Skip to content
  • Stuff
  • Travel
  • Beverages
  • Support Antipaucity
  • Projects
  • About

antipaucity

fighting the lack of good ideas

wonder how many zombie film/tv/game creators are/were computer science nerds

Posted on 23 August 2017 By antipaucity No Comments on wonder how many zombie film/tv/game creators are/were computer science nerds

As you all know, I am a huge zombie fan.

And, as you probably know, I was a CIS/CS major/minor at Elon.

A concept I was introduced to at both Shodor and Elon was ant colony simulations.

And I realized today that many people have been introduced to the basics concepts of ant colony simulations through films like Night of the Living Dead or World War Z and shows like Z Nation or The Walking Dead.

In short, ant colony optimization simulations, a part of swarm intelligence, use the “basic rules” of ant intelligence to game-out problems of traffic patterns, crowd control, logistics planning, and all kinds of other things.

Those basic rules the ants follow more or less come down to the following:

  • pick a random direction to wander
  • continue walking straight until you hit something
    • if you hit a wall
      • turn a random number of degrees between 1 and 359
      • loop up one level
      • if you hit food
        • if you are carrying trash
          • turn a random number of degrees between 1 and 179 or 181 and 359
          • loop up two levels
        • if you are carrying food
          • drop it
          • turn 180 degrees, loop up two levels
        • if you are not carrying anything
          • pick it up
          • either turn 180 degrees and loop up two levels, or
          • loop up two levels (ie, continue walking straight)
      • if you hit trash (dead ants, etc)
        • if you are carrying trash
          • drop it
          • turn 180 degrees, loop up two levels
        • if you are carrying food
          • turn a random number of degrees between 1 and 179 or 181 and 359
          • loop up to levels
        • if you are carrying nothing
          • pick it up
          • either turn 180 degree and loop up two levels, or
          • loop up two levels (ie, continue walking straight)
      • if you hit an ant
        • a new ant spawns in a random cell next to the two existing ants (with a 1/grid-shape probability, in a square grid, this would be a ~10% chance of spawning a new ant; in a hex grid, it would be a ~12.5% chance of a spawn), IF there is an empty cell next to either ant
        • if you are both carrying the same thing,
          • start a new drop point
          • turn around 180 degrees
          • loop up two levels
        • if you are carrying different things (or not carrying anything)
          • turn a random number of degrees between 1 and 359
          • loop up two levels
    • if you have been alive “too long” (parameterizable), you die and become trash (dropping whatever you have “next” to you in a random grid point (for example, if the grid is square, you’re in position “5”, and your cargo could be in positions 1-4 or 6-9:

There are more rules you can add or modify (maybe weight your choice of direction to pick when you turn based on whether an ant has been there recently (ie simulated pheromone trails)), but those are the basics. With randomly-distributed “stuff” (food, walls, ants, trash, etc) on a board of size B, an ant population – P – of 10% * B, a generation frequency – F – of 9% * B, an iteration count of 5x board-size, a life span – L – of 10% * B, and let it run, you will see piles of trash, food, etc accumulate on the board.

They may accumulate differently on each run due to some of the random nature of the inputs, but they’ll accumulate. Showing how large numbers of relatively unintelligent things can do things that look intelligent to an outside observer.

And that’s how zombies appear in most pop culture depictions: they wander more-or-less aimlessly until attracted by something (sound, a food source (aka the living), fire, etc). And while they seem to exhibit mild group/swarm intelligence, it’s just that – an appearance to outside observers.

So if you like zombie stories, you might like computer science.

insights, technical Tags:algorithm, ant-colony, simulation, zombie

Post navigation

Previous Post: pi-hole revisited
Next Post: crowdsourcing patronage

More Related Articles

if you do not explain the why, where, and when, the what does not matter commentary
the failure of the technical sales cycle in enterprise software commentary
a plea for following standards commentary
olf 2013 in the bag fun
sshuttle – a simple transparent proxy vpn over ssh technical
that’s right – we’re not falling behind commentary
August 2017
S M T W T F S
 12345
6789101112
13141516171819
20212223242526
2728293031  
« Jul   Nov »
RSS Error: WP HTTP Error: cURL error 60: SSL: no alternative certificate subject name matches target hostname 'paragraph.cf'

Books

  • Debugging and Supporting Software Systems
  • Storage Series

External

  • Backblaze
  • Cirkul
  • Fundrise
  • Great Big Purple Sign
  • Password Generator
  • PayPal
  • Tech News Channel on Telegram
  • Vultr
  • Wish List

Other Blogs

  • Abiding in Hesed
  • Chris Agocs
  • Eric Hydrick
  • Jay Loden
  • Paragraph
  • skh:tec
  • Tech News Channel on Telegram
  • Veritas Equitas

Profiles

  • LinkedIn
  • Server Fault
  • Stack Overflow
  • Super User
  • Telegram
  • Twitter

Resume

  • LinkedIn
  • Resume (PDF)

Services

  • Datente
  • IP check
  • Password Generator
  • Tech News Channel on Telegram

Support

  • Backblaze
  • Built Bar
  • Cirkul
  • Donations
  • Fundrise
  • PayPal
  • Robinhood
  • Vultr
  • Wish List

35-questions 48laws adoption automation blog blogging books business career centos cloud community documentation email encryption facebook google history how-to hpsa ifttt linux money networking politics prediction proxy review scifi security social social-media splunk ssl startup storage sun-tzu tutorial twitter virtualization vmware wordpress work writing zombie

Copyright © 2025 antipaucity.

Powered by PressBook Green WordPress theme