Autonomous boids

@article{Hartman2006AutonomousB,
  title={Autonomous boids},
  author={Christopher Hartman and Bedrich Benes},
  journal={Computer Animation and Virtual Worlds},
  year={2006},
  volume={17}
}
The classical work of bird‐like objects of Reynolds simulates polarized motion of groups of oriented particles, bird‐like objects, or simply boids. To do this, three steering vectors are introduced. Cohesion is the tendency of boids to stay in the center of the flock, alignment smoothes their velocities to similar values, and separation helps them to avoid mutual collisions. If no impetus is introduced the boids wander somewhat randomly so an external leading force is necessary for the correct… 
Flocking Boids with Geometric Vision, Perception and Recognition
TLDR
This work creates a more realistic model of avian vision by including the possibility of a variety of geometric vision ranges and simple visual recognition based on what boids can see, and a perception algorithm has been implemented which can determine similarity between any two boids.
Robotic Herding of a Flock of Birds Using an Unmanned Aerial Vehicle
TLDR
An algorithm for enabling a single robotic unmanned aerial vehicle to herd a flock of birds away from a designated volume of space, such as the air space around an airport, is derived using a dynamic model of bird flocking based on Reynolds' rules.
Emergence of Swarming Behavior: Foraging Agents Evolve Collective Motion Based on Signaling
TLDR
This paper presents a model of evolved artificial agents, able to develop swarming using only their ability to listen to each other’s signals, and exemplifies the effect communication can have on optimal search patterns in collective groups of individuals.
Non-equilibrium dynamics of a bird flock in marginalized ordering states
Dynamics of a bird flock becomes rather unpredictable when approaching the well-aligned states. The flock remains sensitive to changes and makes spontaneous turning, partial breaking and reunifying,
Emergence of order in leader-follower Boids-inspired systems
  • Israel Dunk, H. Abbass
  • Computer Science
    2016 IEEE Symposium Series on Computational Intelligence (SSCI)
  • 2016
TLDR
It is demonstrated that an incremental and systemic design of the reward function is sufficient to reproduce Reynolds' rules from zero domain knowledge and that the solution is robust against shifts caused by evolutionary dynamics.
Herding of a Flock of Agents Using Single Robot
In this paper, an algorithm is proposed for enabling a single robot to herd a flock of agents to a designated space or tracking a specified trajectory. The herding algorithm is designed using a
Modeling flocks with perceptual agents from a dynamicist perspective
TLDR
A simulation framework in which agents are endowed with a sensing device, an oscillator network as controller and actuators to interact with the environment and it is concluded that the metaphor of symbolic information processing should be replaced by that of sensory‐motor coordination in problems of multi‐agent organizations.
Boids On Wheels A Proof of Concept Study of the Boid as a Vehicle
The following project is a proof of concept study exploring the feasibility of simulating traffic as a multi-agent system, with the individual vehicle being implemented as a boid as defined by C.
Marginalized ordering and adaptive reaction time in bird flocks.
We develop a model for a rich dynamics of a flock in a marginalized ordering state. The aim is to present an inter-individual coordination mechanism that keeps a flock constantly ready to respond to
Critical mass in the emergence of collective intelligence: a parallelized simulation of swarms in noisy environments
TLDR
An abstract agent-based swarming model based on the evolution of neural network controllers is extended, to explore further the emergence of swarming and applies techniques from astrophysics known as treecodes to compute the signal propagation, and efficiently parallelize for multi-core architectures.
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 14 REFERENCES
Flocks, herds and schools: A distributed behavioral model
TLDR
This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually, an elaboration of a particle systems, with the simulated birds being the particles.
Artificial fishes: physics, locomotion, perception, behavior
TLDR
A framework for animation that can achieve the intricacy of motion evident in certain natural ecosystems with minimal input from the animator is proposed and a physics-based, virtual marine world is developed.
Constrained animation of flocks
TLDR
A new technique for the generation of constrained group animations is described that improves on existing approaches in two ways: the agents in the authors' simulations meet exact constraints at specific times, and their simulations retain the global properties present in unconstrained motion.
Steering Behaviors For Autonomous Characters
TLDR
This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner by dividing motion behavior into three levels.
Autonomous behaviors for interactive vehicle animations
TLDR
This work combines real-time path planning and a simplified physics model to automatically compute control actions to drive a vehicle from an input state to desirable output states based on a behavior cost function.
Realistic modeling of bird flight animations
TLDR
A physics-based method for synthesis of bird flight animations that computes a realistic set of wingbeats that enables a bird to follow the specified trajectory and model the bird as an articulated skeleton with elastically deformable feathers.
Crowdbrush: interactive authoring of real-time crowd scenes
TLDR
A novel approach to create complex scenes involving thousands of animated individuals in a simple and intuitive way by employing a brush metaphor, analogous to the tools used in image manipulation programs, to distribute, modify and control crowd members in real-time with immediate visual feedback.
Group motion graphs
TLDR
This work introduces Group Motion Graphs, a data-driven animation technique for groups of discrete agents, such as flocks, herds, or small crowds, that shows realistic motion at significantly reduced computational cost compared to simulation, and improved control.
Adaptive Crowd Behaviour to Aid Real-Time Rendering of a Cultural Heritage Environment
TLDR
This paper attempts to influence the crowd dynamics to maintain the frame rate, without this becoming apparent to the user, in a virtual reality tour of a medieval town.
Crowd modelling in collaborative virtual environments
TLDR
A crowd modelling method is presented which aims to create a sense of group presence to provide a more realistic virtual world and an adaptive display is presented as a key element to optimise the needed information to keep an acceptable frame rate during crowd visualisation.
...
1
2
...