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   Message 403 of 1,954   
   Alfie [UK] to All   
   Re: An "overseer" agent for virtual crow   
   11 Aug 04 21:04:01   
   
   XPost: comp.ai.games, comp.ai.alife   
   From: me@privacy.net   
      
   On Tue, 10 Aug 2004 19:04:23 GMT, Juhan Leemet    
   wrote:   
      
   >On Wed, 04 Aug 2004 04:13:27 +0000, Jonathan Dinerstein wrote:   
   >> It seems to me that one of the strengths of virtual crowds is that,   
   >> through emergent behavior, rich simulations can result from simple   
   >> agent AI.  However, I've had some troubles achieving specific crowd   
   >> behavior due to the emergent behavior.  However, it's a pain to lay   
   >> out in detail everything that the crowd is supposed to do (and   
   >> arguably breaks the underlying concept anyway).   
   >   
   >Wasn't there some software that modeled the behaviour of a flock of birds?   
   >I think it ran on *nix? You might investigate that. I would guess that (at   
   >least at superficial levels) flocks of birds, schools of fish, crowds, all   
   >move with similar dynamics. If you're trying to model more complex   
   >behaviour, like what makes a crowd "get ugly" and start to riot, then I   
   >imagine that would be a lot more complex. Not in the behavioural sciences,   
   >I don't know if anyone has done any simulations or models like that.   
      
   I assume that you're referring to boids ? Craig Reynolds has much of his   
   research into that available on-line at http://www.red3d.com/cwr/steer/   
   and have a look at the 'flocking' and 'crowd path following' models.   
      
   The wealth of links from that page will also keep you busy on the   
   subject for a while :)   
      
   --   
   Alfie   
      
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