<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>L. Ciencialová);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Rule Application Intensity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Lucie Ciencialová</string-name>
          <email>lucie.ciencialova@fpf.slu.cz</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luděk Cienciala</string-name>
          <email>ludek.cienciala@fpf.slu.cz</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Computer Science, Faculty of Philosophy and Science in Opava, Silesian University in Opava</institution>
          ,
          <addr-line>Opava</addr-line>
          ,
          <country country="CZ">Czech Republic</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>In this paper, we introduce a new computational model called the modified P colony with rule application intensity (RAI). This model extends the traditional concept of P colonies by associating each rule with a real-valued intensity that influences how often and under what conditions the rule can be applied. The rule application intensity is dynamically adjusted during the computation based on whether a rule is used or remains unused. We formally define the structure and operational semantics of the system, including the configuration transitions and intensity updates. Several variants of the model are discussed, such as systems with fixed-size agents,  -free rule sets, or systems with constant RAI. We also present illustrative examples, including a construction of a finite set generator and a design proposal for an idle game engine based on this model. The article concludes with an outline of current and future research directions, including the development of a simulator and the study of the computational power of these systems.</p>
      </abstract>
      <kwd-group>
        <kwd>membrane computing</kwd>
        <kwd>P Colonies</kwd>
        <kwd>agent-based model</kwd>
        <kwd>nature-inspired computation model</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>CEUR
Workshop</p>
      <p>ISSN1613-0073
tal pressures. For example, certain metabolic enzymes are upregulated when substrates are abundant,
while unused or energetically costly processes are suppressed during scarcity. By enabling rule
application intensity to vary over time, influenced either internally (by agent dynamics) or externally (via
special input from the environment), our model captures these kinds of flexible, context-dependent
behaviors, extending the expressive power and modeling depth of P colonies.</p>
      <p>The structure of the paper is as follows. After this introduction, Section 2 presents the basic definitions
and formal terminology used throughout the paper. The definition and behavior of the original P colony
model form the basis for developing our modified variant incorporating rule application intensity. In
Section 3, we introduce the new model of Modified P Colonies with Rule Application Intensity (RAI).
Section 4 provides several illustrative examples that demonstrate the expressive power and versatility
of diferent variants of the model. Finally, in Section 5, we summarize the contributions of this work
and outline directions for future research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Preliminaries and Definitions</title>
      <p>
        Throughout the paper we assume the reader to be familiar with the basics of formal language theory
and membrane computing [
        <xref ref-type="bibr" rid="ref4 ref6">6, 4</xref>
        ].
      </p>
      <p>For an alphabet Σ, the set of all words over Σ (including the empty word,  ), is denoted by Σ∗. We
denote the length of a word  ∈ Σ ∗ by | | and the number of occurrences of the symbol  ∈ Σ in  by
| | .</p>
      <p>A multiset of objects  is a pair  = (,  ) , where  is an arbitrary (not necessarily finite) set
of objects and  is a mapping  ∶  → ℕ ;  assigns to each object in  its multiplicity in  . Any
multiset of objects  with the set of objects  = { 1, …   } can be represented as a string  over alphabet
 with | |  =  (  ); 1 ≤  ≤  . Obviously, all words obtained from  by permuting the letters can also
represent the same multiset  , and  represents the empty multiset.</p>
      <sec id="sec-2-1">
        <title>2.1. P Colonies</title>
        <p>Since this article focuses on a type of membrane system derived from the P Colony model, we provide
the definitions related to P Colonies.</p>
        <p>
          The original concept of a P colony was introduced in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and presented in a developed form in [
          <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
          ].
