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{{short description|Artificial life program, developed by Craig Reynolds in 1986, which simulates the flocking behaviour of birds}}
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[[File:Boids OpenGL example.webm|thumb|在[[[ OpenGL ]]中创建的 Boids 示例]]
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{{Use mdy dates|date=July 2011}}
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{{for|the reptilian family|Boidae}}
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'''鸟群算法 Boids'''是模拟鸟类群集行为的人工生命项目,由'''克雷格·雷诺兹 Craig Reynolds'''于1986年开发。该模型基于常用于计算机动画或计算机辅助设计的计算机三维几何。他关于这个主题的论文发表在1987年的 ACM SIGGRAPH(美国计算机协会计算机图形专业组组织的计算机图形学顶级年度会议)会议记录上。<ref>{{Cite book | last1=Reynolds| first1=Craig| title=Flocks, herds and schools: A distributed behavioral model.| year=1987 |journal=SIGGRAPH '87: Proceedings of the 14th Annual Conference on Computer Graphics and Interactive Techniques| publisher=Association for Computing Machinery | pages=25–34| isbn=978-0-89791-227-3| doi=10.1145/37401.37406| citeseerx=10.1.1.103.7187}}</ref>“ boid”是“ bird-oid object”的缩写,指一个类鸟对象。<ref>{{Cite journal| last1=Banks| first1=Alec| last2=Vincent| first2=Jonathan| last3=Anyakoha| first3=Chukwudi | title=A review of particle swarm optimization. Part I: background and development|date=July 2007| journal=Natural Computing| volume=6| issue=4| pages=467–484| doi=10.1007/s11047-007-9049-5| citeseerx=10.1.1.605.5879}}</ref>恰巧,“boid”也是纽约都市方言中“bird”的发音。
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[[File:Boids OpenGL example.webm|thumb|A Boids example created in [[OpenGL]]]]
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A Boids example created in [[OpenGL]]
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在[[[ OpenGL ]]中创建的 Boids 示例
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'''Boids''' is an [[artificial life]] program, developed by [[Craig Reynolds (computer graphics)|Craig Reynolds]] in 1986, which simulates the [[Flocking (behavior)|flocking]] behaviour of [[Bird|birds]]. His paper on this topic was published in 1987 in the proceedings of the [[Association for Computing Machinery|ACM]] [[SIGGRAPH]] conference. <ref>{{Cite book
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Boids is an artificial life program, developed by Craig Reynolds in 1986, which simulates the flocking behaviour of birds. His paper on this topic was published in 1987 in the proceedings of the ACM SIGGRAPH conference. <ref>{{Cite book
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| last1=Reynolds
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最后1雷诺
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| first1=Craig
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| first1=Craig
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第一名: 克雷格
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| author1-link=Craig Reynolds (computer_graphics)
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| author1-link=Craig Reynolds (computer_graphics)
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| author1-link Craig Reynolds (计算机图形学)
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| title=Flocks, herds and schools: A distributed behavioral model.
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| title=Flocks, herds and schools: A distributed behavioral model.
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羊群、畜群和学校: 一个分布式的行为模型。
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| year=1987
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| year=1987
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1987年
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数字
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| journal=SIGGRAPH '87: Proceedings of the 14th Annual Conference on Computer Graphics and Interactive Techniques
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| journal=SIGGRAPH '87: Proceedings of the 14th Annual Conference on Computer Graphics and Interactive Techniques
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87: 第14届计算机图形学与互动技术年度会议论文集
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| publisher=[[Association for Computing Machinery]]
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| publisher=Association for Computing Machinery
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| 出版商计算机协会
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| pages=25–34
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| pages=25–34
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第25-34页
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| isbn=978-0-89791-227-3
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| isbn=978-0-89791-227-3
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[国际标准图书编号978-0-89791-227-3]
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| doi=10.1145/37401.37406
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| doi=10.1145/37401.37406
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10.1145 / 37401.37406
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| citeseerx=10.1.1.103.7187
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| citeseerx=10.1.1.103.7187
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10.1.1.103.7187
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}}</ref>
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}}</ref>
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{} / ref
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The name "boid" corresponds to a shortened version of "bird-oid object", which refers to a bird-like object.<ref>{{Cite journal
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The name "boid" corresponds to a shortened version of "bird-oid object", which refers to a bird-like object.<ref>{{Cite journal
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| last1=Banks
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| last1=Banks
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1 Banks
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| first1=Alec
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首先 Alec
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| last2=Vincent
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最后2文森特
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| first2=Jonathan
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| first2=Jonathan
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第二名: 乔纳森
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| last3=Anyakoha
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| last3=Anyakoha
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3 / lastanyakoha
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| first3=Chukwudi
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| first3=Chukwudi
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| first3 Chukwudi
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| title=A review of particle swarm optimization. Part I: background and development
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| title=A review of particle swarm optimization. Part I: background and development
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2012年10月12日 | 标题: 粒子群优化的回顾。第一部分: 背景与发展
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|date=July 2007
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|date=July 2007
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2007年7月
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| journal=Natural Computing
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| journal=Natural Computing
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自然计算杂志
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| volume=6
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第六卷
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第四期
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| pages=467–484
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| pages=467–484
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第467-484页
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| doi=10.1007/s11047-007-9049-5
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| doi=10.1007/s11047-007-9049-5
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10.1007 / s11047-007-9049-5
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| citeseerx=10.1.1.605.5879
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| citeseerx=10.1.1.605.5879
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10.1.1.605.5879
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}}</ref> Incidentally, "boid" is also a New York Metropolitan dialect pronunciation for "bird".
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}}</ref> Incidentally, "boid" is also a New York Metropolitan dialect pronunciation for "bird".
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} / ref
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'''鸟群算法 Boids'''是模拟鸟类群集行为的人工生命项目,由'''克雷格·雷诺兹 Craig Reynolds'''于1986年开发。该模型基于常用于计算机动画或计算机辅助设计的计算机三维几何。他关于这个主题的论文发表在1987年的 ACM SIGGRAPH(美国计算机协会计算机图形专业组组织的计算机图形学顶级年度会议)会议记录上。“ boid”是“ bird-oid object”的缩写,指一个类鸟对象。恰巧,“boid”也是纽约都市方言中“bird”的发音。
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--[[用户:Dorr|Dorr]]([[用户讨论:Dorr|讨论]])补充自http://www.red3d.com/cwr/boids/:It was based on three dimensional computational geometry of the sort normally used in computer animation or computer aided design.
      
