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Foraging bee flight simulator

by Barry Sinervo © 1998


This is a manual for the virtual reality bee flight simulator. Use this manual in conjunction with CD-ROM software. The flight simulator software is found in the directory, "FORAGING". Double click on the icon "FORAGE.EXE" on windows machines or "FORAGE" on macs to launch the software. See installation and technical support at the back of this manual if you encounter problems in either installation or the performance of the software. If these solutions do not work contact Barry Sinervo at sinervo@biology.ucsc.edu.


Grading for Foraging Labs

Table of Contents

1. Introduction to the Marginal Value Theorem

2. Lesson plans and formulating your own experiments

3. Bee flight instructions and Collecting Data

4. Technical Information

5. Trouble Shooting


 

1. Introduction to the Marginal Value Theorem

The bee foraging in a virtual reality flower patch teaches you the basics of the marginal value theorem. A bee is a classic central place forager that makes round trip flights to forage on flowers. A bee loads up on nectar by visiting multiple flowers during a single flight. The load of nectar becomes costly to carry and a bee experiences diminishing returns from foraging on additional flowers. The marginal gain from visiting one more flower is lower than the time and energy costs entailed in the visit. A bee should return to the hive and unload because foraging on additional flowers is unprofitable. Chapter 6 provides more details on the marginal value theorem.

Goals and Lessons

Your primary goal is to determine the optimal number of flowers to visit per trip. You should stop foraging on additional flowers in a patch when the marginal gains from foraging on one more flower are reduced to the point that efficiency of foraging is compromised. Use the following three lesson plans and study questions to guide you in understanding the basic concepts of optimal foraging. A basic assumption of optimal foraging is tested in the first lesson: does the foraging animal have perfect knowledge regarding its environment? The second lesson derives the basic diminishing return curve that underlies virtually every model of optimal foraging. The third lesson deals with the effect of foraging distance on the optimal solution. You should experiment and devise data collection strategies of your own. Thus, your secondary goal is to form an understanding of the scientific process which includes: hypothesis formulation, experimental design, data collection, and deduction of conclusions from patterns in data.

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2. Lesson plans and formulating your own experiments

Each of the three lesson plans described below should take 1 to 2 hours to complete depending on whether or not you write out formal answers to the questions and turn the answers into a lab report. The lessons can be completed in separate sittings. You do not need to practice with the game before completing the lessons. The information provided in this manual is also found in the simulation. Use the info button to access a synopsis of this study guide and use the help button to access flight and foraging instructions.

You should also devise experiments to satisfy your own curiosity about the simulation and thereby augment the lessons. If you are curious about the performance of the bee, formulate a hypothesis that might explain your "natural history" observations. For example, you might think that flight speed decreases profitability of the nectar reward. The null hypothesis would be that flight speed has no effect on profitability of foraging. The alternative hypothesis would be that flight speed has a negative effect on profitability of foraging because of the increased cost of flight. It is also possible that flight speed might have a positive effect on profitability by decreasing the flight time of each foraging bout. Design an experiment to test your hypothesis. Whereas there is usually only a single null hypothesis, there are often many alternative hypotheses to explain a pattern. Your experiment will minimally consist of a control treatment in which you collect data under a standard set of conditions (e.g., slow flight speed). Then you must vary a single parameter (increase flight speed) and collect similar data under altered or experimental conditions. You plot the data and come to a conclusion about your original hypotheses (e.g., the link between flying performance and feeding performance).

This virtual reality simulation is not meant to be carried out in isolation of real-world observation. I suggest that you go out into a flower patch and watch actual bees foraging. Formulate hypotheses about the performance of real bees. How many flowers do they visit in a patch? Why? Do they fly to another patch before going back to the hive? Devise experiments to test your hypotheses. The simulation should stimulate you in becoming a natural historian of animal behavior. It should also guide you in how experiments might be carried out to test your natural history observations. Whether or not you carry out such experiments depends on your own level of curiosity about the natural world. Being an arm-chair natural historian can be just as rewarding as a natural historian that puts their ideas into practice. The key is to think critically!


