From a Swarm to a Biological Computer
Andrew Schumann
University of Information Technology and Management in Rzeszow, Sucharskiego 2, 35-225 Rzeszow, Poland
Keywords:
Physarum Polycephalum, Swarm Intelligence, Lateral Inhibition, Lateral Activation, Cognitive Biases,
Biological Computer, Behaviourism.
Abstract:
According to behaviourism, any swarm behaviour can be managed by outer stimuli: attractants (motivational
reinforcement) and repellents (motivational punishment). In the meanwhile, there are the following two main
stages in reactions to stimuli: (i) sensing (perceiving signals) and (ii) motoring (appropriate direct reactions
to signals). Hence, by placing attractants and repellents at different sites we can manage and program the
swarm behaviour. This opportunity allows us to design a biological computer an abstract machine (i) with
inputs presented by stimuli coming from attractants and repellents and (ii) with outputs presented by the
swarm reactions to appropriate stimuli. This computer can be realized on different swarms differently. The
point is that different matters are attractants and repellents for different animals. They differ a lot even for
microorganisms. Nevertheless, their logic and mathematics are the same. Behaviourism means that (i) the
complex of swarm behavioural patterns can be reduced to a composition of some elementary swarm patterns,
(ii) if we know an appropriate attractant or repellent for each elementary pattern, then from a complex of
attractants and repellents we can deduce a complex of patterns. Nevertheless, it can be shown that both
assumptions are false. The point is that swarms are populations which behave as a distributed network, capable
of responding to a wide range of spatially represented stimuli so that in their behaviours we can observe effects
of neural networks with lateral activation and lateral inhibition mechanisms. As a result, behavioral patterns
cannot be additive. In the paper it is discussed what we can do with this feature of swarm behaviour to program
swarms.
1 INTRODUCTION
Within swarm intelligence (Bonabeau et al., 1999),
(Kennedy and Eberhart, 2001), (Zelinka and Chen,
2017) we can formalize different swarm patterns to
implement them in robotics. There are many well-
studied forms of swarm intelligence: ant colonies
(Dorigo and Stutzle, 2004), (John et al., 2008), bee
colonies (Karaboga, 2005), (Karaboga and Akay,
2009), (Michener, 1969), fish schooling (Abrahams
and Colgan, 1985), (Viscido et al., 2004), bird
flocking and horse herding (Reynolds, 1987), bacte-
rial colonies with a kind of social behaviour (Ben-
Jacob, 2008), (Ingham and Ben-Jacob, 2008), (In-
gham et al., 2011), (Ivanitsky et al., 1984), (Mar-
genstern, 2011), (Passino, 2002), multinucleated gi-
ant amoebae Physarum polycephalum (Tsuda et al.,
2004), etc. The main feature of all these systems
is that their individual agents behave locally without
any centralized control, but their interactions lead to
the emergence of global behaviour of the whole group
that cannot be reduced to subsystems additively.
Each swarm such as ants, bees, some social bac-
teria, Physarum polycephalum, etc. can solve logis-
tic and transport problems very effectively (Kassaba-
lidis et al., 2001). For instance, there is a collective
navigation of bacterial swarms (Ariel et al., 2013),
(Shklarsh et al., 2012) and there is an effective path
finding by amoebae and a possibility of traffic op-
timization by them (Nakagaki et al., 2007), (Naka-
gaki et al., 2001), (Shirakawa et al., 2012), (Watanabe
et al., 2011), (Whiting et al., 2015). Swarms can eas-
ily solve some complex (NP-hard) logistic problems:
(i) the travelling salesman problem can be solved by
ants (Dorigo and Gambardella, 1997) and by amoe-
bae (Zhu et al., 2013); (ii) the Steiner tree problem
can be solved by amoebae (Tero et al., 2010); (iii)
the generalized assignment problem can be solved by
bees (Ozbakir et al., 2010); (iv) mazes can be solved
by amoebae (Nakagaki et al., 2000), (Ntinas et al.,
2017), etc. As we see, even unicellular organisms
can solve logistic problems effectively. Also, they
can be involved in constructing algorithms for simu-
lating the crowd evacuation (Kalogeiton et al., 2015)
Schumann, A.