{{multiple image|direction=vertical|image1=Rule separation.gif|caption1=Separation|image2=Rule alignment.gif|caption2=Alignment|image3=Rule cohesion.gif|caption3=Cohesion|header=Rules applied in simple Boids}}
 
{{multiple image|direction=vertical|image1=Rule separation.gif|caption1=Separation|image2=Rule alignment.gif|caption2=Alignment|image3=Rule cohesion.gif|caption3=Cohesion|header=Rules applied in simple Boids}}
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As with most artificial life simulations, Boids is an example of [[emergence|emergent]] behavior; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules.  The rules applied in the simplest Boids world are as follows:
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As with most artificial life simulations, Boids is an example of emergent behavior; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules.  The rules applied in the simplest Boids world are as follows:
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与大多数人工生命模拟一样,Boids 是'''涌现 Emergent'''行为的一个例子; 也就是说,Boids 的复杂性来自于遵循一系列简单规则的个体代理(这里是 Boids)的相互作用。在最简单的Bolds 世界中适用的规则如下,其描述了鸟群中的个体如何根据周边同伴的位置和速度移动:
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* '''separation''': [[wikt:steer#Verb 2|steer]] to avoid crowding local flockmates
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* '''alignment''': steer towards the average heading of local flockmates
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* '''cohesion''': steer to move towards the average position (center of mass) of local flockmates
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与大多数人工生命模拟一样,Boids 是[[涌现 Emergent]]行为的一个例子; 也就是说,Boids 的复杂性来自于遵循一系列简单规则的个体代理(这里是 Boids)的相互作用。在最简单的Bolds 世界中适用的规则如下,其描述了鸟群中的个体如何根据周边同伴的位置和速度移动:
    
* '''分离 Separation''': 移动以避开群体拥挤处
 
* '''分离 Separation''': 移动以避开群体拥挤处
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* '''靠近 Cohesion''': 朝群体的平均位置(质心)移动
 
* '''靠近 Cohesion''': 朝群体的平均位置(质心)移动
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每个 boid 个体都可以得知整体的几何参数,但群体要求其只对其周围某个小邻近范围作出反应。该邻近范围由一个距离(从该个体的中心算起)和一个角度(从其飞行方向算起)决定。此范围外的同伴不予考虑。该临近范围可以认为是一个有限知觉的模型(就像浑水中的鱼一样);但更恰当的想法可能是,其定义了鸟群影响了个体转向的区域范围。
 
