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Topic: Boids


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  Boids - Wikipedia, the free encyclopedia
Boids, developed by Craig Reynolds in 1986, is an artificial life program, simulating the flocking behaviour of birds.
As with most artificial life simulations, Boids is an example of emergent behaviour; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules.
Boids work in a manner similar to cellular automata, since each boid "acts" autonomously and references a neighbourhood, as do cellular automata.
en.wikipedia.org /wiki/Boids   (217 words)

  
 CBofN - BOIDS Documentation
Simulate a flock of boids according to rules that deter- mine their individual behaviors as well as the ``physics'' of their universe.
A boid greedily attempts to apply four rules with respect to its neighbors: it wants to fly in the same direction, be in the center of the local cluster of boids, avoid collisions with boids too close, and main- tain a clear view ahead by skirting around others that block its view.
Copying: attempt to move in the average direction of that all boids that can be seen are moving in.
mitpress.mit.edu /books/FLAOH/cbnhtml/boids.html   (434 words)

  
 Boids -- Facts, Info, and Encyclopedia article   (Site not responding. Last check: 2007-08-19)
Boids, developed by (additional info and facts about Craig Reynolds) Craig Reynolds in 1986, is an (additional info and facts about artificial life) artificial life application simulating the (additional info and facts about flocking) flocking behaviour of birds.
As with most artificial life simulations, Boids is an example of (additional info and facts about emergent) emergent behaviour; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules.
Boids work in a manner similar to (additional info and facts about cellular automata) cellular automata, since each boid "acts" autonomously and references a neighbourhood, as do cellular automata.
www.absoluteastronomy.com /encyclopedia/b/bo/boids.htm   (202 words)

  
 The Boids
Boids are computer generated fish, birds, or insects that exhibit the flocking behavior and show that the phenomenom of flocking is a decentralized activity.
The Boid class contains most of the information to draw the birds using their coordinates, set the colors of the boids, move the boids to the next step in their simulated flight, and import the parameter values used by the birds.
This was concluded because the boids in the simulation with the three simple rules appeared to be flocking, while in the simulation without the three rules did not show flocking behavior.
www.geocities.com /SiliconValley/Vista/1069/Boid.html   (2270 words)

  
 Boids - Wikipedia, the free encyclopedia
Boid also refers to some species of boa snakes.
The movement of Boids can either be characterized as chaotic (splitting groups and wild behaviour) or orderly.
The boids framework is often used in computer graphics, providing realistic-looking representations of flocks of birds and other creatures, such as schools of fish or herds of animals.
en.wikipedia.org /wiki/Boid   (217 words)

  
 Boids Pseudocode
This is an explanation of the boids algorithm explained with the use of pseudocode.
If two boids are very close to each other it's probably because they have been flying very quickly towards each other, considering that their previous motion has also been restrained by this rule.
That way the boids are actually discouraged from going too near the ground, and when they do go to the ground they land gently rather than ploughing into it as there is an upward push from the bounding rule.
www.vergenet.net /~conrad/boids/pseudocode.html   (2311 words)

  
 Flocks, Herds, and Schools
Boid is a simulated bird-like object, i.e., it exhibits this type of behavior.
If a boid is close to the center of the flock this will have little effect (since the boid density will be uniform), but if it is on the edges then it will have a greater effect.
The sensitivity of a boid to its neighbors is governed by two parameters: it is only sensitive to neighbors within a sphere of a certain radius (centered on the boid itself), and the degree of sensitivity is an inverse exponential of distance, so it is dependent upon the value of the exponent.
www.siggraph.org /education/materials/HyperGraph/animation/art_life/flocks.htm   (1332 words)

  
 Flock Applet: Boids in Java
This is a demonstration of the boids model of bird flocking (and related group motion) written as a Java applet.
This boids swarm applet (with source code) was developed by Jawed Karim, Thomas Bak and Dan Durand as part of an interactive presentation on Artificial Life prepared for the ThinkQuest competition for students aged 12 to 18.
Boids Applet by Kazuhiro Yoshida ("moriq") uses color coding to indicate number of nearby flockmates for each boid.
www.red3d.com /cwr/boids/applet   (976 words)

  
 Roadmap-based methods for flocki
The total repulsion vector for a given boid is generated by summing all the repulsion forces from other boids within the repulsion range.
This rule prevents a boid from attempting to reach a larger group on the other side of the obstacle, which would result in repeated collisions with the obstacles (See Figure 2.3.1 for details).
With out this rule, the separated boid might never catch up to the group, because either the group is moving too fast or the separated boid is moving too slow.
www.cs.umd.edu /~mount/Indep/Kevin/Webpage   (3138 words)