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Lesson 1. Learning and Optimal Foraging

We will first test a basic assumption of optimal foraging: does the foraging animal have perfect knowledge regarding its environment? An omniscient forager would instantly know the location of flowers and the return path to the hive. You must learn to fly your bee before you can forage efficiently. In addition, you must learn the location of resources outside the hive. Animals do not have perfect knowledge regarding the environment. You will experience this first hand as you search your environment for flowers, and then have to find your way back to the hive. During your first exercise you will also learn how to fly the bee. Information on flying the bee is provided by clicking the help button. After you have read through the flying instructions carry out the following exercise.

Exercise 1. Begin foraging on flowers outside the hive. On each trip, visit six flowers and return to the hive to deposit the nectar. Use the data button to assess the change in your performance with each bout of foraging. Be prepared to answer the questions listed below.

Question Set 1. Learning and Optimal Foraging

1) Did your efficiency improve with each trip outside the hive? How can you tell this from the data plot? (Describe the axes of the plot in terms of increased performance).

2) List all the factors that lead to your increased performance. Which of these factors limit the performance of a real foraging bee?

3) Was your performance in the earliest trials limited by a lack of information about your environment? What did you learn during foraging?

4) Test your hypotheses regarding learning and optimal foraging by visiting a new patch of flowers. Carry out Lesson 1 on the more distant flower patch. Carefully record the kind of information you learned on each trip [To complete question 4, you will need to learn how to move from patch to patch using "jump nodes" (see p. 5-6 of the help menu).]


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Lesson 2. Marginal Value Theorem: Foraging on flowers at a constant distance

In this lesson we will derive the basic diminishing return curve that underlies virtually every model of optimal foraging. Our null hypothesis is that it should always be better to load up on one more flower and there should not be a drop in gain or cost to loading up on an additional flower. The alternative hypothesis is that we will experience a drop in foraging performance because of the increased costs of foraging. Your job is to identify the potential costs beforehand.

Exercise 2. Assume that you are foraging in a single patch of flowers located a fixed distance from the hive. Just outside the hive you will find a patch of six flowers. To compute the optimal number of flowers to visit, you need to make several flights from the hive. On the first flight, visit one flower. On the second visit two flowers and so on until you have visited at least 15 flowers. On any given landing you can only suck up 10 microliters of nectar from that flower. When you return to the hive, fly your bee over the "unload nectar" button. Landing on unload nectar will store your data in memory. Double click to land your bee. To view a plot, press the data.

Question Set 2. Marginal Value Theorem: Foraging on flowers at a constant distance

1) What is the most profitable number of flowers that the bee should visit when foraging on a nearby patch?

2) How certain are you about your conclusions? The only way to know is to repeat your trials and compare your results. Hit the color data points button in the data menu to alter the color of points collected on round 2 of data collection. Did you get the same answer to question 1?

3) Extend your observations on the marginal value theorem by carrying out the following experiment. Is it most efficient to: a) fly fast on the way out and fast on the way back, b) fly slow on the way out and slow on the way back, c) fly slow on the way out and fast on the way back, iv) fast on the way out and slow on the way back, or d) flight speed is irrelevant.

4) Devise your own hypothesis regarding some other aspect of real bee foraging behavior. Go out into nature to come up with some ideas and experimental designs to test these ideas.


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Lesson 3. Marginal value from central place foraging at distance

In this lesson we will explore the effect of foraging distance on the optimal number of flowers to visit. Assume that you are foraging in two patches of flowers. One patch is located close to the hive and the other is far away from the hive. Just outside the hive you will find the close patch of six that you have already used in your calculation of the optimal number of flowers to visit. There are also several patches that are located some distance from the hive. To reach these patches you must fly to different nodes (instructions on jumping between nodes are found on p. 5 under help). There is one such patch (node) due west of the hive (fly to the right of the screen). Carry out the same exercise as in Lesson 2, but this time visit a more distant patch of flowers. Keep increasing the number of flowers that you visit until you find the number of flowers that maximizes the energy per unit of time. When you have completed the foraging gain curve on the nearby patch of flowers, click color data points button and change the color of data points to keep track of the subsequent foraging flights in the distant patch of flowers (see p. 10).