From a Swarm to a Biological Computer.
DOI: 10.5220/0007585302510258
In Proceedings of the 12th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2019), pages 251-258
ISBN: 978-989-758-353-7
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
251
and for simulating transport systems such as the route
systems in China (Adamatzky et al., 2013) and in the
United States of America (Adamatzky and Ilachinski,
2012).
The main characteristics of any swarm consists in
a possibility to optimising the own traffic in reactions
to attractants and repellents. Attractants are things or
sites in the environment, such as food pieces and sex
pheromones, which attract individuals of swarm. Re-
pellents are things or sites in the environment, such
as predators, which repel individuals of swarm. The
same swarm behaviour is observed even among hu-
man beings in the following two cases: (i) an ad-
dictive behaviour such as the behaviour of alcoholics
(Schumann and Fris, 2017) or gamers in this case
the role of human attractants causing addiction in-
creases strongly; (ii) an escape panic (Helbing et al.,
2000) in this case the role of human repellents like
a terrorist act increases strongly, also.
Hence, by placing attractants and repellents at dif-
ferent sites we can manage and program the swarm
behaviour. This opportunity allows us to design a bio-
logical computer an abstract machine (i) with inputs
presented by stimuli coming from attractants and re-
pellents and (ii) with outputs presented by the swarm
reactions to appropriate stimuli. This computer can
be realized on different swarms differently. The point
is that different matters are attractants and repellents
for different animals. They differ a lot even for mi-
croorganisms. Nevertheless, their logic and mathe-
matics are the same. In the biological computer we
have two main stages: (i) sensing when a swarm
detects neighbour attractants and repellents; and (ii)
motoring – when this swarm reacts to founded attrac-
tants and repellents, e.g. to exploit attractants and to
avoid repellents.
In this paper, there are considered some basic ex-
pectations how we can design the biological computer
(Section 2). These expectations correspond to be-
haviourism. Then it is shown that these expectations
cannot be realizable at all in the behaviouristic way
(Section 3) because we observe a kind of cognitive bi-
ases even at the level of unicellular organisms. Then
there is proposed a context-based game theory which
can be used for programming the biological computer
(Section 4).
2 DESIGNING A BIOLOGICAL
COMPUTER
Designing the biological computer is based on be-
haviourism as theoretical frameworks explaining the
animal behaviour by reflexes produced by responses
to external stimuli with a possibility to track indi-
vidual’s history of reinforcement and punishment im-
plied by those stimuli. Each reflex is a direct response
of animal to a stimulus, connecting the stimulus to
a behaviour within two basic modes: either attract-
ing (e.g. reinforcement) or repelling (e.g. punishment)
coming from this stimulus. If we know what attract-
ing and repelling matters are for the animal in fact,
we can manage a control of its reactions by placing
these matters. It means, simply put that controlling
stimuli causes controlling behaviour according to be-
haviourism. So, we assume, the environment deter-
mines each animal behaviour.
In the theory of reflexes there are distinguished the
following two types of responses/reactions/reflexes:
(i) the unconditioned response to a stimulus (then
an appropriate stimulus is called unconditioned); (ii)
the conditioning response to a stimulus (then an ap-
propriate stimulus is called conditioning). The un-
conditioned stimuli are represented by biologically
active matters: either attractants (e.g. food or sex
pheromones attracting an animal) or repellents (e.g.
places evaluated automatically as dangerous by an an-
imal). These stimuli are strongly connected to some
direct responses from the very beginning, i.e. they are
given a priori, just because of chemical processes of
organisms. In the meanwhile, at the beginning, un-
conditioned stimuli are biologically neutral and as-
sume no direct reactions of organism, i.e. they are
rather ignored under standard conditions. Neverthe-
less, they can be associated with some unconditioned
responses, too. Then they become non-neutral, but
attractive (if they were associated with attractants) or
negative (if they were associated with repellents).
