Summary

Particle swarm optimisation (PSO) is a population-based optimisation algorithm inspired by social search. Each particle remembers its own best position (pbest) and is also pulled toward the best position discovered by the swarm (gbest). Unlike a genetic algorithm, PSO does not rely on crossover and mutation; it updates positions through velocity and memory. (Brabazon, O’Neill and McGarraghy, Natural Computing Algorithms, see source-natural-computing-algorithms)

Key ideas

  • Each particle has a position, velocity, personal best, and access to global best.
  • Search quality comes from mixing inertia, self-correction, and social influence.
  • PSO is often easier to apply to continuous parameter tuning than GA.

In practice

Game uses:

  • tuning AI weights
  • balancing numeric parameters
  • searching level-generator parameters
  • evolving controller settings without hand-tuning every variable

Evidence

  • The source frames PSO as superior to blind random search because it preserves both memory of past success and social communication across the swarm.
  • The particle’s next move depends on previous velocity plus attraction toward pbest and gbest, which gives the method both momentum and convergence pressure.

Implications

  • PSO is often a good fit when the search space is continuous and you are optimising parameters rather than symbolic plans.
  • It pairs well with simulation-based evaluation in games, where a candidate can be run and scored repeatedly.

Open questions

  • Which game-design tuning problems in this vault would make the clearest PSO teaching example?
  • Should PSO eventually get a Unity visual demo similar to the Nature of Code examples?

genetic-algorithms · neuroevolution · machine-learning-games · source-natural-computing-algorithms