Question Set 3. Marginal value from central place foraging at distance

1) Should you forage on fewer or more flowers when you are foraging at a distance?

2) Does the size of the bee's crop constrain the ability of the virtual bee to forage at distance? If so, at what flower number does crop size become limiting? Alternatively, is the foraging of the bee constrained by the costs of flight (i.e., do the energy costs of foraging on lots of flower cut into profitability before crop limits profitability)?

3) Identify all of the known constraints on a foraging bee (time costs and energy costs). The bee loses energy as it forages. What are the most costly aspects of foraging? (Go back to the simulation and forage on at least 12 flowers and watch the energy drain as you forage on more and more flowers, and then return back to the hive and watch the energy).

4) Based on the first lesson and your results in the second lesson, can you consider learning to be a constraint on foraging? Does a real bee have to learn about the locations of flowers?


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3. Bee flight instructions and Collecting Data

Main Menu controls

The main menu consists of six buttons. The unload nectar pad can only be activated when the bee lands on it. The data button will display a plot of up to 50 foraging flights. The help button provides flight instructions and other menu controls. The info button provides the complete set of three lesson plans and questions. The quit button will allow you to exit from the program (as will -Q on the mac and Alt-Q on Windows machines). The file button allows you to save a session to disk or open previously saved files.

Overview of controls. The only device with which you can control your bee is the mouse and the space bar on the keyboard. A double click initiates both lift-off and landing. When the bee is in flight, the space bar can be used to jump into and out of the hive, or to move between more distant patches of flowers.

Lift off and Landing. To initiate flight, double click the bee's body. To land on an object, move the bee over it and double click.

Changing direction. Inside the hive the bee buzzes in circles. However, on the outside it flies across a landscape. Flight direction is controlled by moving the mouse cursor in direction of the screen that you want to travel. Move the mouse cursor to the right of the screen and you will fly west (or in a clockwise direction on the navigational aid, see page 12 for an explanation of the map). Move the cursor to the left and you will fly east (or counterclockwise on the navigational aid). Move the cursor to the top and you fly up. Move the cursor down and you fly down.

Exiting and entering the hive. You can exit the hive by flying over the entrance and tapping the space bar. To re-enter the hive, fly the bee over the hive located on the rocks and tap the space bar (do not confuse the real hive with the hive icon in the navigational aid, see p. 12).

Speed. Flight speed is governed by distance of the cursor from the center of the screen. In the middle, the bee hovers. At the edges of the screen the bee motors along at top speed.


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Bee foraging instructions

The flight gauges are useful for assessing your performance on each flight. The upper gauge displays the amount of nectar in your crop. The status indicator to the right will flash "flowing" when there is still nectar in the flower and it will flash "flower empty" when you have drained the flower of 10 microliters of nectar. It only takes a real bee seconds to empty a flower. When you have drained a flower move on to another flower. It is possible to return to a flower during a single foraging bout. The flower refills after about one minute. This allows you revisit flowers and forage on up to 15 flowers as your crop is 150 microliters in size. The fuel gauge indicates your remaining reserves. Monitor the fuel and speed gauges as you fly to determine changes in energy costs during a single bout of foraging away from the hive. You will be warned when you are low on fuel.

Landing on a flower. To land on a flower, move the bee over it and double click. You will know if the flower has been hit because the nectar gauge flashes "nectar -- flowing"

Flower empty. When you have temporarily emptied a flower of nectar the gauge will flash "flower empty". In this simulation, each flower gives a constant reward of 10 mircoliters of nectar.

Crop Full. Your crop is limited in size and reflects one of the physical constraints on central place foraging. In this simulation, your crop can hold 150 mircoliters of nectar. You must return and empty your load. Once in the hive, land your bee on the unload nectar pad.

Energy Drain. Powered flight in bees costs a great deal of energy. Flight costs are governed by a squared power law. Flight drag is proportional to the frontal surface area of the the bee flying through air. Flying with a load is also more expensive (see p. 11 for performance enhancing tips).


