Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
Complex behaviours through modulation in autonomous robot control
IWANN'05 Proceedings of the 8th international conference on Artificial Neural Networks: computational Intelligence and Bioinspired Systems
Discrete-time backpropagation for training synaptic delay-based artificial neural networks
IEEE Transactions on Neural Networks
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In this paper we present a software tool for the automatic design of collective behaviors in animated feature films. The most successful existing commercial solutions used in animation studios require an explicit knowledge by the designer of the AI or other techniques and involve the hand design of many parameters. Our main motivation consists in developing a design tool that permits creating the behaviors of the characters from a high level perspective, using general concepts related to the final desired objectives, and to judge these behaviors from a visual point of view, thus abstracting the designer from the computational techniques in the system core. In this case, a bioinspired approach has been followed consisting in the incremental generation of controllers for simulated agents using evolution. An example of flocking activity is created with the system.