This book presents fundamental theoretical results for designing
object-oriented programming languages for controlling swarms. It studies
the logics of swarm behaviours. According to behaviourism, all
behaviours can be controlled or even managed by stimuli in the
environment: attractants (motivational reinforcement) and repellents
(motivational punishment). At the same time, there are two main stages
in reactions to stimuli: sensing (perceiving signals) and motoring
(appropriate direct reactions to signals). This book examines the strict
limits of behaviourism from the point of view of symbolic logic and
algebraic mathematics: how far can animal behaviours be controlled by
the topology of stimuli? On the one hand, we can try to design
reversible logic gates in which the number of inputs is the same as the
number of outputs. In this case, the behaviouristic stimuli are inputs
in swarm computing and appropriate reactions at the motoring stage are
its outputs. On the other hand, the problem is that even at the sensing
stage each unicellular organism can be regarded as a logic gate in which
the number of outputs (means of perceiving signals) greatly exceeds the
number of inputs (signals).