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Collecting Data

The unload nectar Pad. Landing on the unload nectar pad appends the data to your data set.

Collecting a new datum requires a foraging trip in search of nectar, and a return trip to the hive. The data from the foraging trip will be saved when you land your bee on the nectar pad. The information from a single foraging flight is added to your data set when you land your bee on the nectar pad. Your complete records are appended with each new flight from the hive. When you land on the pad, vital statistics are automatically displayed regarding nectar and fuel gauges. The most important piece of data is given by net reward:

Net reward = Energy Gain - Energy Use.


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Plotting and managing your data

While the net reward is a very useful statistic, by itself, it does not convey efficiency. It might take as long as hour to collect a reward or as little as two minutes. Pressing the data button will display a plot of the entire data set. In this beta version, only 50 records can be collected in any given session. However, you can save each session and open it up to review your results. Plotting the net reward against time spent foraging is one useful measure of efficiency. In this simulation we equate profitability with efficiency. There are many possible measures of efficiency and profitability (see Chapter 6). The efficiency or profitability of foraging is given by:

Profitability or Efficiency = (Energy Gain - Energy Use)/Flight Time.

Information on the efficiency of foraging from several different flights can be found by pressing the "data button" on the main menu. Efficiency for a single foraging bout is given by the line that connects the origin and a single point. The most efficient foraging bout has the line with steepest slope. A shallow slope would reflect a less efficient foraging trip. Efficiency = (Nectar Gain - Energy Use)/Flight Time. The simulation identifies the line with steepest slope in red or blue, and also plots the number of flowers visited beside this point.

The Clear Data button in the plot menu allows you to remove all data from memory. This is necessary because the ability to plot data in the current simulation is limited to 30 data points (any more data on the screen also becomes confusing). You may want to use the save button before clearing the data from memory (see below). You can review saved data at a later time. Alternatively, you can save an incomplete session and complete the work at a later time. The Set Color of Data Points button in the plot menu allows you to toggle between red and blue data points. Pressing the button will label the data collected on subsequent flights with the new color. You could use this button to compare foraging on near and far patches of flowers. The save button in the main menu allows you to save the work from a session and return at a later time to complete the session. Use the file button to open a previously saved file. Opening an existing file will clear the contents of the memory so you may want to use the save button before using the file button.


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Tips Optimal foraging and efficiency

Efficient flight speed. Play around with the flight speed that maximizes foraging efficiency. The optimal flight speed when heading to a patch may differ from the optimal flight speed when heading back to the hive fully loaded. It may be wise to maximize speed and minimize time on the way out but minimize energy drain on the return flight. Experiment! The flight speed is determined by how far the mouse is from the center of the screen (the bee crawls in the center and races along at maximum speed at the edges).

Number of floral visits. The energy drain on the return flight is largely governed by the nectar load which is a direct function of flower visits. In lesson II (see Info menu), you will experiment with varying the number of flowers that you visit

Monitor your change in performance as you learn. Compare your foraging efficiency early on with your efficiency as you learn where flowers are located. How can you best adjust your strategy of foraging? The data plot is useful to graph your improving performance.


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Navigational aids

The bee's external world consists of patches. Each patch is a panorama that provides 360 degrees of movement. Moving east or west in a patch will fly you in a circle. When you see the sun, you are facing due south. The navigational map tells you what your current position is relative to the hive, the sun (south) or nodes that lead to other patches. Distance from the center of the circle gives your distance from the center of the patch (which can also result in altitude gain!). The sun is drawn in the down position on the map, reflecting our convention to put north up (the sun tracks through the southern part of the sky in the northern hemisphere of the planet). However, on the panorama, the sun is in a specific direction and your shadow also gives you clues about your current direction in the panorama. The location of the hive is given by the hive icon. If it is not present you are in a patch located some distance from the hive. The red points are jump nodes that allow you to move from patch to patch.