        </p>
        <sec id="sec-2-1-1">
          <title>Definition 1.</title>
          <p>A P colony of capacity  ,  ≥ 1 , is a construct
Π = (, ,  ,</p>
          <p>,  1, … ,   ), where
•  is an alphabet, its elements are called objects;
•  ∈  is the basic (or environmental) object of the colony;
•  ∈  is the final object of the colony;
•   is a finite multiset over  − {} , called the initial state (or initial content) of the environment;
•   , 1 ≤  ≤  , are agents, where each agent   = (  ,   ) is defined as follows:
–   is a multiset over  consisting of  objects, the initial state (or the initial content) of the agent;
–   = { ,1 , … ,  ,  } is a finite set of programs, where each program consists of  rules, which are
in one of the following forms each:
∗  →  , ,  ∈  , called an evolution rule;
∗  ↔  , ,  ∈  , called a communication rule;
∗  1/ 2, called a checking rule;  1,  2 are both evolution rules or both communication rules.</p>
          <p>The first type of rules associated with the agents’ programs are the evolution rules, which have the
form  →  . This indicates that object  within the agent is rewritten (or evolved) into object  .</p>
          <p>The second type of rules are the communication rules, expressed as  ↔  . When such a rule is
applied, object  located inside the agent and object  in the environment exchange their positions. As a
result, after the execution of the rule, object  is found inside the agent, and object  is placed in the
environment.</p>
          <p>The third category consists of checking rules. A checking rule is constructed from two rules of the
types described above. Denoted as  1/ 2, this rule expresses a priority: rule  1 has precedence over rule
 2. When a checking rule is evaluated, the agent first verifies whether rule  1 is applicable. If it is, then
 1 must be executed. Otherwise, rule  2 is applied instead.</p>
          <p>The program governs the behavior of an agent, allowing it to modify either its own internal state
and/or the state of the environment.</p>
          <p>The environment is modeled as consisting of a finite number (possibly zero) of copies of
nonenvironmental objects, together with a countably infinite supply of a special environmental object
denoted by  .</p>
          <p>When an agent executes a program, each object it contains is afected by the operation. Depending
on the program’s rules, its execution may also influence the environment. This interaction between
agents and the environment is a fundamental aspect of the functioning of a P Colony.</p>
          <p>The computation of a P Colony begins in an initial configuration, which defines the starting state of
the system.</p>
          <p>The initial configuration of a P Colony is given as an ( + 1) -tuple of multisets, representing the
distribution of objects among the agents and the environment at the start of computation. Specifically,
it is defined by the multisets   for 1 ≤  ≤  , corresponding to the objects within each of the  agents,
and by the multiset   , representing the contents of the environment. Formally, a configuration of a P
Colony Π is described by the tuple ( 1, … ,   ,   ), where each   is a multiset of size  (i.e., |  | =  , for
1 ≤  ≤  ), and   ∈ ( ∖ ) ∗ denotes the multiset of objects present in the environment, excluding the
infinite supply of  .</p>
          <p>At each computation step (or transition), the states of the agents and the environment evolve
according to a chosen derivation mode. In the maximally parallel mode, each agent that is able to apply
one of its programs must do so (a program is selected non-deterministically). In contrast, under the
sequential derivation mode, only a single agent is allowed to apply one of its programs at each step,
also chosen non-deterministically. If multiple programs are applicable within an agent, one is selected
non-deterministically.</p>
          <p>A sequence of such transitions forms a computation. A computation is said to be halting if it reaches a
configuration in which no further program is applicable in any agent. The result of a halting computation
is defined as the number of copies of a distinguished object  present in the environment at the halting
configuration.</p>
          <p>Due to the inherent non-determinism in program selection, multiple distinct computations may arise
from the same initial configuration. Accordingly, a P Colony Π computes a set of natural numbers,
denoted by  (Π) , representing the outputs of all possible halting computations.</p>
          <p>
            As established in [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ], P Colonies with a capacity of two possess computational completeness.
Additionally, their programs follow a specific structure: one rule is an evolution rule, and the other is either
a communication rule or a checking rule consisting of two communication rules.
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Modified P Colony with Rule Application Intensity</title>
      <p>In the following section, we introduce a novel type of membrane systems that shares both the structural
organization and the rule types with P Colonies.</p>
      <p>A key structural distinction from P Colonies is found in agent capacity. While P Colonies operate
under a strict and constant bound on the number of objects each agent may contain, our model removes
this limitation. The number of objects inside an agent can be arbitrary and may vary during the
computation due to the application of rules.</p>
      <p>In our model, only evolution and communication rules are used.</p>
      <p>Each rule is extended with a positive real number that represents its rule application intensity (RAI).
