Flocking behavior using rule-based system
This final year project is the extension of existing project with code name FAME. FAME is a C# language game engine software application to study and simulate steering behaviours of multi autonomous agents. Before this FYP, several steering behaviours has been studied and implemented. One of the...
Saved in:
Main Author: | |
---|---|
Other Authors: | |
Format: | Final Year Project |
Language: | English |
Published: |
2011
|
Subjects: | |
Online Access: | http://hdl.handle.net/10356/44836 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Nanyang Technological University |
Language: | English |
Summary: | This final year project is the extension of existing project with code name FAME. FAME is a C# language game engine software application to study and simulate steering behaviours of multi autonomous agents.
Before this FYP, several steering behaviours has been studied and implemented. One of the most interesting behaviour is flocking. It also includes behaviours like arrival, goal seeking, and wandering. Flocking algorithm is developed to attempt simulating the beautiful natural phenomenon of a collective motion of a large number of entities. Examples like flocks of thousand birds, schools of countless fish or great herds of animals (In computer science, ―this gathering of mass individuals are commonly termed flocking). The task is to design and implement various behaviour rules for the autonomous agents. The rules will define how the agent will react/move in different scenarios. For example, take the fishes in an aquarium. If food was dropped into the tank, the fishes will cluster around to eat the food.
Instead of confining FAME to provide some pre-defined set of states and rules, we would like game developers whom are using FAME to be able to design, customize and implement their own set of FSM easily to meet their game/application requirement. |
---|