At the time of Pavlov, one thought that a possibil-
ity of conditioning responses is one of the basic fea-
tures of brain and nervous system. But it is known
now through experiments that it is a fundamental fea-
ture of any adaptive behaviour including the adaptive
behaviour of unicellular organisms, see (Shirakawa
et al., 2011). Conditioning responses mean a mem-
ory, when an organism was taught that a neutral stim-
ulus is a context of appearing an attractant or repel-
lent. The knowledge of this context allows the organ-
ism to behave more adaptively in the feature. Thus,
the possibility of conditioning responses is connected
to a possibility of life to have a memory and then to
be more adaptive to the environment.
Let us consider some examples of memory of uni-
cellular organisms. From (Ball, 2008), we know that
the amoeba Physarum polycephalum can learn the
patterns of shocks at regular intervals, and then it
changes its behaviour in anticipation of the next shock
to come. In (Saigusa et al., 2008), this experiment
BIOSIGNALS 2019 - 12th International Conference on Bio-inspired Systems and Signal Processing
252
is performed in the following manner. Unfavorable
conditions for Physarum polycephalum are presented
as three consecutive pulses at constant intervals. Un-
der these unfavorable conditions, the amoebae reduce
their locomotive speed in response to each episode.
When the amoebae move under the favorable con-
ditions, they spontaneously reduce their locomotive
speed at the time when the next unfavorable episode
is expected to occur. This fact shows that we deal with
the anticipation of impending environmental change.
For the amoeba the regular interval of shocks became
a conditioning stimulus.
Another experiment with the amoeba Physarum
polycephalum was performed in (Shirakawa et al.,
2011) to show that the temperature fluxes can be-
come a conditioning stimulus for the amoebae. So,
we know that the amoebae avoid cold temperatures
and under these conditions they become slow. In the
experiment there was shown that when the tempera-
ture changes had stopped, the amoebae slowed down,
anticipating a cold flux. It is an evidence of memory
of temperature fluxes.
All these experiments demonstrating a kind of
memory of unicellular organisms can be explained
by chemotaxis, the unconditioned response to some
chemical cues (such as pheromones), that is differ-
ent for static gradients and dynamic cues, see (Skoge
et al., 2014), where this difference is shown for the
migration of Dictyostelium cells in response to the
source of traveling waves of chemoattractant during
aggregation.
Hence, some primitive forms of conditioning re-
flexes (that is a primitive memory) can be detected
even at the level of cellular proteins (including actin
filaments) responding to the changes of the environ-
ment, such as shock intervals or cold fluxes. Not
only neurons can cumulate conditioning responses, as
Pavlov thought first, but also cellular proteins. This
basic feature of chemotaxis to have a short memory is
involved into the particle swarm optimization (Wang
et al., 2011), (Zelinka and Chen, 2017) and in de-
signing organic memristors organic devices with a
memory. For example, in (Traversa et al., ) for de-
signing circuit models there was applied an ability
of slime mould of Physarum polycephalum to both
memorize the period of temperature and humidity
variations and anticipate the next variations to come.
Some other organic memristors are proposed in (Di-
monte et al., 2014), (Erokhin, 2013), (Erokhin et al.,
2012), (Pershin et al., ), (Pershin et al., 2016).
The idea of biological computer satisfies the pre-
supposition of radical behaviourism: attractants, re-
pellents and conditioning stimuli (connected to at-
tractants or repellents) as environmental variables can
completely control observable behaviours of animals
(Baum, 2005), (Cheney and Ferster, 1997), (Skinner,
1976). This presupposition is used also in functional
analysis of behavioural psychology to define relation-
ships between stimuli and responses on the basis of
explicating the following four elements: motivating
operations, trigger of behaviour, behaviour itself, con-
sequence of behaviour (Bandura, 1982). Thus, the bi-
ological computer is a logic for radical behaviourism.
In other words, it defines how different Boolean com-
binations of attractants and repellents determine the
patterns of animal behaviour, first of all their swarm
behaviour.