At the beginning of the computation, the RAI of each rule is determined by the system definition; in
general, the RAI is initially set to 1.</p>
      <p>The integer part of RAI specifies how many times the rule is to be applied during a single computational
step. Moreover, RAI of each rule is not fixed throughout the computation. It is explicitly updated
during last phase of each computation step, reflecting how the rule has been applied in that step. This
dynamic adjustment allows the rule’s influence to evolve over time, depending on the system’s state
and rule utilization. Let  denote the finite alphabet of objects used in the system. Each
rule in the
system is defined as a quadruple</p>
      <p>( , lhs, rhs, ) , where  specifies the type of the rule (either evo for
evolution or com for communication), lhs and rhs represent the left-hand and right-hand sides of the
rule, respectively, with lhs, rhs ∈  ∪ {}</p>
      <p>, and  ∈ ℝ + denotes the application intensity.</p>
      <p>According to the definition of rules, the symbol  may occur on either the left-hand side or the
right-hand side of a rule. In the case of a communication rule, the presence of  on the left-hand side
indicates that an object is transferred from the environment into the agent without any object leaving
the agent. Conversely, if  appears on the right-hand side, the agent sends an object to the environment
without receiving anything in return, efectively decreasing the number of objects within the agent. For
evolution rules, if  appears on the left-hand side, a new object is generated inside the agent. If  is on
the right-hand side, the corresponding object is removed from the agent. These cases model insertion
and deletion operations within the system and extend the expressive power of both rule types.
Example 1. Let the object alphabet be  = {, , , , }
we have an agent with initial content  = 
and let the environmental object be  ∈  . Suppose
and the environment initially contains the multiset   =  2 ∞
(i.e., two copies of  and a supply of  that is always suficient for any computation step).</p>
      <p>Consider the following four rules with their application intensities  = 1 , so ⌊⌋ = 1 for all rules:
•  1 = (evo, , , )
•  2 = (evo, , , )
•  3 = (com, , , )
•  4 = (com, , , )
: Evolution rule deletes object  inside the agent.
: Evolution rule generating a new object  inside the agent.
: Communication rule exporting object  from the agent into the environment.</p>
      <p>: Communication rule importing object  from the environment into the agent.
value of RAI may change during the computation, depending on the applicability and application of the
rule. If the rule is applicable in the current configuration but not applied, its RAI remains unchanged. If
the rule is applied, its RAI is updated according to a predefined positive adjustment. Conversely, if the
rule is not applicable, its RAI is modified based on a predefined negative adjustment.</p>
      <p>An important aspect of our approach is that the rule application intensity (RAI) is defined as a real
number rather than an integer. This choice is motivated by the intended applications of Modified
Agent</p>
      <p>Agent


P Colonies, where a more fine-grained mechanism for both promoting and inhibiting rules is desirable.
Real values of RAI allow us to capture gradual adjustments in the activity of rules, reflecting subtle
changes in the dynamics of the system. In contrast, integer values would provide only coarse control,
limiting the ability to model nuanced behaviors that may arise in practical scenarios.</p>
      <sec id="sec-3-1">
        <title>Definition 2.</title>
        <p>tuple
where:</p>
        <p>A modified P colony with rule application intensity with  agents,  ∈ ℕ , is defined as a
Π = (, ,</p>
        <p>1, … ,   ,   , ⊕ +, ⊖ −,  ),
Definition 3.
a tuple
where:
•  is a finite alphabet of objects,</p>
        <p>throughout the computation,
•  ∈</p>
        <p>is an environmental object, assumed to be present in arbitrary quantity in the environment
• for each 1 ≤  ≤  ,   = (  ,   ) is the  -th agent, where:</p>
        <p>–   = [ 1, … , 


 ] is a finite sequence of
–   ∈  ∗ is the initial multiset of objects in the agent,
rules, each of which is a quadruple
 = ( , lhs, rhs, ),
where:
∗  ∈ { evo, com} indicates the rule type (evolution or communication),
∗ lhs, rhs ∈  ∪ {}</p>
        <p>are the left-hand and right-hand sides of the rule,
∗  ∈ ℝ + is the initial application intensity of the rule.