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Visiting more distant flower patches

The mouse cursor changes from an arrow to a four-pointed arrow when you fly your bee over the hive exit or entrance. The changing cursor tells you that you are over a "node" that can be used to jump into or out of the hive. When the four-pointed cursor is active, you can tap the space bar and move to a new location in the world. Besides the hive entrance, there are other jump nodes (red points on the navigational aid) located around the landscape. The nodes take you to flower patches that are located further from the hive. The optimal number of flowers to visit should change as you get further from the hive (see Lesson 3, p. 5). Returning to the hive requires one or more return jumps from these more distant patches.


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4. Technical Information

System Requirements

The CD-ROM provides all the files you will need to run the virtual reality simulation of a foraging bee on both Windows 98 (Pentium series) and Macintosh PowerPC computers. The large screen version of the simulation (640X480) should run directly off the CD-ROM on high end machines (generally clock speeds of 150 megaHertz's or better) with at lest a 10X CD-ROM drive. Should you experience performance problems, another streamlined version of the simulation is provided. You should have a color monitor that supports 256 colors (setting the monitor to millions of colors may actually slow performance and will not improve your video display). Try running the 1000's of color software on a friend's computer or a computer at school that has a higher bit-depth color monitor. You should not need a video card to achieve good performance, but it will definitely help, especially with the 640X480 pixel version of the game.


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Installation

You will need Apple's Quicktime 3.0 (for windows and macintosh). I have provided copies of this software on the CD-ROM in the quickTime folder. Windows users should read the documentation provided with Apple's 3.0 for installation. In addition, the latest version of the software for Windows and Macs can be found at: http://www.quicktime.apple.com.

Should you experience performance problems (e.g., the frame rate slows down at times) then you might try copying the main movie file ("FORAGE.EXE" for windows, and "FORAGE" for the mac) to a folder on your hard drive. You will need about 24 megabytes of free space. Launch the version of the software that you copied onto the hard drive. You should not need to copy any of the other files from the CD-ROM. However, if you have about 140 megabytes of free space, you could copy the entire simulation directory to your hard drive to achieve the best possible performance. This is especially true for computers equipped with a CD-ROM that has a drive speed of 6X or less.

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5. Trouble Shooting

Frequently Asked Questions

I can't get my bee to fly. Double click on the bee and it will take flight.

I can't land my bee. Double click on the bee and it will land. If you are hovering over a flower (e.g., covering the flower with the bee), the bee will land on that flower and drink the nectar from the flower.

I can't get out of the hive. You first need to take off. Double click on the bee and it takes flight. Next maneuver the bee over the exit hole of the hive and hit the space bar.

I can't get back into the hive. You first have to find the hive. It looks like a huge piece of honey comb with a hole in it. The navigational aid (upper left corner of the "heads-up display") will indicate the location of the hive, if it is currently in the patch in which you are flying. When the hive comes into view, hover the bee over the hive and hit the space bar. If the hive does not show up on the heads up display, then it is located in a more distant node. You need to use a jump node and fly to another patch in search of the hive (see navigational aid and visiting more distant patches in the flight instructions).

The simulation stutters and skips. Your computer is too slow to handle the video of the large version of the movie (e.g., 640X480 pixels). The large movie is meant for fast machines. Try running the smaller 480X320 pixel movie. If you have about 15 megabytes of free hard disk space see the installation instructions for additional tips on improving performance.


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Error Messages

Error Message: No Nectar in your Crop. This message comes up when you land on the unload Nectar button, but you do not have any Nectar to Unload. To load up on nectar, you need to leave the hive. Move your bee over the hive exit, and hit the space Bar. Flowers await you outside the hive. For additional assistance on flying your bee push the help button in the game interface of refer to Flight instructions.

Error Message: No Data in Memory. This message comes up when you push the data button, but you do not have any Data in memory. To generate data you need to make multiple foraging trips out of the hive. Try varying the number of flowers that you visit on each trip. To load up on nectar, you need to leave the hive. Move your bee over the hive exit, and hit the space Bar. Flowers await you outside the hive. Hover your bee directly over the flower and double-click to land on the flower.

Error Message: You have exceeded the memory limits. The program only supports the plotting of 50 data points. Save your data. Use the clear data button to remove the data set, and then start up another round of simulations.


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