Answered step by step
Verified Expert Solution
Link Copied!

Question

1 Approved Answer

Write a java program and create an ant colony simulation. The colony you create will consist of a queen and her brood, which will have

Write a java program and create an ant colony simulation. The colony you create will consist of a queen and her brood, which will have workers to gather food and scout the terrain surrounding the colony, and soldiers to protect the colony from enemies. The colony will start off with only the queen and a few workers and soldiers. Over time the colony will expand to function like a real ant colony, to a limited extent. Since you will be building a simulation, how your colony behaves will depend on how certain parameters have been set. The purpose of a simulation is to mimic reality as closely as possible, but in many cases there may not be enough facts on hand to build an accurate simulation. In such cases, it is beneficial to build the simulation in a way that allows the various parameters to be changed easily. I will be providing you with values for as many parameters as I can, but many aspects of the simulation involve the use of random numbers. Therefore, the precise end result is indeterminate. When I grade your project I won't be looking for a single, correct end result; instead I will be looking to see that the various components (i.e., the various ants) do their jobs correctly. If you are able to program your ants to do what they are supposed to do as individuals, your colony should emerge from their collective efforts. A. The Environment 1. The ants' environment should be represented using a 27 x 27 square grid. 2. Each square in the grid represents a discrete location in the environment. 3. Eight directions of movement are possible. 4. The entrance to the colony is represented by a single square located in the center of the grid. The queen is located in this square. 5. The remaining squares will initially be unexplored terrain. 6. Certain ants (scout ants) will be capable of revealing the areas that have not been explored. 7. All other types of ants will only be allowed to move into squares that have been revealed by scout ants. 8. Each square can contain one or more of the following, in any combination: a. Zero or more enemy ants b. Zero or more friendly ants c. Zero or more units of food d. Zero or more units of pheromone B. Ant Types There are five types of ants in the simulation: 1. Queen 2. Forager 3. Scout 4. Soldier 5. Bala Each ant type is described in more detail below. C. Characteristics Common to All Ant Types 1.Each ant should be identified by a unique integer ID. The queen ant should have an ID value of 0. Other ants should be numbered in ascending order as they are hatched. 2. All ant types (except for the queen) have a maximum life span of 1 year. 3. Dead ants should be removed from the simulation. 4. All ants are limited to one action per turn, with some exceptions that will be discussed later. 5.All ants except Bala ants may only move in squares that have been revealed by scout ants; Bala ants may also move into squares that have not been revealed by scout ants. 6. When moving, all ant types should move no more than 1 square per turn. D. The Queen Ant The queen ant is responsible for hatching new ants. The specific requirements for the queen ant are: 1. The queen never moves from her square (i.e., she remains in the same square for the entire simulation). 2. The queen's maximum lifespan is 20 years. 3. The queen hatches new ants at a constant rate of 1 ant/day (i.e., 1 ant every 10 turns). 4. New ants should always be hatched on the first turn of each day. The type of ant that is hatched should be determined randomly according to the initial frequencies listed below. You may change these frequencies as you see fit these are simply suggestions for a starting point. 5. a. Forager - 50% b. Scout - 25% c. Soldier - 25% 6. The queen should consume 1 unit of the food in her chamber on each turn, including the turn in which she hatches a new ant. 7. If the food level in the queen's square is zero when the queen tries to eat, the queen dies of starvation. 8. If the queen dies, either by starvation or by a Bala attack, the simulation should end immediately. E. Foragers Foragers are responsible for bringing food to the queen. They have two primary modes of behavior: forage mode and return-to-nest mode. The specific requirements for the forager ant are: 1.Forage Mode a. Foragers are considered to be in forage mode whenever they are not carrying food. b.In Forage Mode, foragers should always move to the adjacent square containing the highest level of pheromone, except: i. If more than one adjacent square has the same level of pheromone they should randomly pick one of those squares. ii. When following a pheromone trail a forager should never move into the square it just came from unless it has no other choice. iii. Depending on how you implement your movement algorithm, it is possible for a forager to get stuck in a loop, traveling round and round the same squares without getting anywhere. Try to detect when this happens, and prevent the endless looping. c. Foragers should maintain a history of their movement, to be used when they need to return to the nest. d. When a forager enters a square containing food, it should pick up 1 unit of food, unless it is already carrying food. e. When a forager picks up a unit of food, it enters return-to-nest mode. f. Foragers should never pick up food from the square containing the queen. g. After a forager has picked up 1 unit of food, it should not move again until the next turn. 2. Return-to-nest Mode When a forager is carrying food, it should retrace its steps exactly back to the colony entrance; i.e., it should backtrack whatever path it took to get to the food. a. Foragers should ignore pheromone in this mode; i.e., they should not move to the adjacent square containing the highest level of pheromone. b. c. Foragers should not move randomly in this mode. Foragers should deposit 10 units of pheromone in each square along the way back to the colony entrance, including the square in which the food was found, but excluding the