![]() ![]() The Boids model can be used for direct control and stabilization of teams of simple unmanned ground vehicles (UGV) or micro aerial vehicles (MAV) in swarm robotics. It was for instance used in the 1998 video game Half-Life for the flying bird-like creatures seen at the end of the game on Xen, named "boid" in the game files. 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. Unexpected behaviours, such as splitting flocks and reuniting after avoiding obstacles, can be considered emergent. The movement of Boids can be characterized as either chaotic (splitting groups and wild behaviour) or orderly. This steer defines the chance of the boid to become a leader and try to escape. Hartman and Benes introduced a complementary force to the alignment that they call the change of leadership. Olfaction was used to transmit emotion between animals, through pheromones modelled as particles in a free expansion gas. ![]() extended the basic model to incorporate the effects of fear. ![]() The basic model has been extended in several different ways since Reynolds proposed it. More complex rules can be added, such as obstacle avoidance and goal seeking. cohesion: steer to move towards the average position (center of mass) of local flockmates.alignment: steer towards the average heading of local flockmates.separation: steer to avoid crowding local flockmates.The rules applied in the simplest Boids world are as follows: As with most artificial life simulations, Boids is an example of emergent behavior 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. ![]()
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