The society of mind
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Action-selection in hamsterdam: lessons from ethology
SAB94 Proceedings of the third international conference on Simulation of adaptive behavior : from animals to animats 3: from animals to animats 3
Affective computing
The computational beauty of nature
The computational beauty of nature
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Artificial Life: An Overview
Computer Animation, Second Edition: Algorithms and Techniques
Computer Animation, Second Edition: Algorithms and Techniques
Modeling emotions and other motivations in synthetic agents
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
On the use of virtual animals with artificial fear in virtual environments
New Generation Computing
AI opponents with personality traits in Überpong
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Fear and the behaviour of virtual flocking animals
ECAL'07 Proceedings of the 9th European conference on Advances in artificial life
Behavioural reactive agents to define personality traits in the videogame Überpong
Transactions on edutainment I
Hi-index | 0.00 |
This paper extends Reynolds' flocking algorithm to incorporate the effects of emotions, in this case fear. Sheep are used as a typical example of flocking mammals and an autonomous agent architecture with an action selection mechanism incorporating the effects of emotion is linked to the standard flocking rules. Smell is used to transmit emotion between animals, through pheromones modelled as particles in a free expansion gas. Preliminary results show that more realistic flocking behaviour is produced.