每个 boid 个体都可以得知整体的几何参数,但群体要求其只对其周围某个小邻近范围作出反应。该邻近范围由一个距离(从该个体的中心算起)和一个角度(从其飞行方向算起)决定。此范围外的同伴不予考虑。该临近范围可以认为是一个有限知觉的模型(就像浑水中的鱼一样);但更恰当的想法可能是,其定义了鸟群影响了个体转向的区域范围。
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--[[用户:Dorr|Dorr]]([[用户讨论:Dorr|讨论]])补充自http://www.red3d.com/cwr/boids/:Each boid has direct access to the whole scene's geometric description, but flocking requires that it reacts only to flockmates within a certain small neighborhood around itself. The neighborhood is characterized by a distance (measured from the center of the boid) and an angle, measured from the boid's direction of flight. Flockmates outside this local neighborhood are ignored. The neighborhood could be considered a model of limited perception (as by fish in murky water) but it is probably more correct to think of it as defining the region in which flockmates influence a boids steering.
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More complex rules can be added, such as obstacle avoidance and goal seeking.
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More complex rules can be added, such as obstacle avoidance and goal seeking.
      
可以添加更复杂的规则,如避障和寻找目标。
 
可以添加更复杂的规则,如避障和寻找目标。
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该基本模型自雷诺兹提出以来,已用多种方法扩展。例如,Delgado-Mata <ref>{{cite journal|first1= Carlos | last1= Delgado-Mata|first2= Jesus Ibanez | last2= Martinez|first3= Simon | last3= Bee|first4= Rocio | last4= Ruiz-Rodarte|first5= Ruth | last5= Aylett|title= On the use of Virtual Animals with Artificial Fear in Virtual Environments
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|journal= New Generation Computing|volume=25 |issue=2 |pages= 145–169|date=2007|doi= 10.1007/s00354-007-0009-5}}</ref>等人扩展基本模型以加入恐惧的影响。利过一种可用自由膨胀气体中的粒子模拟的信息素,动物间用嗅觉来传递情感。'''哈特曼 Hartman'''和'''贝内斯 Benes'''<ref>{{cite journal|first1= Christopher | last1= Hartman|first1= Christopher | last1= Hartman|first2= Bedr̆ich |last2= Benes̆|title= Autonomous boids|journal= Computer Animation and Virtual Worlds|volume=17 |issue=3–4 |pages= 199–206|date=July 2006|doi= 10.1002/cav.123}}</ref>为定位过程引入了一种补充力量,他们称之为领导权的更迭。这条决定了某只鸟成为领导者及试图逃跑的机会。
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The basic model has been extended in several different ways since Reynolds proposed it. For instance, Delgado-Mata et&nbsp;al.<ref>
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The basic model has been extended in several different ways since Reynolds proposed it. For instance, Delgado-Mata et&nbsp;al.<ref>
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{{cite journal
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{{cite journal
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{引用期刊
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|first1= Carlos | last1= Delgado-Mata
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|first1= Carlos | last1= Delgado-Mata
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卡洛斯,德尔加多,马塔
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|first2= Jesus Ibanez | last2= Martinez
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|first2= Jesus Ibanez | last2= Martinez
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|first3= Simon | last3= Bee
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| first3 Simon | last3 Bee
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|first4= Rocio | last4= Ruiz-Rodarte
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|first4= Rocio | last4= Ruiz-Rodarte
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4 Rocio | last 4 Ruiz-Rodarte
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|first5= Ruth | last5= Aylett
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|first5= Ruth | last5= Aylett
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| first5 Ruth | last 5 Aylett
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|title= On the use of Virtual Animals with Artificial Fear in Virtual Environments
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|title= On the use of Virtual Animals with Artificial Fear in Virtual Environments
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论虚拟动物在虚拟环境中的人为恐惧
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|journal= New Generation Computing
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|journal= New Generation Computing
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| 杂志新一代计算
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|volume=25 |issue=2 |pages= 145–169
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|volume=25 |issue=2 |pages= 145–169
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第25卷,第2期,第145-169页
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|date=2007
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2007年
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|doi= 10.1007/s00354-007-0009-5}}</ref>
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|doi= 10.1007/s00354-007-0009-5}}</ref>
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| doi 10.1007 / s00354-007-0009-5} / ref
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extended the basic model to incorporate the effects of fear. Olfaction was used to transmit emotion between animals, through pheromones modelled as particles in a free expansion gas. Hartman and Benes<ref>
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extended the basic model to incorporate the effects of fear. Olfaction was used to transmit emotion between animals, through pheromones modelled as particles in a free expansion gas. Hartman and Benes<ref>
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{{cite journal
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{{cite journal
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{引用期刊
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|first1= Christopher | last1= Hartman
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|first1= Christopher | last1= Hartman
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1 Christopher | last 1 Hartman
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|first2= Bedr̆ich |last2= Benes̆
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|first2= Bedr̆ich |last2= Benes̆
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|first2= Bedr̆ich |last2= Benes̆
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|title= Autonomous boids
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|title= Autonomous boids
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标题自主 boids
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|journal= Computer Animation and Virtual Worlds
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|journal= Computer Animation and Virtual Worlds
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计算机动画与虚拟世界
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|volume=17 |issue=3–4 |pages= 199–206
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|volume=17 |issue=3–4 |pages= 199–206
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第17卷第3-4期,第199-206页
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|date=July 2006
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|date=July 2006
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2006年7月
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|doi= 10.1002/cav.123}}</ref>
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|doi= 10.1002/cav.123}}</ref>
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10.1002 / cav. 123} / ref
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introduced a complementary force to the alignment that they call the change of leadership. This steer defines the chance of the boid to become a leader and try to escape.
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introduced a complementary force to the alignment that they call the change of leadership. This steer defines the chance of the boid to become a leader and try to escape.
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该基本模型自雷诺兹提出以来,已用多种方法扩展。例如,Delgado-Mata 等人扩展基本模型以加入恐惧的影响。利过一种可用自由膨胀气体中的粒子模拟的信息素,动物间用嗅觉来传递情感。'''哈特曼 Hartman'''和'''贝内斯 Benes'''为定位过程引入了一种补充力量,他们称之为领导权的更迭。这条决定了某只鸟成为领导者及试图逃跑的机会。
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The movement of Boids can be characterized as either chaotic (splitting groups and wild behaviour) or orderly. Unexpected behaviours, such as splitting flocks and reuniting after avoiding obstacles, can be considered emergent.
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The movement of Boids can be characterized as either chaotic (splitting groups and wild behaviour) or orderly. Unexpected behaviours, such as splitting flocks and reuniting after avoiding obstacles, can be considered emergent.
      
