UI はローカライズ済みです。スキルの紹介と説明文書は選択した言語へ AI が自動翻訳し、コード・コマンド・パス・専門用語は原文のままです。原作者の文書が優先されます。
スキルを探す
運用・デプロイ · SKILL.md

forage-resources

forage-resources

Apply ant colony optimization and foraging theory to resource search, exploration-exploitation tradeoffs, and distributed discovery. Covers scout deployment, trail reinforcement, diminishing returns detection, and adaptive foraging strategy selection. Use when searching a large solution space where brute-force enumeration is impractical, balancing investmen…

Independent GitHub snapshot · Automated classification · Original documentation governs

スキルの説明

GitHub

name: forage-resources locale: caveman-ultra source_locale: en source_commit: 82c77053 fence_basis_commit: 82c77053 translator: "Julius Brussee homage — caveman" translation_date: "2026-04-24" description: > Apply ant colony optimization and foraging theory to resource search, exploration-exploitation tradeoffs, and distributed discovery. Covers scout deployment, trail reinforcement, diminishing returns detection, and adaptive foraging strategy selection. Use when searching a large solution space where brute-force enumeration is impractical, balancing investment between exploring new approaches and deepening known good ones, optimizing resource allocation across uncertain opportunities, or diagnosing premature convergence on local optima. license: MIT allowed-tools: Read metadata: author: Philipp Thoss version: "1.0" domain: swarm complexity: intermediate language: natural tags: swarm, foraging, ant-colony-optimization, exploration-exploitation

Forage Resources

Apply foraging theory + ant colony opt → systematically search, evaluate, exploit distributed resources — balance exploration unknown vs exploitation known yields.

Use When

  • Search large solution space, brute-force impractical
  • Balance invest between explore new vs deepen known good
  • Optimize resource alloc across uncertain opportunities
  • Design search strategies distributed teams/automated agents
  • Diagnose premature convergence (stuck local optima) or perpetual wandering (never commit)
  • Complement coordinate-swarm w/ specific resource-discovery patterns

In

  • Required: Resource being sought (info, compute, talent, solutions, opportunities)
  • Required: Search space (size, structure, known features)
  • Optional: Current strategy + failure mode
  • Optional: N available scouts/searchers
  • Optional: Cost exploration vs cost exploitation failure
  • Optional: Time horizon (short-term exploitation vs long-term exploration)

Do

Step 1: Map Landscape

Characterize resource env → select strategy.

  1. Resource type + distribution:
    • Concentrated: cluster rich patches (talent in specific communities)
    • Distributed: spread evenly (bugs across codebase)
    • Ephemeral: appear + disappear (market opportunities)
    • Nested: rich patches contain sub-patches diff scales
  2. Information landscape:
    • How much known about locations before foraging?
    • Scouts share info w/ foragers? (see coordinate-swarm for signal design)
    • Static or changing while foraging?
  3. Cost structure:
    • Cost per scout deployed (time, compute, money)
    • Cost exploiting low-quality (opportunity cost)
    • Cost missing high-quality (regret)

→ Characterized landscape w/ distribution, info, cost. Determines foraging model.

If err: completely unknown → max exploration (all scouts, no exploit) for fixed budget → build initial map. Switch to model once character clear.

Step 2: Deploy Scouts w/ Trail Marking

Exploratory agents into search space + instructions mark what find.

  1. Allocate scout % (start 20-30% of available)
  2. Scout behavior:
    • Move through space randomized/systematic
    • Evaluate each location (quick not deep)
    • Mark discoveries w/ signal strength proportional to quality:
      • High quality → strong trail
      • Medium → moderate
      • Low → weak or no signal
    • Return info to collective (signal deposit, report, broadcast)
  3. Scout pattern:
    • Random walk: unknown, uniform landscapes
    • Levy flight: long jumps + local clustering — patchy
    • Systematic sweep: grid/spiral — bounded, well-defined
    • Biased random: lean toward similar previous finds — clustered

→ Scouts deployed, depositing signals proportional to quality. Initial map emerges from reports.

If err: nothing initial sweep → (a) scout % too low (increase 50%), (b) wrong pattern (random walk → Levy flight for patchy), (c) quality miscalibrated (lower detection threshold).

Step 3: Trail Reinforcement

Positive feedback loops amplify successful paths, let unsuccessful fade.