3 BOUNDED RATIONALITY AND
COGNITIVE BIASES
Radical behaviourism means that (i) the complex of
swarm behavioural patterns can be reduced to a com-
position of some elementary swarm patterns, (ii) if we
know an appropriate attractant or repellent for each
elementary pattern, then from a complex of attrac-
tants and repellents we can deduce a complex of pat-
terns. Hence, following this point of view we can
suppose that the animal behaviour is rational it is
the same under the same conditions with the same
complex of attractants and repellents. Each attractant
is more or less preferable and each repellent is more
or less avoidable. Then this rationality would mean
that at each step if a swarm faces several attractants,
then the most preferable attractant is always contained
among chosen attractants; and if it faces several repel-
lents, the most avoidable repellent is always contained
among rejected repellents. In other words, the ratio-
nal animal tries to maximize its satisfaction and, at the
same time, to minimize its frustration. If preferences
affect decisions indeed, then a Boolean complex of
stimuli based on these preferences determine a com-
plex of behavioural patterns. Is it so? Can we de-
sign the biological computer as a complex of Boolean
compositions?
The assumption of rationality of agents is fun-
damental for game theory and decision theory. Ac-
cording to these theories, each rational agent al-
ways follows his or her preferences in his or her
choices of items or strategies. So, the rationality of
human beings in microeconomics is understood in
the same way of utility-maximizing consumers and
profit-maximizing firms. Each rational agent of the
market follows the same decision model to maximize
their own profits: I choose items to maximize my
satisfaction as a consumer and I offer something to
maximize my profits as a firm. We face a zero re-
From a Swarm to a Biological Computer
253
flexion of rational humans there. Everyone is trans-
parent for others, e.g. satisfies their expectations, if
all them are rational. This transparency in decisions
means that rational agents appeal only to facts which
are the same for everyone, therefore these agents al-
ways can agree (see the Aumann’s agreement theorem
(Aumann, 1976), (Aumann, 1989)). Preferences are
instances of facts that should be seen before meeting.
Furthermore, due to rationality and zero reflexion of
individuals we can always agree about long-term joint
actions.
Nevertheless, there are many empirical evidences
which contradict the assumption that, on the one
hand, consumer behaviour is reasonably character-
ized as the maximization of expected lifetime utility
subject to a budget constraint and conditional on the
available information and, on the other hand, firm be-
haviour is characterized as the maximization of ex-
pected profit subject to investments and conditional
on the correct programming of consumer behaviour.
For example, Thaler ((Thaler, 1990), (Thaler, 1994))
shows the bounded rationality and impatience of con-
sumers and, as a result, he proposes the behavioural
life-cycle theory emphasizing self-control, mental ac-
counting, and framing. Psychologists Amos Tver-
sky and Daniel Kahneman established a research pro-
gramme of studying cognitive heuristics and biases,
i.e. the programme of studying contexts and patterns
which influence on human decisions beyond rational-
ity (Tversky and Kahneman, 1974) (i.e. beyond logi-
cal positivism and classical game theory and decision
theory).
As we see, in behavioural economics and exper-
imental psychology it was made evident through ex-
periments that classical game theory and decision the-
ory assuming the rationality of agents are too ab-
stract, because real agents are too far from rational.
The problem is that preference relations are not so
strongly linked to decisions. As a consequence, a
Boolean composition of preferences does not give a
complex preference for a complex decision. Mathe-
matically, it means that complexes of preferences as
well as complexes of behavioural patterns are not ad-
ditive.
Let us return to our task of designing the biolog-
ical computer. From these examples taken from be-
havioural economics, we can assume that logical pos-
itivism is unapplied in the logical modelling of the
swarm behaviour, as well because we deal with a
non-additivity of all natural behaviours. As a result,
a Boolean composition of attractants and repellents
cannot give an expected complex of behavioural pat-
terns in the standard way of constructing inductive
sets.
