A simulation application may be modeled as a set of interacting entities within an environment. Such applications can be represented as a graph with a one-to-one mapping between vertices and entities and between edges and communications. As for classical applications, performances depend directly on a good load balancing of the entities between available computing devices and on the minimization of the impact of the communications between them. However, both objectives are contradictory and good performances may be achieved if and only if a good trade off is found. Our method for finding such a trade off leans on a bio-inspired method. We use competitive colonies of numerical ants, each one depositing colored pheromones, to find organizations of highly communicating entities.