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Esta habilidad aplica optimización de colonias de hormigas y teoría de forrajeo para buscar eficientemente en grandes espacios de solución, equilibrando la exploración de nuevas opciones con la explotación de las conocidas y buenas. Ayuda a desplegar exploradores, reforzar rutas exitosas, detectar rendimientos decrecientes y adaptar estrategias dinámicamente. Úsela cuando la búsqueda por fuerza bruta sea impracticable, necesite asignar recursos entre oportunidades inciertas o para diagnosticar convergencia prematura en óptimos locales.
Instalación rápida
Claude Code
Recomendadonpx skills add pjt222/agent-almanac -a claude-code/plugin add https://github.com/pjt222/agent-almanacgit clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/forage-resourcesCopia y pega este comando en Claude Code para instalar esta habilidad
Documentación
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-swarmw/ 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.
- 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
- Information landscape:
- How much known about locations before foraging?
- Scouts share info w/ foragers? (see
coordinate-swarmfor signal design) - Static or changing while foraging?
- 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.
- Allocate scout % (start 20-30% of available)
- 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)
- 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.
- Forager follows trail + finds good:
- Reinforce signal (increase strength)
- Reinforced → more foragers → more reinforcement → exploitation
- Forager follows trail + finds nothing:
- No reinforce (trail decays naturally)
- Weakening → fewer foragers → fades → exploration resumes
- 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.
- Track yield/effort each active site:
- Increasing → healthy, continue
- Flat → approach saturation, begin scouting alts
- Decreasing → diminishing, reduce foragers, increase scouts
- Marginal value theorem:
- Compare current yield vs avg across known sites
- Current drops below avg → time to leave
- Factor travel cost (switching to new)
- 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.
- 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)
- Monitor strategy-env mismatch:
- High effort, low yield → too exploitative
- High discovery, low follow-through → too exploratory
- Oscillating yield → switching too aggressively
- 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 designbuild-consensus— swarm must collectively agree which patches prioritizescale-colony— scaling operations as landscape/swarm growsassess-form— morphic for system current state, complementary to landscapeconfigure-alerting-rules— alerting applicable to diminishing returnsplan-capacity— capacity planning shares explore-exploit framingforage-solutions— AI self-application variant; maps ant colony to single-agent solution exploration w/ scout hypotheses + trail reinforcement
Repositorio GitHub
Frequently asked questions
What is the forage-resources skill?
forage-resources is a Claude Skill by pjt222. Skills package instructions and resources that Claude loads on demand, so Claude can perform forage-resources-related tasks without extra prompting.
How do I install forage-resources?
Use the install commands on this page: add forage-resources to Claude Code as a plugin, or clone its repository into your skills directory, then restart Claude so it picks up the skill.
What category does forage-resources belong to?
forage-resources is in the Other category, tagged ai.
Is forage-resources free to use?
Yes. forage-resources is listed on AIMCP and free to install. It runs inside Claude, so no separate service account is required to use the skill itself.
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