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Swarm Intelligence
title: Swarm Intelligence type: concept status: stable tags:
- cognition
- collective_behavior
- emergence
- self_organization
- distributed_cognition
- optimization semantic_relations:
- type: implements links: collective_behavior
- type: related links:
Overview
Swarm Intelligence describes the collective behavior and emergent intelligence arising from decentralized, self-organized systems where simple individual agents following local rules produce complex, adaptive group-level behaviors. This phenomenon is observed in natural systems like ant colonies and bird flocks, and has inspired computational approaches to optimization and control.
Core Principles
Emergence Properties
- emergent_behavior - Group show
- collective_properties - Group traits
- global_patterns - Big shapes
- spatial_patterns - Space forms
- temporal_patterns - Time forms
- system_properties - Group facts
- robustness - Stay strong
- flexibility - Change good
- global_patterns - Big shapes
- scaling_relations - Size laws
- size_effects - How big
- critical_mass - Need size
- saturation_effects - Too big
- efficiency_scaling - Work size
- communication_costs - Talk cost
- coordination_costs - Team cost
- size_effects - How big
- collective_properties - Group traits
Local Interactions
- agent_interactions - Part talk
- direct_interactions - Touch talk
- physical_contact - Body touch
- collision_avoidance - Miss hit
- alignment_forces - Line up
- signal_exchange - Sign swap
- local_communication - Near talk
- information_transfer - Know give
- physical_contact - Body touch
- indirect_interactions - Mark talk
- stigmergy - Mark leave
- environment_modification - Change place
- trace_following - Mark follow
- field_effects - Space change
- attraction_fields - Pull force
- repulsion_fields - Push force
- stigmergy - Mark leave
- direct_interactions - Touch talk
Self-Organization
- organization_mechanisms - Make order
- feedback_loops - Loop effect
- positive_feedback - More more
- recruitment - Join call
- amplification - Make strong
- negative_feedback - Less less
- inhibition - Stop some
- saturation - Full stop
- positive_feedback - More more
- threshold_responses - Jump change
- response_thresholds - Need level
- activation_threshold - Start point
- inhibition_threshold - Stop point
- phase_transitions - State jump
- critical_points - Change point
- hysteresis - History effect
- response_thresholds - Need level
- feedback_loops - Loop effect
Natural Systems
Insect Colonies
- social_insects - Bug teams
- ant_colonies - Ant groups
- foraging_systems - Food find
- trail_formation - Path make
- resource_allocation - Food split
- nest_organization - Home make
- building_behavior - Make home
- maintenance_tasks - Keep fix
- foraging_systems - Food find
- bee_colonies - Bee groups
- hive_decisions - Home choose
- scout_system - Look find
- dance_language - Dance tell
- foraging_organization - Food plan
- nectar_collection - Sweet get
- pollen_gathering - Dust get
- hive_decisions - Home choose
- ant_colonies - Ant groups
Animal Groups
- animal_collectives - Beast groups
- fish_schools - Fish groups
- movement_patterns - Swim ways
- alignment_behavior - Line swim
- cohesion_forces - Stay close
- predator_response - Safe acts
- confusion_effect - Mix up
- flash_expansion - Quick spread
- movement_patterns - Swim ways
- bird_flocks - Bird groups
- flight_formations - Fly shapes
- v_formation - Vee shape
- cluster_formation - Ball shape
- collective_motion - Move ways
- synchronization - Same time
- leadership - Lead follow
- flight_formations - Fly shapes
- fish_schools - Fish groups
Cellular Systems
- cell_collectives - Cell groups
- bacterial_colonies - Bug small
- growth_patterns - Grow shapes
- branching_patterns - Tree shape
- circular_patterns - Round shape
- chemical_coordination - Talk smell
- quorum_sensing - Group feel
- biofilm_formation - Stick make
- growth_patterns - Grow shapes
- tissue_organization - Body parts
- morphogenesis - Shape make
- pattern_formation - Form make
- tissue_polarity - Side know
- collective_migration - Move group
- wound_healing - Fix hurt
- cancer_spread - Bad grow
- morphogenesis - Shape make
- bacterial_colonies - Bug small
Computational Models
Mathematical Frameworks
- swarm_models - Group math
- particle_systems - Dot math
- interaction_rules - Talk rules
- force_models - Push pull
- velocity_matching - Speed match
- boundary_conditions - Edge rules
- periodic_boundaries - Wrap edge
- reflecting_boundaries - Bounce edge
