Research Article
Autonomous boids
Article first published online: 14 JUN 2006
DOI: 10.1002/cav.123
Copyright © 2006 John Wiley & Sons, Ltd.
Issue
1546-427X/asset/cover.gif?v=1&s=bf6e65177d0877921b695716e7abb7b41f1feca4)
Computer Animation and Virtual Worlds
Special Issue: CASA 2006
Volume 17, Issue 3-4, pages 199–206, July 2006
Additional Information
How to Cite
Hartman, C. and Benes̆, B. (2006), Autonomous boids. Comp. Anim. Virtual Worlds, 17: 199–206. doi: 10.1002/cav.123
Publication History
- Issue published online: 14 JUN 2006
- Article first published online: 14 JUN 2006
- Manuscript Accepted: 10 MAY 2006
- Manuscript Revised: 2 MAY 2006
- Manuscript Received: 10 APR 2006
- Abstract
- References
- Cited By
Keywords:
- flock;
- boid;
- computer animation;
- artificial life;
- procedural animation;
- particle system
Abstract
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 flock behavior. As can be observed during the bird flocking in the fall, birds sometimes move in a way that is not captured by the above described framework. Some of the birds, typically the ones on the edge of the flock, suddenly shoot-off. The flock then pursues this leader. In the original work by Reynolds the cohesion and separation are two complementary steers. We introduce a complementary force to the alignment that we call the change of leadership. This steer defines the chance of the boid to become a leader and try to escape. The leadership is derived from the boid position and the flock eccentricity. If a boid is on the front edge of the flock it has a higher chance to escape. Escaping from the flock is simulated as a sequence of velocity increases that are added to the current velocity of the boid. The entire system is easy to implement, is efficient, and runs simulations of hundreds of boids on a standard computer at 30 frames per second. Our system is aimed to real-time simulations and has the potential to be used in games, crowd simulations, etc. Copyright © 2006 John Wiley & Sons, Ltd.

1546-427X/asset/CAV_left.gif?v=1&s=2241761cd5fadd2ab7722ff1e6970e096e2cdd54)
1546-427X/asset/CAV_right.gif?v=1&s=1398f59d5daab6a1919d8434b98a56fe172cb9e9)