[
CogSci Summaries home |
UP |
email
]
http://www.jimdavies.org/summaries/
Reynolds, C. W. (1987), Flocks, herds, and schools: A distributed
behavioral model, Computer Graphics, 21(4):25-34.
@Article{,
author = {Craig W. Reynolds},
title = {Flocks, herds, and schools: A distributed
behavioral model},
journal = {Computer Graphics},
year = {1987},
OPTvolume = {21},
OPTnumber = {4},
OPTpages = {25--34},
OPTmonth = {July},
}
Author of the summary: Jim R. Davies, 2000, jim@jimdavies.org
Cite this paper for:
- particle system
- it's hard to measure the success of flocking simulations.
- birds flock using local information about neighbors.
The paper is online at
http://www.cs.toronto.edu/~dt/siggraph97-course/cwr87/.
Shows how to make a graphical representation of flocking, herding,
etc. of animals based on a particle system. Scripting the individual
paths would be tedious, so have each particle choose a path based on
the dynamic environment.
Previous work
- Amkraut, Girard & Karl: bird flying simulation. Force field
animation system. there are rejection forces around each
bird. They avoid collisions.
- Sims: behaviorally controlled particles. Not recognized as flocks.
- particle systems have modeled fire, smoke, clouds, water,
etc. But most particles don't interact with one another. (???)
The birds in the simulation are called "boids." Cute. :P
Anyway they are 'actors' which is a technical term. Actors are
computational abstractions that encompass process, procedure, and
state. They are similar to objects in an OOP system. They are like
communicating virtual computers.
The system has a model of flight, taking into account lift, pitch,
yaw, intertia, etc.
Birds flocking seem to balance between staying together and not
colliding. Other heuristics are flock centering, which is the desire
to be in the center of the flock. Here that just means the center of
the nearest 2 or 3 flockmates. This means that as long is the boid is
near its neighbors it does not care what the rest of the flock
does. This allows for the flock splitting up for an obstacle, which is
exactly what happens. When boids were set to go toward the actual
center of the flock, they all flew in together, which was all
wrong. The limited perception of birds accounts partially for the
behavior we recognize as flocking. In this model there is no computer
vision; boids just have limited information access.
Behaviors have strengths. These are used to help the boid decide what
to do. If you do it naively, though, sometimes conflicting vectors
will cancel each other out and the system will not do anything but fly
straight ahead.
To deal with this problem the behaviors are prioritized. There is a
fixed amount of acceleration that can be allocated. They are put in
one at a time. This allows the most pressing needs to go first.
For avoiding objects, there are two models:
- force field. objects emenate a repulsion field that is stronger
the closer you are. Problems: go to it head on and you will crash. You
should ignore things beside you, not avoid them. More long range planning.
- steer-to-avoid. Only consider obstacles directly in front. Steer
to one body length away from the object's silhouette.
Summary author's notes:
Back to the Cognitive Science Summaries homepage
Cognitive Science Summaries Webmaster:
JimDavies
(jim@jimdavies.org)
Last modified: Wed Mar 1 20:43:56 EST 2000