•  +,  − ∈ ℝ</p>
        <p>+ are the global positive and negative adjustment parameters,
•   ∈ ( ∖ {}) ∗ is the initial multiset of non-environmental objects in the environment,
• ⊕ and ⊖ are binary operations on ℝ+, used to update the application intensity based on rule usage
(e.g., addition/multiplication for ⊕, subtraction/division for ⊖).
•  is the set of properties of the result. Members of the set are:
–  ∈</p>
        <p>- final object - the result is composed only from the objects  , if no final object is specified,
then the result of the computation is determined by the occurrences of all objects from the
alphabet in the output region.
–   where  ∈ {1, … , , }</p>
        <p>- output membrane (or the environment)
– result mode: ℎ - result is taken from output membrane after halting computation only; 
result is taken after every step of computation;</p>
        <p>- in each step, the system produces a part of
the result.</p>
        <p>To capture the evolving state of the system during a computation, we introduce the notion of a
configuration , which reflects both the current distribution of objects in agents and the environment,
as well as the current values of rule application intensities for each agent. Each configuration thus
complements the static definition of the system with a dynamic snapshot of its runtime state, allowing
us to formally describe transitions and the computational behavior of the model over time.</p>
        <p>A configuration of a modified P colony with RAI Π = (, , 
1, … ,   ,   , ⊕ +, ⊖ −) is
 = (  , ( 1,  1), … , (  ,   )),
•   ∈ ( ∖ {}) ∗ is the multiset of all non-environmental objects currently present in the environment
(the environment is assumed to contain a suficient number of copies of  ∈  ),
• for each 1 ≤  ≤  :</p>
        <p>rule sequence   = ( 1, … , 
 ), where   ∈ ℝ+ for all  .


–   = ( 1, … ,</p>
        <p>–   ∈  ∗ is the current multiset of objects inside the  -th agent,
 ) is the vector of rule application intensities corresponding to the rules in the

rhs, i.e., rhs⌊  ⌋ ⊆   .</p>
        <p>one rule during this step.</p>
        <sec id="sec-3-1-1">
          <title>Transition Between Configurations</title>
          <p>A single transition between configurations in the modified P Colony with RAI proceeds in three phases:</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>1. Identification of Applicable Rules:</title>
        <p>In each agent   , we identify the subset of applicable rules based on the current multiset   of
objects and the vector of rule application intensities   .</p>
        <p>A rule    = ( , lhs, rhs,   ) is considered applicable if the following conditions hold:
• The agent contains at least ⌊ 

 ⌋ copies of the object lhs, i.e., lhs⌊  ⌋ ⊆   .
• If the rule is of type com, then the environment   contains at least ⌊ 
 ⌋ copies of the object</p>
      </sec>
      <sec id="sec-3-3">
        <title>2. Construction of the Maximal Applicable Set:</title>
        <p>From the union of applicable rules across all agents, a multiset of selected rules is
nondeterministically constructed. The selection must satisfy the following constraints:
• Each object in the system (either in agents or in the environment) may be used by at most
• The set of selected rules is maximal under the above constraint, i.e., no further applicable
rule can be added without violating the exclusivity of object usage.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3. Execution and Updates:</title>
        <p>All selected rules are executed in parallel. The execution results in the following updates:
 ⊕  +</p>
        <p>.
 ⊖  −</p>
        <p>.
• The contents of the agents and the environment ( 1, … ,   ,   ) are updated based on the
type of each applied rule:
– For an evolution rule (evo, lhs, rhs, ) , the agent rewrites lhs into rhs inside itself, applied
⌊⌋ times. That is, lhs⌊⌋ is replaced by rhs⌊⌋ .
– For a communication rule (com, lhs, rhs, ) , an exchange of objects takes place:
∗ The agent removes lhs⌊⌋ and receives rhs⌊⌋ from the environment,
∗ Simultaneously, the environment removes rhs⌊⌋ and receives lhs⌊⌋ from the agent.