Hence, due to recent results in behavioural eco-
nomics we know that even in human cognitions
(which evaluated as the most rational among all an-
imals) we cannot avoid cognitive biases and cognitive
heuristics which are a substantial part in our decision
making not only in everyday situations, but also in
firms. Therefore, cognitive reflexion and cognitive bi-
ases are evaluated now as a natural mechanism of cog-
nitions (Frederick, 2005), (Gigerenzer and Brighton,
2009).
Some primitive forms of cognitive biases and cog-
nitive heuristics of unicellular organisms were found
out by us within the project Physarum Chip: Grow-
ing Computers from Slime Mould (Adamatzky et al.,
2012). Even unicellular organisms behave differently
in stress or under favourable conditions. For instance,
under the favourable condition (meeting attractants)
bacteria behave more predictable in choosing a trajec-
tory of motion – so, if a concentration of attractant in-
creases, bacteria tumble less frequently. In the stress
(meeting repellents) bacteria try to change a trajectory
stochastically so, if a concentration of repellent in-
creases, bacteria tumble more frequently. As we see,
we face a duality in basic reactions of bacteria to their
environment. It is a kind of the most primitive “cog-
nitive heuristics” detected at the bacterium level to
be more or less predictable in a favourable or stress
situation, respectively.
Amoebae of Physarum polycephalum can behave
both individually and collectively. Therefore, they
can be considered a swarm, although they are unicel-
lular organisms in fact, but with myriad nuclei. We
have discovered that the main feature in perceiving
external signals even by one cell due to actin filament
networks is that the same signal can be perceived dif-
ferently – it depends on the cell shape and many other
internal circumstances. As a result, one unicellular
organism bears more outputs than inputs in possi-
ble reactions to external signals. So, even one cell
can have “cognitive biases” and behave quite unpre-
dictably and irrationally under the same conditions. It
means that amoebae of Physarum polycephalum and
Amoeba proteus can modify their own elementary ac-
tions – they possess a kind of “free will”.
4 CONTEXT-BASED GAMES
Let us start with considering preference relations on
the level of neurons. It is known from neurobiol-
ogy that there are two different synaptic effects: (i)
excitatory effect (depolarization) that increases the
membrane potential to make neuron more negative
and to decrease the likelihood of an action potential
BIOSIGNALS 2019 - 12th International Conference on Bio-inspired Systems and Signal Processing
254
and (ii) inhibitory effect (hyperpolarization) that de-
creases the membrane potential to make neuron more
positive and to increase the likelihood of an action po-
tential. So, lateral activation is the structuring of a
neural network so that neurons activate their neigh-
bours to decrease their own responses and lateral in-
hibition is the structuring of a neural network so that
neurons inhibit their neighbours in proportion to their
own excitation. In other words, the more neighbour-
ing neurons stimulated, the less strongly a neuron re-
sponds and the fewer neighbouring neurons stimu-
lated, the more strongly a neuron responds. For ex-
ample, the lateral activation decreases the contrast and
sharpness in visual response to describe more explic-
itly all the edges and regions in the image. In this case
we deal with the so-called low-level vision. The lat-
eral inhibition increases the contrast and sharpness in
visual response to perform an overall action-oriented
interpretation of the scene. It is the so-called high-
level vision.
Swarms are populations which behave as a dis-
tributed network, capable of responding to a wide
range of spatially represented stimuli, for example,
colonies of ants or fungi have such a behaviour. In
their behaviours we can observe effects of neural net-
works with lateral activation and lateral inhibition
mechanisms. It was shown experimentally by us
in our project Physarum Chip: Growing Computers
from Slime Mould that effects of lateral activation and
lateral inhibition are detected in the plasmodium of
Physarum polycephalum, the supergroup Amoebozoa,
phylum Mycetozoa, class Myxogastria. This means
that we can perform experiments how the plasmod-
ium prefers items in the two different modes: within
lateral inhibition and lateral activation. Let us re-
call that the plasmodium is an active feeding stage of
Physarum polycephalum that moves by protoplasmic
streaming and can switch its direction or even multi-
ply in accordance with appropriate attractants (chem-
ical signals which attract the organism) and repellents
(chemical signals which repel it). This behaviour is
intelligent and can be controlled by different locations
of chemical signals attracting and repelling the plas-
modium.