  1. Forager follows trail + finds good:
    • Reinforce signal (increase strength)
    • Reinforced → more foragers → more reinforcement → exploitation
  2. Forager follows trail + finds nothing:
    • No reinforce (trail decays naturally)
    • Weakening → fewer foragers → fades → exploration resumes
  3. Reinforcement params:
    • Deposit: proportional to quality
    • Decay rate: trails lose X%/time
    • Saturation cap: max strength (prevents runaway single path)
Trail Reinforcement Dynamics:
┌─────────────────────────────────────────────────────────────────────┐
│                                                                     │
│  Strong trail ──→ More foragers ──→ If good: reinforce ──→ EXPLOIT │
│       ↑                                                      │      │
│       │                              If bad: no reinforce    │      │
│       │                                     │                │      │
│       │                                     ↓                │      │
│  Decay ←── Weak trail ←── Fewer foragers ←── Trail fades    │      │
│       │                                                      │      │
│       ↓                                                      │      │
│  No trail ──→ Scouts explore ──→ New discovery ──→ New trail ↗      │
│                                                                     │
└─────────────────────────────────────────────────────────────────────┘

→ Self-regulating loop: good attract, poor abandoned. Balance via trail dynamics.

If err: all converge single trail (premature convergence) → decay too slow or cap too high. Increase decay, lower cap, or random exploration mandates (10% ignore trails). Fade too fast → reduce decay.

Step 4: Diminishing Returns

Monitor yields → know when shift exploit back to explore.

  1. Track yield/effort each active site:
    • Increasing → healthy, continue
    • Flat → approach saturation, begin scouting alts
    • Decreasing → diminishing, reduce foragers, increase scouts
  2. Marginal value theorem:
    • Compare current yield vs avg across known sites
    • Current drops below avg → time to leave
    • Factor travel cost (switching to new)
  3. Trigger scouting waves:
    • Overall yield across all drops below threshold
    • Best-performing exploited longer than expected lifetime
    • Env change detected (new signals from unexplored areas)

→ Swarm shifts between exploit (known-good) + exploration (scouts dispersed), driven by monitoring not arbitrary schedules.

If err: stays depleted too long → marginal threshold too low or travel cost too high. Recalibrate via actual rates. Abandons good too early → threshold too sensitive, add smoothing window.

Step 5: Adapt Strategy

Select + switch strategies based on env feedback.

  1. Match to landscape:
    • Rich, clustered: commit heavy discovered patches (high exploit)
    • Sparse, scattered: high scout ratio (high explore)
    • Volatile, changing: short decay, frequent scouting waves (adaptive)
    • Competitive: faster reinforcement, pre-emptive marking (territorial)
  2. Monitor strategy-env mismatch:
    • High effort, low yield → too exploitative
    • High discovery, low follow-through → too exploratory
    • Oscillating yield → switching too aggressively
  3. Adaptive switching:
    • Rolling avg explore-to-exploit ratio
    • Ratio drifts too far from optimal (by landscape type) → nudge back
    • Gradual transitions — abrupt cause coordination chaos

→ System adapts balance to env, maintains effectiveness as conditions change.

If err: adaptation unstable (oscillating) → damping: require mismatch persist N time units before shift. No strategy works → reassess Step 1 landscape, distribution may be more complex than assumed.

Check

  • Landscape characterized (distribution, info, cost)
  • Scout % + pattern defined + deployed
  • Trail reinforcement loop functional (deposit, decay, saturation)
  • Diminishing returns triggers rebalance exploit → explore
  • Strategy-env match monitored + adaptive switching
  • System recovers landscape changes (new/depleted)

Traps

  • Premature convergence: All pile on first good find, ignore better. Cure: mandatory exploration %, trail saturation caps, decay.
  • Perpetual exploration: Scouts find new but swarm never commits. Cure: lower quality threshold for reinforcement, reduce scout %.
  • Ignore travel costs: Switching has cost. Constantly jumping similar-quality → waste travel > gain. Factor travel into marginal value.
  • Static strategy dynamic landscape: Optimized for yesterday fails tomorrow. Build adaptation into loop not afterthought.
  • Conflate scout + forager quality: Good scouts (broad, quick) + good foragers (deep, thorough) require diff skills. Don't force both roles.

→

  • coordinate-swarm — foundational coordination underpinning signal design
  • build-consensus — swarm must collectively agree which patches prioritize
  • scale-colony — scaling operations as landscape/swarm grows
  • assess-form — morphic for system current state, complementary to landscape
  • configure-alerting-rules — alerting applicable to diminishing returns
  • plan-capacity — capacity planning shares explore-exploit framing
  • forage-solutions — AI self-application variant; maps ant colony to single-agent solution exploration w/ scout hypotheses + trail reinforcement
保存したスキル