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Raid Army Ant
Raid Army Ant
The equations:
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The Simulation
Buttons:
1. setup: Sets up the world.
2. go: Runs the simulation.
3. go (forever): Runs the simulation in an infinite loop.
Sliders:
1. population/step: Controls the number of ants released from the nest at each time step
(tick).
2. maxPopulation: Controls the maximum number of ants that head out to forage.
3. foodPerSite: Controls the amount (unit) of food each site (patch) can hold.
4. foodProbability: Controls the amount of food that is randomly dispersed around the
world. It is the probability of a site (patch) to contain food. For example, a value of
0.50 means half of the sites in the given world will contain food.
5. nestX: The x coordinate of the ants nest.
6. nestY: The y coordinate of the ants nest.
7. : parameter n in equation 2. Default value is 2.
8. : parameter k in equation 2. Default value is 5.
9. pheroFromNest: Controls the amount of pheromone that an ant lays on every site it
visits after it heads out to forage for food.
10. pheroToNest: Controls the amount of pheromone that an ant lays on every site it
visits when it returns to its nest with food.
11. evaporationFactor: Controls the rate of pheromone evaporation at each time step. The
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default factor is 1 at which the evaporation rate is (1 30) (Deneubourg et al.)
Plots:
The plots show the change in number of ants released (Time Evolution of Ants),
pheromone concentration in the world (pheromone concentration), total amount of food in the
world (Food Distribution) and amount of food collected by ants (Food Collected) with respect to
time.
Different scenarios with different simulation parameters:
1. Default parameters:
a. foodPerSite = 1, foodProbability = 0.5: The ants have an extreme bias to move
right while they forage for food. They only pick up food diagonally.
b. foodPerSite = 400, foodProbability = 0.01: They move pretty much the same way
but cover more sites.
EF = 10
EF = 100
EF = 350
Figure 2: Raid Army Ant foraging behaviour with varying evaporation rate
3. High k: The ants disperse more within very little time.
4. High n: Similar behaviour as high k