- interaction_rules - Talk rules
- field_models - Space math
- potential_fields - Force space
- attraction_potentials - Pull map
- repulsion_potentials - Push map
- information_fields - Know space
- pheromone_models - Mark spread
- gradient_fields - Strong weak
- potential_fields - Force space
- particle_systems - Dot math
Optimization Algorithms
- swarm_optimization - Group best
- particle_swarm - Dot search
- position_update - Move rules
- velocity_update - Speed change
- position_memory - Place mind
- search_strategies - Find ways
- exploration - Look wide
- exploitation - Use good
- position_update - Move rules
- ant_colony - Ant search
- construction_rules - Build how
- solution_building - Answer make
- pheromone_update - Mark change
- selection_rules - Pick how
- probabilistic_choice - Maybe pick
- heuristic_information - Hint use
- construction_rules - Build how
- particle_swarm - Dot search
Control Systems
- swarm_control - Group boss
- distributed_control - Split boss
- local_rules - Near rules
- neighbor_interactions - Next talk
- response_functions - Do how
- global_objectives - Big goals
- task_allocation - Job split
- resource_distribution - Stuff share
- local_rules - Near rules
- adaptive_control - Change boss
- learning_systems - Learn ways
- reinforcement_learning - Good learn
- evolutionary_learning - Time learn
- robustness_mechanisms - Stay good
- fault_tolerance - Break ok
- self_repair - Fix self
- learning_systems - Learn ways
- distributed_control - Split boss
Applications
Engineering Systems
- swarm_engineering - Build group
- robotic_swarms - Robot teams
- swarm_robotics - Many bots
- collective_transport - Move thing
- pattern_formation - Make shape
- distributed_sensing - Look spread
- sensor_networks - Feel web
- collective_perception - See group
- swarm_robotics - Many bots
- communication_systems - Talk nets
- network_routing - Path find
- adaptive_routing - Change path
- load_balancing - Share fair
- data_distribution - Know spread
- information_flow - Tell flow
- resource_sharing - Give share
- network_routing - Path find
- robotic_swarms - Robot teams
Optimization Problems
- problem_solving - Fix things
- search_problems - Find things
- routing_problems - Path problems
- traveling_salesman - Visit all
- vehicle_routing - Truck paths
- scheduling_problems - Time problems
- task_scheduling - Job times
- resource_scheduling - Thing times
- routing_problems - Path problems
- design_problems - Make things
- layout_optimization - Place best
- facility_location - Where put
- network_design - Web make
- parameter_tuning - Number fix
- system_optimization - Thing best
- control_optimization - Run best
- layout_optimization - Place best
- search_problems - Find things
Social Systems
- human_swarms - People groups
- crowd_behavior - Crowd acts
- movement_patterns - Move ways
- pedestrian_flow - Walk paths
- evacuation_dynamics - Leave fast
- opinion_dynamics - Think spread
- consensus_formation - Agree make
- information_cascade - Know fall
- movement_patterns - Move ways
- organizational_swarms - Work groups
- decision_making - Choose ways
- collective_intelligence - Group smart
- wisdom_crowds - Many know
- coordination_systems - Team ways
- task_markets - Job trade
- resource_commons - Share things
- decision_making - Choose ways
- crowd_behavior - Crowd acts
Future Directions
Current Challenges
- scaling_challenges - Size hard
- complexity_management - Much hard
- interaction_complexity - Talk hard
- communication_overhead - Tell cost
- coordination_burden - Team cost
- behavioral_complexity - Do hard
- rule_complexity - Law hard
- strategy_space - Way size
- interaction_complexity - Talk hard
- performance_scaling - Work size
- efficiency_limits - Good max
- communication_bounds - Talk max
- computation_bounds - Think max
- robustness_scaling - Strong size
- failure_modes - Break ways
- recovery_dynamics - Fix ways
- efficiency_limits - Good max
- complexity_management - Much hard
Emerging Approaches
- new_directions - Next ways
- hybrid_systems - Mix types
- human_swarm - People bots
- interface_design - Talk make
- interaction_patterns - Work ways
- bio_hybrid - Life mix
- cell_robot - Tiny bots
- organism_machine - Life tech
- human_swarm - People bots
- advanced_methods - New how
- learning_swarms - Learn groups
- collective_learning - Group learn
- adaptive_strategies - Change learn
- cognitive_swarms - Think groups
- distributed_memory - Mind spread
- collective_planning - Plan group
- learning_swarms - Learn groups
- hybrid_systems - Mix types