Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Computer vision for computer interaction
ACM SIGGRAPH Computer Graphics
Queue - Game Development
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
CEC '02 Proceedings of the Evolutionary Computation on 2002. CEC '02. Proceedings of the 2002 Congress - Volume 02
AtomSwarm: a framework for swarm improvisation
Evo'08 Proceedings of the 2008 conference on Applications of evolutionary computing
Real-time neuroevolution in the NERO video game
IEEE Transactions on Evolutionary Computation
Follow the mob: an innovative approach for roaming characters in MMO games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Hi-index | 0.00 |
The swarm metaphor stands for dynamic, complex interaction networks with the possibility of emergent phenomena. In this work, we present two games that challenge the video player with the task to indirectly guide a complex swarm system. First, the player takes control of one swarm individual to herd the remainder of the flock. Second, the player changes the interaction parameters that determine the emergent flight formations, and thereby the flock's success in the game. Additionally, a user-friendly interface for evolutionary computation is embedded to support the player's search for well-performing swarm configurations.