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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Decentralized Ant Colony Foraging Model Using Only Stigmergic Communication</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>LabSTIC Laboratory, 8 may</string-name>
          <email>Zedadra_nawel1@yahoo.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Advanced Computing</string-name>
          <email>n@ai.univ-paris8.fr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>LabSTIC Laboratory, 8</string-name>
          <email>seridihamid@yahoo.fr</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>1945 University</institution>
          ,
          <addr-line>Guelma, Algeria</addr-line>
          ,
          <institution>Department of computer</institution>
          ,
          <addr-line>science, Badji Mokhtar</addr-line>
          ,
          <institution>University</institution>
          ,
          <addr-line>BP 12, Annaba</addr-line>
          ,
          <country country="DZ">Algeria</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>laboratory of saint-Denis, (LIASD), Paris 8 University</institution>
          ,
          <addr-line>Saint, Denis 93526</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>may 1945 University</institution>
          ,
          <addr-line>BP, 401 Guelma</addr-line>
          ,
          <country country="DZ">Algeria</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>- This paper addresses the problem of foraging by a coordinated team of robots. This coordination is achieved by markers deposited by robots. In this paper, we present a novel decentralized behavioral model for multi robot foraging named cooperative c-marking agent model. In such model, each robot makes a decision according to the affluence of resource locations, either to spread information on a large scale in order to attract more agents or the opposite. Simulation results show that the proposed model outperforms the well-known c-marking agent model.</p>
      </abstract>
      <kwd-group>
        <kwd>Collaborative foraging</kwd>
        <kwd>reactive coordination</kwd>
        <kwd>digital pheromone</kwd>
        <kwd>agent behavioral model</kwd>
        <kwd>stigmergy</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Giancarlo FORTINO</title>
      <sec id="sec-1-1">
        <title>Università della Calabria,</title>
        <p>DIMES
Via P. Bucci, cubo 41c
87036 - Rende (CS)</p>
        <p>Italy
g.fortino@unical.it</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Ouarda ZEDADRA</title>
      <p>INTRODUCTION</p>
      <p>Foraging is a benchmark problem for robotics, especially
for multi-robot systems [1]. It is a “two-step repetitive process
in which (1) robots search a designated region of space for
certain objects, and (2) once found, these objects are brought to
a goal region using some form of navigation” [2]. Distributed
cooperative multi-robot systems are specifically adopted to
achieve foraging missions when there is no a priori information
about the environment, but communication mechanisms are
needed for coordination. Pheromone deposits [3] is one of the
approaches inspired from the study of the stigmergy process
conducted in the early 90's on insect self-organized societies
[4]. The foraging behavior of ants is an example of stigmergy
where ants drop pheromones as they move in the environment.
Most of studies in both artificial life and robotics carried out on
synthetic pheromones use a large vocabularies linked to
pheromone, coming from propagation and evaporation
properties [5] [6]. These properties allow a group of agents to
adapt to dynamic situations.</p>
      <p>In this paper, we consider the problem of collective
foraging in an unknown outdoor environment, with a
homogeneous team of reactive agents that have no prior
information about the environment. The objective is to retrieve
and achieve all resource locations, while minimizing the time
needed to complete the whole foraging. To this purpose, agents
are based on a new behavioral model, where they can choose to</p>
    </sec>
    <sec id="sec-3">
      <title>Nicolas JOUANDEAU</title>
      <sec id="sec-3-1">
        <title>RELATED WORK</title>
        <p>
          A wide range of approaches has been adopted to suggest
solutions to the foraging problem in unknown environments.
Most of them focus on examples of multi-robot foraging from
within the field of swarm robotics. The three main strategies
for cooperation in this field are: information sharing [8],
physical cooperation [9] [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], and division of
labor [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. Pheromone based
techniques inspired from ants are useful for foraging with
multiple robots [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. This approach has some drawbacks
such as the computation of propagation and evaporation
dynamics, and agents need specific mechanisms or materials
that allow them to get back home. Authors is [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] and [6]
propose the use of second pheromone diffusion from the base
in order to avoid this last problem. At the same time, this
solution can create new local minima.
        </p>
        <p>
          An interesting approach named c-marking agents has been
proposed in [7] that allow reactive agents to build optimal
paths for foraging, which have limited information about their
environment. To keep track of found resource locations and to
build trails between them and the base, agents drop a quantity
of pheromones inside their environment. A first extension of
the c-marking agents model was proposed in [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], which gives
interesting results regarding the number of agents and less
interesting ones regarding the environment size. In this paper,
we present a second extension of the c-marking agents model
based on resources affluence and designed to change the
behavior of robots to enhance results. Apart from
enhancements related to environment adaptation, this new
extension provides a more realistic model for the foraging
problem.