colony entrance (the queen's square). d. Foragers should only deposit pheromone in a given square if the current pheromone total in the square is < 1000. e. f. A forager may deposit pheromone in one square, and move to a new square in the same turn. When a forager reaches the colony entrance, it should add the food it is carrying to the food supply in that square, in the same turn in which it entered the colony entrance. g. h. Foragers should not move out of the colony entrance on the same turn they deliver food there. If a forager dies while carrying food, the food it was carrying should remain in the square in which the forager died. i. When a forager has deposited food at the nest, the forager re-enters forage mode, and its movement history should be reset. j. F. Scouts Scouts are responsible for enlarging the foraging area available to the foragers. The specific requirements for the scout ant are: 1.Scouts should always randomly pick one of the eight possible directions of movement when it is their turn to do something. a. If the chosen square is open, the scout should simply move into that square. b.If the chosen square is closed, the scout should move into that square and the contents of that square should be revealed. 2 . Whenever a closed square is revealed, there is a chance of there being food in the square, according to the following frequency: a.There is a 25% chance that the square will contain a random amount of food between 500 and 1000 units. b. The other 75% of the time the square is empty. c.You can predetermine the contents of all the squares at the beginning of the simulation, or you can dynamically determine the contents of each square as it is opened. G. Soldier Ants Soldiers are responsible for protecting the colony by fighting the enemy Bala ants. Soldier ants have two primary modes of behavior: scout mode and attack mode. The specific requirements for the soldier ant are: 1.Scout Mode . 1.A soldier is in scout mode when it is in a square that does not contain any Bala ants. 2.While in scout mode: 1.If there are one or more Bala ants in one or more of the squares adjacent to the square the soldier is in, the soldier should move into any one of the squares containing a Bala ant. 2. If there are no Bala ants in any of the adjacent squares, the soldier should move randomly. 2.Attack Mode 1.A soldier is in attack mode when it is in a square that contains one or more Bala ants. Attack mode takes precedence over scout mode. 2. While in attack mode, a soldier should attack any Bala ants present. 3. If there are multiple Bala ants present, only one of them should be attacked. 4.During an attack, there is a 50% chance the soldier kills the enemy ant; otherwise, the soldier misses and the enemy ant survives. H. Bala ants Bala ants are enemies of the colony. They should enter only at the periphery of the colony (i.e., they should not simply pop up in the middle of the colony). Once in the colony they may move around freely. Assume they never leave the colony once they enter it. The specific requirements for the Bala ant are: 1.Each turn there is a 3% chance one Bala ant will appear in one of the squares at the boundary of the colony. You may choose to have Bala ants always enter at the same square (e.g., upper left corner), or you may have them enter randomly at any of the 106 squares on the edge of the colony. 2. Once a Bala appears, it should remain in the environment until it is killed, or dies of old age. 3. Bala ants should always move randomly. 4. Bala ants may move into squares that have not yet been revealed by scout ants. 5.If a Bala ant is in a square containing one or more friendly ants (scout, forager, soldier, queen), the Bala should attack one of those ants. The ant that is attacked can be selected at random, or you can pick which ant gets attacked. 6. During an attack, there is a 50% chance a Bala kills the ant it attacks; otherwise, the Bala misses and the ant that is attacked survives. I. Passage of Time in the Simulation Time plays an important role in controlling what happens in the simulation. Each "day" in the simulation is divided into 10 "turns". Certain things happen at regular time intervals in the simulation: 1. The queen produces a new ant on the first turn of every day .2. The pheromone level in each square should decrease by half (rounded down) each day (10 turns), but should never go below zero. 3. Every turn, each ant in the simulation should get a chance to perform an action, as defined above, depending on the ant type. J. Death Ants may die in one of several ways: 1. They may be killed by an attack. 2. They may die of old age (they will die the day after they have reached their maximum allotted lifespan). 3. Starvation (only applies to the queen). When an ant dies: 1. The dead ant should be removed (i.e., deleted) from the square it is in. 2. If the ant died before it had a chance to do something, it does not get to do anything posthumously on that turn. K. Initial State of the Simulation Your simulation should begin with the center square of the environment and its adjacent squares open The center square represents the entrance to the colony. It should contain the following: 1. the queen ant 2. 10 soldier ants 3. 50 forager ants 4. 4 scout ants 5. 1000 units of food L. Ending State of the Simulation The simulation should end immediately after the queen dies, either from starvation, from old age, or from an attack. M. Controlling the Simulation 1.Continuous Execution In this mode the simulation simply runs non-stop until the ending state is reached. 2. Stepwise Execution In this mode the simulation can be stepped forward one turn at a time, either at the click of a button or by a key press. N. User Interface You must use a graphical user interface (GUI) for this project.

Step by Step Solution

There are 3 Steps involved in it

Step: 1

blur-text-image

Get Instant Access to Expert-Tailored Solutions

See step-by-step solutions with expert insights and AI powered tools for academic success

Step: 2

blur-text-image

Step: 3

blur-text-image

Ace Your Homework with AI

Get the answers you need in no time with our AI-driven, step-by-step assistance

Get Started