• The RAI vectors  1, … ,   are updated as follows:
– If a rule was selected and applied, its RAI is updated via the positive adjustment:  ↦
– If a rule was applicable but not selected, its intensity remains unchanged.</p>
        <p>– If a rule was not applicable, its intensity is updated via the negative adjustment:  ↦
This three-phase process defines a single computation step of the system, where both the multiset
contents and the intensities of rule applications evolve according to the agent-environment interaction
and usage history of rules.</p>
        <p>We now proceed with a formal definition of the update mechanism for the rule application intensity.</p>
      </sec>
      <sec id="sec-3-5">
        <title>Definition 4 (Rule Application Intensity Update).</title>
        <p>Let  = ( , lhs, rhs, ) be a rule in the system,
where  ∈ ℝ + is the current application intensity of  . The system is parametrized by two fixed positive real
numbers  +,  − ∈ ℝ+, and by two binary operations ⊕, ⊖ defined over
ℝ+.</p>
        <p>Given a configuration   at time step  , the updated application intensity  ′ of rule  at time  + 1 is
defined as:
 ′ =
⎪
⎧ ⊕  +</p>
        <p>⎨
⎪
⎩max(1,  ⊖  −
if the rule  is applied in   ,
if the rule  is applicable but not
applied in   ,
) if the rule  is not applicable in   .</p>
        <sec id="sec-3-5-1">
          <title>Result of computation</title>
          <p>To associate a result with a computation (i.e., a sequence of configurations), we consider a set of
output-related features  that determine how the result is extracted. The result is always derived from
the contents of a designated output region—either a specific agent or the environment.</p>
          <p>If no terminal object  ∈  is specified, the result includes all objects present in the output region
at the relevant point of the computation, excluding the occurences of the environmental object  . If a
terminal object  is defined, only the multiplicity of  in the output region contributes to the result.</p>
          <p>The features in  further specify the timing and structure of the result. In the case of epr, the system
produces parts of the result incrementally during the computation. In the emr type of result, each
configuration contributes one element to the final set. In the halting result (hr ), the result is determined
solely by the final configuration.</p>
        </sec>
        <sec id="sec-3-5-2">
          <title>Variants of Modified P Colonies with Rule Application Intensity</title>
          <p>Several subclasses of the modified P colonies with rule application intensity (RAI) can be considered by
introducing restrictions on the structure or dynamics of the system.</p>
          <p>One possible variant restricts the number of objects that can be stored inside each agent. This bound
may be either an upper bound (≤  ) or an exact constraint (=  ), similar to the classical P Colony model,
where the capacity of each agent is fixed.</p>
          <p>Another subclass includes systems with constant RAI, where the adjustment factors  + and  − are
both set to ×1. In this case, the intensity does not evolve throughout the computation and each rule can
be applied at most once per step, similar to traditional rule-based systems.</p>
          <p>Further constraints may involve limiting the number of agents in the system or placing a bound
on the number of rules associated with each agent. These restrictions are useful for studying the
computational power of more resource-constrained models and for exploring trade-ofs between system
complexity and expressiveness.</p>
          <p>A special variant is the  -free system, where the empty string symbol  is not allowed on either side
of any rule.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Illustrative Examples of Modified P Colonies with RAI</title>
      <p>In this section, we present a collection of illustrative examples of modified P colonies with RAI to
demonstrate the expressive power and behavioral diversity of diferent system variants introduced in
the previous section. Each example is designed to highlight a specific constraint or feature such as fixed
or unfixed RAI or  -free design.</p>