The true slime mould (plasmodium) of Physarum
polycephalum has the following two distinct stages in
responding to signals: first, the sensory stage (per-
ceiving signals) and, second, the motor stage (action
as responding). The effect of lateral activation in the
plasmodium is to decrease contrast between spatial
environmental stimuli at the sensory stage and to split
protoplasmic tubes towards two or more attractants at
the motor stage. The effect of lateral inhibition is to
increase contrast between spatial environmental stim-
uli at the sensory stage and to fuse protoplasmic tubes
towards one attractant at the motor stage. Hence, in
the lateral activation the plasmodium prefers items by
splitting tubes and in lateral inhibition the plasmod-
ium prefers items by fusing the same tubes.
To program the biological computer we need a
context-based game theory we are working on. Its
main presuppositions:
1. Each game can be assumed infinite, because its
rules can change depending on context – to be lat-
erally activated or laterally inhibited.
2. Players can have different levels of mood or reflex-
ion: at the level of lateral activation they are more
unintentional (zero reflexion) and at the level of
lateral inhibition they are much more intentional
and a degree of intentionality depends on a degree
of inhibition.
3. Some utilities can have proto-symbolic meanings
or symbolic meanings. These meanings are results
of accepting (proto-)symbolic values by some
players, e.g. swarms can consider the same item
being laterally inhibited or laterally activated. The
higher symbolism of payoffs, the higher level of
reflexion of appropriate players. On the zero level
of reflexion, the payoffs do not have symbolic
meanings at all. For consensus the players are
looking for joint symbolic meanings.
4. Resistance points for players are reduced to the
payoffs of the zero level of reflexion.
5. The joint (proto-)symbolic meanings can change
through the game if a player increases his/her
level of reflexion.
6. For any game there is performative efficiency,
when all (proto-)symbolic meanings of one player
are shared by other players.
In the case of these new game-theoretic as-
sumptions we can calculate some aspects of (proto-
)symbolic interactions by probabilistic tools in non-
Archimedean numbers (Schumann, 2014). These new
assumptions correspond to bio-inspired game theory
as well as to theory of reflexive games. So, on the one
hand, in bio-inspired game theory all the game moves
are performed under the lateral inhibition or lateral
activation conditions, therefore the swarm behaviour
is not forecasted by additive measures. On the other
hand, in reflexive games players can lie to each other,
therefore their behaviours are not predictable by addi-
tive measures, too.
The context-based game is defined as follows. It
is a tuple
G = h(States
t
)
tN
, Agt, (Act
t,n
)
t,nN
, (Mov
n
t
)
t,nN
,
(Tab
n
t
)
t,nN
i, where
From a Swarm to a Biological Computer
255
States
t
is a (finite) set of states at time t =
0, 1, 2, . . .;
Agt = {1, . . . , k} is a finite set of players;
Act
t,n
is a non-empty set of concurrent actions
with radius n at t = 0, 1, 2, . . ., an element of Act
Agt
t,n
is called a move at time t = 0, 1, 2, . . .;
Mov
n
t
: States
n
t
×Act
Agt
t,n
2
Act
\{
/
0} is a mapping
indicating the available sets of actions to a given
player in a given set of states, n > 0 is said to be a
radius of hybrid actions, a move m
n
Agt
= (m
n
A
)
AAgt
is legal at hs
1
, . . . , s
n
i if m
n
A
Mov
n
(s, A) for all
A Agt, where s = hs
1
, . . . , s
n
i;
Tab
n
t
: States
n
t
× Act
Agt
t,n
States
n
t+1
is the transi-
tion table which associates, with a given set of
states at t and a given move of the players at t,
the set of states at t + 1 resulting from that move.