  
 Genesis of Artificial Life by Terry Smith
As they flew, the boids would notice what their neighbors were doing--as though they were cells in a cellular automaton--and apply that information to their own actions in the next time step.
Initially, all boids start out moving in the same direction, but since they are randomly position in the top-left corner of the screen, they immediately begin moving away from each other and adjusting their directions.
Each boid, for instance, would detect the center of gravity within the radius it was aware of and move toward that point.
terrysmith.net /archives/collegehomepage/research/alife/genesis.html   (4785 words)

  
 3D Boids Simulation
Boids were originally invented by Craig Reynolds and are quite simply a model of the flocking, herding or schooling behaviours observed with intelligent lifeforms.
Boid behaviour therefore is a good model of a cellular automaton, where there can be an emergence of group behaviour.
But the essence and underlying framework for all boid simulations, is just the deployment of the first three simple rules to produce the complex and fascinating emergent behaviour.
www.navgen.com /3d_boids   (391 words)

  
 Aron Helser
For instance, if the boids are targeting a position, often they will orbit the target, because they are moving too quickly and do not have sufficient acceleration to turn towards the target and hit it.
Boids with a low maximum acceleration seem relatively relaxed in their behavior, while those with a high maximum acceleration seem quick and aggressive.
The boids who are not it have their target positions updated with It's position, and they can ignore It, move towards or away from It, depending on how hard the user wants the game of Tag to be.
www.cs.unc.edu /~helser/239/finalproj/239_final_paper.htm   (1969 words)

  
 Boids   (Site not responding. Last check: 2007-08-19)
One method of reducing the complexity is to limit each boids awareness of other boids to those immediately adjacent, or those in line of sight.
Since the boids had perfect world knowledge, the basic boid algorithm resulted in a flock that was perfectly equidistant with an average velocity of zero.
In fact one of the most interesting and compelling aspects of the boids model is that while good behavior can be achieve by a fairly simple model, the behavioral model can be easily expanded or augments to achieve greater degrees of verisimilitude.
www.flamingsword.com /joel/Projects/boids.html   (672 words)

  
 Artificial Life : Boids   (Site not responding. Last check: 2007-08-19)
'Boids uses three very simple rules which are used by each individual, as such these rules capture the global behaviour of the flock.
The boids model was so successful at simulating flocking as well as other co-ordinated animal motion such as fish schools that it has been used in many films.
A more practical use of boids is the simulation of people as they enter a football ground, which can be used to arrange crowd control measures.
www.scs.leeds.ac.uk /ugadmit/cogsci/alife/boid.htm   (254 words)

  
 Craig Reynolds: Flocks, Herds, and Schools: A Distributed Behavioral Model
Flock centering causes the boid to fly in a direction that moves it closer to the centroid of the nearby boids.
The centroid of the neighborhood boids is displaced from the center of the neighborhood toward the body of the flock.
The boids stay near one another (flock centering) but always maintain prudent separation from their neighbors' (collision avoidance), and the flock quickly becomes "polarized"-its members heading in approximately the same direction at approximately the same speed (velocity marching); when they change direction they do it in synchronization.
www.cs.toronto.edu /~dt/siggraph97-course/cwr87   (9077 words)

  
 Boids - GameDev.Net Discussion Forums   (Site not responding. Last check: 2007-08-19)
For a 2D boids demo all you need is to be able to draw a rotated image on screen, and move it around.
The first thing I did today was get a flock of 15 or so stationary boids, all initialised with random location and random orientation, and then generate their sensory regions before applying the 'turn to neighbours heading' rule.
I think by boids he means entities controlled by a flocking algorithm.
www.gamedev.net /community/forums/viewreply.asp?ID=1957142   (959 words)

  
 New code for boids, fish schooling
This version of Boids uses a movement formulation that is fairly elaborate and difficult to explain.
The movement algorithm is nearly the same as in Werk's Boids, which means that it is not as simple and understandable as ClupeoidsV2 but (therefore?) produces more interesting behavior.
(Boids had an error in its toroidal space implementation that was not easily fixable.) 2.
www.swarm.org /pipermail/modelling/2000-October/002733.html   (728 words)

  
 Brookings: Center on Social and Economic Dynamics   (Site not responding. Last check: 2007-08-19)
Another, earlier one was Craig Reynolds's "boids," short for "birdoids." To the human observer, bird flocking appears to follow some centralized control due to the sheer size and complexity of the flock.
His agents, which he called boids, each followed a few simple directives; the behavior that emerged was eerily like flocking in nature.
So much so, in fact, that the boids were used as a starting point for computer animators who needed to animate flocks for Hollywood films.
www.brook.edu /dybdocroot/es/dynamics/models/history.htm   (701 words)