      <p>We present a simple modified P colony with rule application intensity (RAI) that generates the set
{2 − 1 ∣  ≥ 0} . The system uses a single agent and a single evolution rule. The rule application intensity
increases exponentially, doubling after each successful application. The system outputs the number of
terminal objects  in the agent after each computation step.</p>
      <p>Example 2. We define a modified P colony with rule application intensity
Π1 = (, ,</p>
      <p>1,   , ⊕ +, ⊖ −,  ),
that generates the set {2 − 1 ∣  ≥ 0} , where:
•  = {, } is the alphabet of objects, with  being the terminal object and  the environmental object,
•  is the environmental object, available in suficient quantity in the environment,
•  1 = ( 1,  1) is the only agent in the system, where:
–  1 =  (the agent starts empty),</p>
      <p>Step   (Environment)
 1 (Agent Content)
 1 (RAI)
0
1
2
3
4
5






       
   
 



1
2
–  1 = ( ) is a single-rule sequence, with:
which creates object  inside the agent,</p>
      <p>= ( evo, , , 1)
•  + = 2 and  − = 2 are the adjustment parameters,
•   =  (the environment is initially empty of non-environmental objects),
• ⊕ = × and ⊖ = / (application intensity is multiplied by 2 when the rule is applied, and divided by 2
when it is not),
•  = { 1,  = ,  }
the result set is produced in each step (emr).</p>
      <p>— the result is produced in the agent  1, terminal object is  , and one element of</p>
      <p>This system works as follows: in each configuration, the agent applies the rule  as many times as
set by the integer part of its application intensity (RAI). Since the left-hand side of the rule is  , the
agent creates new objects  without consuming any. Initially, the RAI is 1, and it is multiplied by 2 after
each application. Therefore, the number of  objects generated in the  -th step is 2−1 , and the total
accumulated number is 2 − 1. The output is read from the agent’s content in each step, as specified in
 .</p>
      <p>The first six configurations of the system are shown in the Table
1.</p>
      <p>We now construct a modified P colony with rule application intensity that generates a finite set of
natural numbers. The system is lambda-free and operates with a constant RAI — that is, the application
intensity of each rule remains unchanged during the computation.</p>
      <p>Example 3. We define a modified P colony with rule application intensity that generates a finite set of
natural numbers { 1,  2, … ,   } such that  1 &gt;  2 &gt; ⋯ &gt;   . Let  =  1 and  =   . The system
Π2 = (, ,</p>
      <p>1, … ,  − ,   , ⊕ +, ⊖ −,  ),
is constructed as follows:
• The environmental object is  ,
• The environment initially contains  objects  , i.e.,   =   ,
• Number of agents:  −</p>
      <p>,
• Each agent is associated with a number from  and with a rule type depending on the index , 1 ≤
 ≤ ( − )</p>
      <p>of the agent. There are two types of rules:
1. (com, ℎ , , 1),
2. (evo, ℎ , ℎ+1 , 1).
• Adjustments:  + =  − = 1, i.e., RAI is constant,
• Initially, each agent has object ℎ1:   = ℎ1, 1 ≤  ≤ ( − )
.
• Result configuration:  = {  ,  = ,  }
region) form the result, observed in each step.</p>
      <p>, i.e., objects  in the environment (which is the output</p>
      <p>At step  , exactly   −  +1 agents use their communication rule to move object  from the environment
into the agent (which removes it from the output), while the remaining agents evolve from ℎ to ℎ+1 .
After step  , the environment contains  +1 copies of object  . After  − 1 steps, all agents hold object ℎ ,
and no further rule is applicable — the computation halts.</p>
      <p>Let the set to generate be  = {6, 5, 2, 0} with
Modified P Colony with RAI</p>
      <p>1 = 6,  2 = 5,  3 = 2,  4 = 0.
Π2 = (, ,</p>
      <p>1, … ,  6,   , ⊕ +, ⊖ −,  ),
• Initial environment content:   =  6,
• Number of agents: 6 − 0 = 6,
• Agents’ initial contents:   = ℎ1 for all  = 1, … , 6 ,
• Rules assigned to agents:
– Agent  1 has only one rule: (com, ℎ1, , 1).</p>
      <p>(com, ℎ4, , 1).
• Adjustment parameters:  + =  − = 1 (constant RAI),
• operators are × and /.
• Result is the count of  in the environment,
• The result property  = {  ,  = ,  }</p>
      <p>.
