zs6xx4fz2s
    @user-zs6xx4fz2s Год назад

    Hyped for more Simulife Hub content!!

  • @jclark2752
    @jclark2752 2 месяца назад

    I would rather have had more information on which changes illicited which results. The Settings are what make it interesting!

  • @Elitekross
    @Elitekross Год назад +2

    The angle of the sensors almost acts as a surface tension, the wider the angle the more easily they can be influenced by other agents, and more specifically "in" further into high/low regions depending on mode.

    • @Elitekross
      @Elitekross Год назад +2

      Wobble is analogous to temperature rather directly, while the angle of movement is analogous to mass, as an agent can only be diverted from its current velocity vector (forward) by a certain amount per unit "force"

  • @RPG_Guy-fx8ns
    @RPG_Guy-fx8ns 21 день назад

    I think the global parameter changes should start with a random ant and spread like a disease. So there are always 3 sets of global parameters, 1 for healthy ants, another for infected ants, and an interpolated blend between those parameters, to animate the transition. It should spread through pheromones.
    I also think the pheromones could be distorted in a separate process, like with displacement maps that ripple, flow maps, or masks that morph in,

  • @sonotthere
    @sonotthere Год назад +2

    Wish we could download this and run it our self, looks like i could spend hours at this

  • @Dshado
    @Dshado Год назад +5

    Could you upload this somewhere so I could run it as well? This looks so good!

    • @wallcraft-video
      @wallcraft-video  Год назад

      I post the code on Patreone for paid subscribers.

  • @swyveu
    @swyveu Год назад

    love it !!!

  • @ddeevviiaanntt
    @ddeevviiaanntt Год назад +2

    5:57 Maybe some light would be shed on why the clear areas form if you programmed in the ability to see which way the individual mold cells are all facing. I'm almost certain that around the edge of the bubbles all the cells are facing the same way.

    • @wallcraft-video
      @wallcraft-video  Год назад

      In the program itself, there is no way to see the direction of the agent. A bunch of dots rush across the field.
      To explain in the video, I separately wrote a simplified version with large agents.
      But in the main program it is worth adding such a mode

  • @tar0nja
    @tar0nja Год назад

    Love it

  • @TheOrian34
    @TheOrian34 Год назад

    Spooky intro!

  • @gillespage5489
    @gillespage5489 Год назад +1

    Have a "disperse" pheromone

  • @chenthelegend3110
    @chenthelegend3110 3 месяца назад

    Reminds me of a mushroom trip

  • @user-lk7nd2ot4g
    @user-lk7nd2ot4g Год назад

    I didn't knew you've English version of your channel but I was surprised there's not your voice.

  • @rexROX132
    @rexROX132 Год назад

    definitely should add a genetic algorithm!!!

  • @user-ol6ii3gn4h
    @user-ol6ii3gn4h 4 месяца назад

    What is the medium in which it grows?
    ?

  • @johanneszwilling
    @johanneszwilling 7 месяцев назад

    😘 Your voice, NOW!

  • @charlesbarrow803
    @charlesbarrow803 Год назад

    What about including a behaviour that can be triggered where the agent reduce the pheromone in it's trail. Plus could you potentially in the future offer a version for people to download and play with.

    • @wallcraft-video
      @wallcraft-video  Год назад +1

      The code is posted on Patreon for paid subscribers. I thought about your idea too. When I get back to the new version, I will add this

  • @delphicdescant
    @delphicdescant Год назад

    I would have assumed this was running on the GPU (since it's obviously easy to see how it could be massively parallel), but I'm impressed you're running it this well on just the CPU.
    At least, I think you said it's all on the CPU, right?

    • @JayXdbX
      @JayXdbX Год назад

      He could be using the AVX CPU instructions. Not as fast as GPU, but you can calculate i believe 8 floats X Core/Threads(not sure which) per cycle(okay not true but close enough).
      So something like a Ryzen 2700 can do 16 per cycle, with a clock speed of over 3 GHZ

    • @wallcraft-video
      @wallcraft-video  Год назад

      Usually such projects are made on the GPU and use more than a million agents, but I have no such experience
      I iterate through all agents in a for loop.
      With a field size of 1280X720 and 40,000 agents, about 30 frames per second are obtained.
      But the GPU brings its limitations, I have more room to experiment

  • @ChrstphreCampbell
    @ChrstphreCampbell Месяц назад

    If anyone is experimenting with this & has access to a classroom, hav3 each student design an organism with several attributes & rules of behavior…
    Attributes: fat reserves, quickness, likelihood of mutation, ability to recognize food & danger, if it senses that it’s being eaten, release a spore containing information about The organism that’s attacking it… + ?

  • @ChristopherKing288
    @ChristopherKing288 Год назад

    I wonder if you can achieve self-organized criticality with this?

    • @wallcraft-video
      @wallcraft-video  Год назад

      That's what I'm interested in

    • @ChristopherKing288
      @ChristopherKing288 Год назад

      @@wallcraft-video a guess a first step would be to look at what normal criticality looks like. This would involve finding sharp transitions in behavior relative to the parameters ("phase transitions") and then setting the parameters to be exactly on the boundary. Also see en.wikipedia.org/wiki/Edge_of_chaos

  • @teremokgames
    @teremokgames Год назад +1

    Is there a reason why you don't share links to origial material?
    I know this specific video is in Russian, but still it feels like a good sport to mention the original author
    ruclips.net/video/hw_t77lseQs/видео.html

    • @foo52ru
      @foo52ru Год назад +1

      Thank you. This is my project and I control both channels, for the Russian-speaking audience and for the English-speaking

    • @teremokgames
      @teremokgames Год назад +2

      @@foo52ru
      I see, I have no questions then!
      It looked like someone was copying your work without proper credit, but if that's you - obviously there's no issue :D
      Keep up the good work!

  • @r0fael_programmer
    @r0fael_programmer Год назад +2

    I am first :/