EXTENDED ABSTRACTAgent Based Modeling (ABM) is a bottom-up approach that has been used to study adaptive group (collective) behavior. ABM is an analogical system that aids ethologists in constructing novel hypotheses, and allows the investigation of emergent phenomena in experiments that could not be conducted in nature [15], [2], [12], [11]. Many studies in ethology have formalized mathematical models of collective migration behavior [1], but few have examined the impact of phenotypic traits (such as lifetime length) on the learning and evolution of collective migration behavior [9], [4].The first objective of this research is to test the impact of agent lifetime length on the adaptation of collective migration behaviors in a virtual environment. Agent behavior is adapted with a hybrid Particle Swarm Optimization (PSO) method that integrates learning and evolution. Learning (lifetime learning) refers to a process whereby agents learn new behaviors during their lifetime [13], [3]. Evolution (genetic learning) refers to behavioral adaptation over successive lifetimes (generations) of an agent population [5].The second objective is to demonstrate these hybrid PSO methods are appropriate for modeling the adaptation of collective migration behaviors in an ABM. The motivation is that PSO methods combined with evolution and learning approaches have received little attention as ABMs for potentially addressing (supporting or refuting) hypotheses posited in ethological literature.The task was for an agent group (flock) to locate a migration point during a simulated season in a virtual environment, where a season consisted of X simulation iterations.Thus, varying flock lifetime length (L, where L ≤ X ) varied the number of flock lifetimes (generations) per season. A flock's task performance was measured as the average distance of the flock from the migration point at the end of a season (measured over S seasons).This study implemented three PSO method variants: PSO-CA, PSO-LT and PSO-GT, extending classical PSO [6] with lifetime and genetic learning, and only lifetime and genetic learning, respectively. PSO [6] with only local best (lbest) update and ring neighborhood topology [10] (of a given radius) was used. At each iteration of a flock's lifetime, each particle's fitness was calculated as the inverse of the particle's distance to a migration point. Each particle was initialized with a zero velocity, and could move up to a maximum distance of 0.04 (as as portion of the environment's dimensions) per iteration. All parameter values in this study were derived experimentally, such that minor changes produced negligibly different results for the comparative methods.At each PSO iteration, each particle's personal best fitness (pbest) was compared with the current best particle fitness within its neighborhood (lbest). If any particle's fitness was greater than lbest, then that particle was set as the new lbest. The lbest only update was used so as to emulate the limited sensory information available to flocking animals in natu...