– Agents  2,  3,  4 have equivalent sets of rules: (evo, ℎ1, ℎ2, 1); (com, ℎ2, , 1).</p>
      <p>– Agents  5,  6 have equivalent sets of rules: (evo, ℎ1, ℎ2, 1), (evo, ℎ2, ℎ3, 1), (evo, ℎ3, ℎ4, 1),
At each step  , the specified number of agents apply the communication rule to transfer  from the
environment to their internal content (decreasing the count of  in the environment), while the others
evolve their internal object ℎ to ℎ+1 . After step  , the environment contains  +1 copies of  . After
 − 1 = 3 steps, no further rules are applicable, and the computation halts.</p>
      <p>The first four configurations of the system are shown in the Table
2.</p>
      <p>Step Environment  
0
1
2
3</p>
      <p>Contents of Agents
[ℎ1, ℎ1, ℎ1, ℎ1, ℎ1, ℎ1]
[, ℎ 2, ℎ2, ℎ2, ℎ2, ℎ2]
[, , , , ℎ
[, , , , , ]</p>
      <p>Note that at step 3 the environment has  4 = 0 objects  . The system successfully generates the set
{6, 5, 2, 0} in decreasing order as the number of  objects in the environment after each step.
Example 4. The next example outlines a design of a system that can serve as a game engine for a class of
games known as Idle Games. In such games, active entities (e.g., production units) gradually increase their
performance over time, often by paying for upgrades using accumulated in-game currency.</p>
      <p>In this modified P colony with RAI, the rule application intensity is not increased automatically but
is instead driven by a special input symbol inserted into the environment. This input represents an
upgrade and can be added only if the system has accumulated a suficient amount of
money objects. The
insertion of an upgrade object may be modeled by a simple rewriting rule such as:
moneyvalue ⋅ upgrade → upgrade+1 .</p>
      <p>Once the symbol upgrade+1 is present in the environment, it can trigger an update of the RAI for
the relevant agents via a special rule. The RAI is modified using the adjustment function  +, which is
not constant but defined as a function of the number of times an upgrade has occurred. For example:
 +() =  +( − 1) +</p>
      <p>or  +() =  +( − 1) ⋅ (1 + 1 ) ,
where  − 1 is the number of completed upgrades.</p>
      <p>This design ofers a flexible and controlled mechanism for performance progression:
• The rate of production can be tuned based on the game’s economic model,
• The system allows diferentiated upgrades with increasing cost and benefit,
• RAI is no longer a fixed parameter but a dynamic value, modifiable through environmental
interaction.</p>
      <p>Overall, this type of system combines the computational model of modified P colonies with an
interactive upgrade mechanic, bringing it closer to the logic and dynamics of Idle Games. Figure 2
depicts a production chain utilizing agents in the Modified P Colony.</p>
      <p>P
raw</p>
      <p>M1</p>
      <p>M2</p>
      <p>final
Environment</p>
      <p>semi1
Raw material</p>
      <p>Semi-product 1</p>
      <p>Final product</p>
      <p>Sales / Money</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>In this paper, we introduced a novel computational model — the Modified P colony with Rule Application
Intensity (RAI). We presented its formal definition, described the operational semantics in terms of
configurations and rule execution phases, and illustrated the behavior of the system through a series of
examples. We also introduced several variants of this model, such as systems with a fixed number of
objects per agent, constant RAI updates,  -free systems, or systems with restrictions on agent count or
rule set size.</p>
      <p>Currently, our ongoing work focuses on three main directions. First, we are investigating the
computational power of the various subclasses of modified P colonies with RAI, aiming to classify
their capabilities in relation to classical models of computation. Second, we are developing a software
simulator capable of executing computations in these systems, which will support experimentation and
visualization. Finally, we are designing a prototype of idle-style game whose core engine will be based
on the principles of P colony computations, ofering a practical and interactive application of the model.</p>
      <p>S
money
The research was supported by the Silesian University in Opava under the Student Funding Plan, project
SGS/9/2024.</p>
    </sec>
    <sec id="sec-6">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used Chat-GPT-4 in order to: Grammar and spelling
check. After using these tool(s)/service(s), the author(s) reviewed and edited the content as needed and
take(s) full responsibility for the publication’s content.</p>
    </sec>
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