        </p>
        <p>III.</p>
        <p>MODELING SYSTEM COMPONENTS</p>
        <p>The different components of our reactive multi-agent
system are: Environment, Pheromone and Agent (or Robot)
models.</p>
        <sec id="sec-3-1-1">
          <title>A. Environment Model</title>
          <p></p>
          <p>The environment is modeled as a squared grid with variable
size that has resources in multiple locations. These locations
are scattered randomly and are unknown by the agents. Each
location has a given quantity of resources. Cells in the
environment can:


</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>Be an obstacle (grey color);</title>
        <p>Contain a resource (green color) of a limited quantity;
Be the base station (red color), always positioned in
the environment center, forming the starting point of
all agents;</p>
        <p>Contain an agent (blue color).</p>
        <sec id="sec-3-2-1">
          <title>B. Pheromone Model</title>
          <p>The pheromone is modeled as a piece that can be spread to
the four neighboring cells, if the quantity of resources in a
location is more or equal to a maximum reference quantity
QRmax; or it is modeled as a static piece that takes effect just in
the current cell, if the quantity of resources in a location is less
than a minimum reference quantity QRmin. Pheromones are
directly managed by agents.</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>C. Agent Model</title>
          <p>Agents have limited information about their environment.
Due to the pheromone model, agents directly manipulate real
pieces and are then close to real robots. At each time step (or
iteration), each agent can:
</p>
          <p>Move from a cell to another, which is not an obstacle
in the four cardinal directions, like real robots.
 Perceive and read the values of the four neighboring
cells. So agents can detect and load resources
according to a maximum capacity Qmax.</p>
          <p>Agents can read or write integer values that represent the
Artificial Potential Field (APF) values [7], which represent the
minimum distance between any cell and the base station cell.
They are distributed to all agents, and can be modified to get
the optimal values.</p>
          <p>FINITE STATE MACHINE-BASED AGENT BEHAVIOR FOR</p>
          <p>COLLECTIVE FORAGING</p>
          <p>Figure 1 shows the finite state machine (FSM) diagram
representing the behavior of an autonomous foraging robot (or
agent). Such agent in its lifecycle goes through the following
main states: 1) CLIMB; 2) LOAD; 3) DROP; 4) PICK_UP; 5)
UNLOAD; and the following additional states: COLOR_MAX,</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>COLOR_MIN, REMOVE_MAX, HOMING, and</title>
          <p>REMOVE_MIN. In all cases when the base station cell is
reached, the agent executes the state UNLOAD and changes
automatically to the CLIMB state when finished. The state
details of the FSM, representing the proposed cooperative
cmarking agents V2 model, are given below along with
Algorithm 1 that provides further details.</p>
          <p>Transitions: RF: Resource Found; RNE: Resource Not Exhausted; RE: Resource Exhausted; NT: No Trail exists; T: Trail exists; NRF :
NoResource Found; Qres: Quantity of resources; QRmax: Maximum amount of resources; QRmin: Minimum amount of resources; BR: Base
Reached.</p>
          <p>CLIMB: it is the initial state for all agents, in which the
highest priority task for an agent is to exploit a resource
when it is detected or to climb a trail, by choosing a
colored cell with max value of APF or finally to execute
an exploration &amp; APF construction [7].</p>
          <p>LOAD: the agent in this state picks up a Qmax of
resource. If the resource is exhausted, the agent goes to
PICK_UP; otherwise it goes to DROP.</p>
          <p>DROP: it is a transitory state towards one of the
following four states (transitions are labeled by guards
detailed in Figure 1):</p>
          <p>COLOR_MAX: when the amount of resources is more
than QRmax, agents drop diffusible pheromones; by
such means, they create a max trail, within which
colored cells with min values are not chosen in order
to avoid common trails problem;
COLOR_MIN: When the amount of resources is less
than QRmin, agents drop non diffusible pheromones, so
creating min trails. Colored cells with min values are
not chosen in order to avoid common trails problem;
REMOVE_MAX: if the amount of resources is equal to
QRmin and there exists a max trail, agents remove such
an amount;
HOMING: if no trail exists and the resource is
exhausted, agents just follow min values until the base
is reached.</p>
          <p>PICK_UP: it is a transitory state towards one of the
following four states (transitions are labeled by guards
detailed in Figure 1): DROP, COLOR_MAX, HOMING,
and</p>
          <p>REMOVE_MIN: it consists in removing the min trail
in order to avoid attraction of agents to an exhausted
resource.</p>
          <p>UNLOAD: when the agent reaches the base station cell,
it drops all resources and changes immediately its state
to CLIMB.</p>
        </sec>
        <sec id="sec-3-2-4">
          <title>Algorithm 1: Cooperative c-marking agents V2</title>
          <p>CLIMB
IF (Resource Found) goto LOAD
ELSEIF (Trail Exists) Move to cell with highest value
ELSE do exploration
LOAD</p>
          <p>Pick up Qmax
IF (Resource Not Exhausted) goto DROP</p>
          <p>ELSE goto PICK_UP
DROP</p>
          <p>IF (Qres&gt; = QRmax &amp; No Trail exists) goto COLOR_MAX
ELSIF (Qres= QRmin &amp; Trail exists) goto REMOVE_MAX
ELSIF (Qres&lt; QRmin &amp; No Trail exists) goto COLOR_MIN
ELSE goto HOMING
PICK_UP</p>
          <p>IF (Resource Found &amp; No Trail exists) goto DROP
