Swarmbot: Experimental Results
Win rate, performance benchmarks, and game tree exploration maps comparing three swarm intelligence algorithms against a Monte Carlo baseline in Othello. This page accompanies the published journal article ↗.
Win Rate Results
The following results reflect each algorithm's win percentage when competing against bots on eOthello. Monte Carlo Tree Search serves as the single-agent baseline — each of the three swarm methods (Ant Colony, Firefly, Cuckoo Bird) uses multiple agents in parallel to compare against it. Results are ordered by win percentage descending.
Ant Colony Optimization achieves the highest win rate (61%), with pheromone trails reinforcing the most successful paths across agents. The genetic algorithm-based swarms — Cuckoo Bird (43%) and Firefly (41%) — both outperform the Monte Carlo baseline (36%). This confirms the central thesis of the paper: multiple agents using swarm behaviors cover more of the game tree and converge on stronger strategies faster than a single Monte Carlo agent navigating at random. Monte Carlo's lower win rate is expected — it applies no coordination between agents and relies entirely on random playouts to estimate move quality.
Parallel Execution Performance
Performance was measured by timing how long each swarm takes to complete 3,000 dives in parallel across varying agent counts. Monte Carlo Tree Search operates as a single agent with no inter-agent coordination, so its performance is measured for one agent only. The three swarm methods — Ant Colony, Firefly, and Cuckoo Bird — rely on multiple agents working simultaneously, so performance is measured across a range of agent counts to show how they scale.
Game Tree Exploration Maps
The following tree maps visualize how each algorithm explores the Othello game tree. Each node represents a distinct game state reached during search. Green nodes indicate paths leading toward higher win probability; red nodes indicate paths toward lower win probability. Color intensity reflects the degree of confidence the algorithm has assigned to that path based on its internal scoring mechanism.
Monte Carlo Tree Search
The Monte Carlo tree map shows faded, diffuse coloring throughout early levels. This reflects the algorithm's use of random playouts to evaluate nodes — wins and losses are not differentiated until all simulations for a position are complete and a move is selected. Early-level nodes therefore appear roughly uniform in color intensity. Some definition emerges at deeper levels as a larger number of simulations converge on a particular move, but the pattern remains scattered compared to guided search algorithms.
Ant Colony Optimization
The Ant Colony tree map shows a markedly more targeted exploration pattern than Monte Carlo. Pheromone trails deposited on paths that lead to wins steer successive agents toward high-value subtrees from early in the search. This produces visibly stronger color definition at shallower depths. A residual probability of deviating from the pheromone trail prevents premature convergence and allows continued exploration of neighboring branches — observable as occasional outlier nodes diverging from the dominant color clusters.
Firefly Algorithm
The Firefly tree map begins similarly to Monte Carlo — agents initialize with random positions in the search space, producing diffuse early-level coloring. Fireflies gravitate toward the brightest firefly in the swarm; brightness corresponds to a better position in the game tree. As agents converge on brighter (higher-fitness) neighbors, the search focuses on more promising subtrees. This fitness-based attraction accelerates color definition compared to Monte Carlo's purely random traversal, with the convergence signature becoming visible as the genetic algorithm progresses across generations.
Cuckoo Bird Search
Cuckoo Bird exhibits a similar exploration profile to Firefly — random initial dispersal followed by genetic convergence toward winning strategies. The cuckoo bird mechanism works by laying "eggs" (candidate solutions) in other nests. Those that are discovered are either removed or the nest relocates; those that survive pass on a genetic algorithm toward the optimal path. This survival-and-inheritance mechanism produces a convergence pattern similar to Firefly but with additional variance introduced by the nest-relocation behavior, which can surface winning paths through wider jumps in the search space.
References & Links
- Blaha, C. (2022). Swarmbot: Swarm Intelligence for Game Tree Search. UNCA Journal of Undergraduate Research. View published article ↗
- eOthello — online Othello competition platform. eothello.com ↗
- Swarmbot source code repository. github.com/theguy951357/swarmbot ↗
- Google Charts API — tree map and scatter chart visualizations. developers.google.com/chart ↗