Let us consider an example of context-based game
for Physarum polycephalum. Let States
0
consist of
attractants a
1
, a
2
, . . . , a
m
0
and zero repellents, States
1
consist of attractants a
1
, a
2
, . . . , a
m
1
and repellents
r
1
, r
2
, . . . , r
k
1
, etc. Suppose, Agt = {1, 2}, i.e. we
have just two players. At t = 0 there are no repellents.
It means that both players are laterally activated and
try to occupy all visible attractants at once. In our
case, there are supposed m
0
visible attractants. So,
at t = 0 we deal with concurrent actions with radius
m
0
. Let l attractants be neighbours for player 1 and
m
0
l attractants be neighbours for player 2. Then
we have l available actions for 1 at t = 0 and m
0
l
available actions for 2 at the same time. At the end of
step t = 0, l attractants are occupied by player 1 and
m
0
l attractants are occupied by player 2.
At time t = 1, there are attractants a
1
, a
2
, . . . , a
m
1
and repellents r
1
, r
2
, . . . , r
k
1
. It means that both play-
ers are laterally inhibited. Let l repellents be neigh-
bours for player 1 and k
1
l repellents be neighbours
for player 2. Then we have l available actions for 1 to
avoid l places at once and k
1
l available actions for
2 to avoid k
1
l places at once, too. After avoiding
all the dangerous places, both player 1 and player 2
decide whether there are some attractants from a
1
, a
2
,
. . . , a
m
1
at free places. It can be a situation that there
are no attractants which can be occupied (they are
too close to repellents). In this case, player 1 moves
to one free place and player 2 moves to another fee
place.
Hence, at time t = 0, 1 the rules of game changed.
At t = 0 it was a lateral activation and t = 1 it was
a lateral inhibition. Therefore, at t = 0, we have a
zero reflexion of both players, but at t = 1 the level
of reflexion increased. It means, while at t = 0 there
were no (proto-)symbolic meanings for both players,
at t = 1 some (proto-)symbolic meanings appeared.
5 CONCLUSIONS
In accordance with behaviourism, any animal be-
haviour based on unconditioned and conditioning re-
flexes can be controlled or even managed by stim-
uli in the environment: attractants (motivational rein-
forcement) and repellents (motivational punishment).
In the meanwhile, there are the following two main
stages in reactions to stimuli: sensing (perceiving
signals) and motoring (appropriate direct reactions
to signals). In our research, the strict limits of be-
haviourism have been studied from the point of view
of symbolic logic and algebraic mathematics: How
far can animal behaviours be controlled by the topol-
ogy of stimuli? In other words, how far can we design
unconventional computers on the basis of animal re-
actions to stimuli?
On the one hand, we can try to design reversible
logic gates in which the number of inputs is the same
as the number of outputs. In our case, the behaviouris-
tic stimuli for swarms are inputs and appropriate reac-
tions of swarms at the motoring stage are outputs. It
means that behaviourism can hold true, indeed. Nev-
ertheless, on the other hand, at the sensing stage the
same signal can be perceived so differently. The prob-
lem is that at the sensing stage even each unicellu-
lar organism can be regarded as a logic gate in which
the number of outputs (means of perceiving signals)
greatly exceeds the number of inputs (signals). It is
connected to actin filament networks and other sub-
cellular protein mechanisms perceiving the stimuli to
react to them in various ways in accordance with the
needs and tasks of the cell at the current moment. As
a consequence, even one cell can resist outside influ-
ences. Hence, we face some strict biological limits
in applying behaviourism. From the standpoint of
symbolic logic and algebraic mathematics, this means
that we cannot examine animal behaviours as con-
ventional spatial algorithms, such as Kolmogorov-
Uspensky machines. The mathematics of animal be-
haviours is much more complicated. The matter is
that we should know how logical-mathematically we
can design logic gates in which the number of inputs
is far exceeded by the number of outputs. The uni-
verse of such incorrect mathematical “functions” is
known for mathematicians well and called by them
non-well-founded. In our research, some new mathe-
matical tools for studying the non-well-founded uni-
verse of animal behaviours were proposed: context-
based games and reflexive games.
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