Model:
Our model is the classic video game Pacman. Pacman is a game played on a two dimensional grid consisting of walls and open spaces that is populated by "ghosts" and Pacmen. The Pacmen navigate the maze and eat dots that fill the open spaces while eluding the ghosts, whose goal is to catch the Pacmen. In our project, we developed teams of ghosts who have hive intelligence. The control of our experiment was the Pacmen, who used simple singular intelligence algorithms (the Pacmen do not cooperate with each other) that do not change. In our version of Pacman, every square of the grid is either a wall or an open space. In the initial position, every open space is occupied by a dot. Whenever a Pacman travels over a square, the dot in that square is "eaten" by the Pacman and ceases to exist. The ghosts in the maze move at the same rate as the Pacmen. When a Pacman and a ghost occupy the same square, the Pacman gets "eaten" and is removed from the game.
Our experiment required minor modifications to the format of the game. In the original video game, there is only one Pacman in existence at a time. In our games there are multiple Pacmen. Also, we allowed the ghosts pursuing them to communicate through the use of pheromones.
"Pheromones" is a term we borrowed from the insect world. In a hive of bees, a queen bee uses scents known as pheromones to communicate with and assert her dominance over the other bees. Pheromones also are used by ants hunting for food. When an ant finds food, he lays down a trail of pheromones to guide the other ants to the food. In our model, a ghost can lay pheromones that have two characteristics (a strength and a value) that are assigned by the ghost when he drops them. To simulate the decay of the scent, the strength number decreases by one each time step of play. On the other hand, the value number does not change, and starts off as a random digit. Over time, the ghost might evolve a language from the value of the pheromone.