  
 EdGames: Boids of a Feather Flock Together
Cohesion: Head for the perceived center of mass of the boids in your immediate neighborhood.
In short, each boid acts entirely on its own; there are no overarching instructions for the entire population.
Even when they begin in random positions all over the computer landscape, the boids inevitably arrange themselves into flocks, even after flying around an obstacle.
edweb.sdsu.edu /courses/edtec670/edgames/2002/11/boids-of-feather-flock-together.htm   (142 words)

  
 Boids (Flocks, Herds, and Schools: a Distributed Behavioral Model)
The neighborhood is characterized by a distance (measured from the center of the boid) and an angle, measured from the boid's direction of flight.
The boids model is an example of an individual-based model, a class of simulation used to capture the global behavior of a large number of interacting autonomous agents.
Finding the nearby flockmates of a given boid then requires examining only the portion of the flock which is within the general vicinity.
www.red3d.com /cwr/boids   (5331 words)

  
 Genetically Engineered Battle Boids   (Site not responding. Last check: 2007-08-19)
The term 'boids' was first coined by Craig Reynolds in 1986 as the name for his computer simulation of 'coordinated animal motion', or flocking.
Whether toted as a study of bees, flies, frogs, boids, birds, fish, ants, or any other flocking animal, the underlying idea behind flocking algorithms is that complex behavior can emerge from a seemingly innocuous set of rules obeyed locally by each individual in the flock.
Degree of cowardice (i.e., the point at which the boid deems it prudent to bravely run away from a boid in another flock).
web.media.mit.edu /~lifton/proj/Boids   (666 words)

  
 CS161 Program 1: Flocking   (Site not responding. Last check: 2007-08-19)
At its lowest setting this slider allows the boids the collide (the distance at which they avoid another boid becomes zero), but at its default and up to that point the boids do not collide.
The boids try to avoid each other as they travel along the lanes and turn around once they reach the ends of the lane.
This is caused by not having enough boids to take every slot in the road the whole time they are traveling, so sometimes you will have more at one end than at the other.
people.ucsc.edu /~stc/161prog2/cs161_p1.html   (495 words)

  
 [No title]
Each cell [A,B] represents whether boid A can // see boid B. The contents of the matrix are described further in the // visMatrix macro in boid.c++ // The reason for this matrix is to drastically reduce the computational // complexity of determining which boids are visible to the others.
By default this value is equal to the z // component of the bDimensions passed to the constructor.
All boids // have access to this list, and use it to determine where all the other // boids are.
www.cs.unc.edu /~helser/239/finalproj/Boid.h   (1532 words)

  
 CS 527 Lecture 9
Movement is controlled by simple physics and 3 steering behaviours based on information perceived about the limited neighbourhood around the boid.
Boids move along their local positive Z axis.
When turning the acceleration down swings outward so the boid rolls to keep the axis aligned.
www.evl.uic.edu /aej/527/lecture09.html   (490 words)

  
 Scientific American: ARTIFICIAL LIFE: Boids of a Feather Flock Together   (Site not responding. Last check: 2007-08-19)
So he programmed his a-life creations, which he whimsically dubbed "boids," to follow just three rules.
And third, always move toward the center of the pack of nearby boids.
Reynolds's boids seem to support the fascinating theory of emergent behavior, which describes how complex social interactions can arise when individuals obey a few rudimentary but very special rules.
www.sciam.com /print_version.cfm?articleID=000BA3D0-DC88-1C72-9B81809EC588EF21   (1508 words)

  
 Boids (Short for Birdoid)
Craig Reynolds developed the Boids algorithm (short for Birdoid) in 1986 to simulate flocking/schooling behavior.
Conrad Parker's Boids - a realistic woodland scene with a flock of birds flying and alighting; or at the beach; no controls, but nice to look at (home page for download).
Boids - by Chris Boone and Sam Hillier; with examples from life.
www.jmu.edu /geology/evolutionarysystems/programs/boids.shtml   (357 words)

  
 Boids - DevMaster.net Forums
The point of this app is to show off the boids algorithm, and there are 3 flocks of boids that will fly around the scene following random waypoints.
Yes a boid is one simulated bird, but could just as easily be a fish, or if limited to a 2d plane it could be a member of a herd.
Web search for boid algorithm, it is as known in behavioral AI as A* is known in pathfinding.
www.devmaster.net /forums/showthread.php?t=2052   (548 words)

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