ELSIF (No Resource Found &amp; Trail exists)</p>
          <p>goto REMOVE_MIN
ELSE goto HOMING
COLOR_MAX</p>
          <p>IF (Base Reached) goto UNLOAD
ELSE  Move to a new neighboring, not colored cell with the
least value;
 Color the current cell with dark gray color and the 4
neighboring cells with light gray color.</p>
          <p>COLOR_MIN</p>
          <p>IF (Base Reached) goto UNLOAD</p>
          <p>ELSE
REMOVE_MAX</p>
          <p>IF (Base Reached) goto UNLOAD
ELSE
 Move to a new neighboring, not colored cell with the
least value;
 Color the current cell with dark gray color
 Move to a new neighboring colored cell with the least
value;
 Reset the color of the 4 neighboring cells to the default
color (white color);
REMOVE_MIN</p>
          <p>IF (Base Reached) goto UNLOAD
ELSE IF (one colored cell exists in neighboring)
 Move to min colored cell in neighboring
 Reset the color to the default color (white color).</p>
          <p>HOMING
IF (Base Reached) goto UNLOAD
ELSEIF (Trail Exists)
 Move to min colored cell in neighboring
 do update-value
ELSE
 Move to min valued cell in neighboring
 do update-value
UNLOAD
Depose resources
goto CLIMB
exploration:
IF (There exists a neighboring cell without value)
 Move randomly to such cell
 do update-value
ELSE
 Move randomly to a free cell
 do update-value
update-value:
Write val = min (val, 1+ min (4 neighbor values)) in current cell</p>
          <p>It is worth noting that the states CLIMB, HOMING and
UNLOAD are the same as in [7]. Finally, the ELSE clause in
the states COLOR_MAX, COLOR_MIN, REMOVE_MAX and
REMOVE_MIN implies the return into the same state.</p>
          <p>
            Two simulation scenarios have been defined by using the
JADE framework [
            <xref ref-type="bibr" rid="ref26">26</xref>
            ] to evaluate the proposed model. In the
first one, we test the influence of the agents' number on the
system performance by varying the number from 5 to 160;
whereas in the second one, we test the influence of the
environment size on the system performance by changing the
size from 12X12 to 100X100. The foraging time is defined as
the number of iterations required for discovering and
exhausting all the resources in the environment.
          </p>
          <p>Scenario 1: The environment is composed of 40X40 cells with
30% obstacles; 20 cells are resources locations; each resource
contains 1000 units of resources and each robot can load a
maximum of 100 units. The number of robots is varying
between 5-160 agents.</p>
          <p>Scenario 2: The environment contains 5% obstacles; 20 cells
are resource locations; each resource contains 2000 units of
resources and the number of robots is 50. Each robot can carry
a maximum of 100 units. The environment size varied from
12X12 to 100X100.</p>
          <p>Table II show the simulation results of scenario 2; where
the foraging time increases less by increasing the size of the
environment, until 100X100, the foraging time increases
dramatically.</p>
          <p>We compared the proposed behavioral model (cooperative
c-marking agent model V2) to the original c-marking agent
model As one can see in Figure 2, increasing the level of
cooperation between agents by the spread of a diffusible
pheromones, allows agents to spend more time in exploitation
rather than exploration, which means that resources will be
exhausted rapidly and agents can spread out to exploration.
When the quantity is less important, agents spread a
nondiffusible pheromone that means that they did not need
cooperation.</p>
          <p>
            The preliminary results of scenario 2 in our previous work
(cooperative c-marking agents V1 model) [
            <xref ref-type="bibr" rid="ref25">25</xref>
            ] are less
important than the c-marking model [7] because of the
common trails problem. When agents return home and color
min or max trails, there is a possibility that they meet existing
trails and they use them as part of their trail. As a result, they
got a common part for the two trails to different resources. If
one of the two resources is exhausted, agents proceed to the
REMOVE_MIN state that will remove the common part, even
if the second resource is not exhausted yet. When agents
included in the second trail execute the HOMING state, they
will look for the rest of the trail, which is removed, and they
will get stuck in that common part. When agents execute
COLOR_MAX or COLOR_MIN states, they must avoid the
colored cells, which mean that they avoid creating common
parts with existing trails. Such two states enhanced in this
paper, have contributed to improve results of scenario 2 (shown
by table II). Figure 3 shows a comparison with the original
cmarking agents model and the previous cooperative c-marking
agents model, regarding scenario 2.
          </p>
          <p>CONCLUSION AND FUTURE WORK</p>
          <p>In this paper, we proposed a new behavioral model for the
foraging problem that aims to decrease the foraging time
regarding the quantity of resources in locations. The new
behavioral model based on resource affluence gives interesting
results with respect to the original model (c-marking agent
model). Agents in our system can perceive the environment,
pick up resources, transport them to a storage point and
manage the pheromone as a real piece, thus they are close to
real robots. In perspective, we think that robot's behavior can
be enhanced by introducing both new exploration approaches
and solutions to problems such as the fast convergence of the
Artificial Potential Field.</p>
        </sec>
      </sec>
    </sec>
  </body>
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