Boids 的运动可以表现为混乱(分裂的群体和狂野的行为)或有序。意想不到的行为,比如群体分散和避开障碍后的团聚可以被认为是应急的。
 
Boids 的运动可以表现为混乱(分裂的群体和狂野的行为)或有序。意想不到的行为,比如群体分散和避开障碍后的团聚可以被认为是应急的。
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The boids framework is often used in computer graphics, providing realistic-looking representations of flocks of birds and other creatures, such as schools of fish or herds of animals. It was for instance used in the 1998 video game ''[[Half-Life (video game)|Half-Life]]'' for the flying bird-like creatures seen at the end of the game on [[Locations of Half-Life#Xen|Xen]], named "boid" in the game files.
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The boids framework is often used in computer graphics, providing realistic-looking representations of flocks of birds and other creatures, such as schools of fish or herds of animals. It was for instance used in the 1998 video game Half-Life for the flying bird-like creatures seen at the end of the game on Xen, named "boid" in the game files.
      
Boids 框架通常用于计算机图形学,提供鸟群和其他生物(如鱼群)的逼真表现。例如,在1998年的电子游戏《'''半条命 Half-Life'''》中,游戏结束时Xen中出现的类似鸟类的飞行生物就使用了该框架(游戏文件中命名为“ boid”)。
 
Boids 框架通常用于计算机图形学,提供鸟群和其他生物(如鱼群)的逼真表现。例如,在1998年的电子游戏《'''半条命 Half-Life'''》中,游戏结束时Xen中出现的类似鸟类的飞行生物就使用了该框架(游戏文件中命名为“ boid”)。
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Boids 模型可用于'''[[集群机器人]] Swarm Robotics'''中简单的无人地面车辆(UGV)<ref>{{cite conference |title= Design and analysis of Group Escape Behavior for distributed autonomous mobile robots  |first1= Hongkyu |last1= Min  |first2= Zhidong |last2= Wang |year= 2011 |conference= IEEE International Conference on Robotics and Automation (ICRA)|doi= 10.1109/ICRA.2011.5980123 }}</ref> 或'''微型飞行器 Micro Aerial Vehicles'''(MAV)<ref>{{cite conference |title= Swarms of micro aerial vehicles stabilized under a visual relative localization  |first1= Martin |last1= Saska |first2= Vakula |last2= Jan |first3= Preucil |last3= Libor |year= 2014 |conference= IEEE International Conference on Robotics and Automation (ICRA)|doi= 10.1109/ICRA.2014.6907374 }}</ref>群体的直接控制和稳定。为了异质 UAV-UGV 群体的稳定性,Saska 等人将该模型用于板载相对定位。<ref>{{cite conference |title= Coordination and Navigation of Heterogeneous UAVs-UGVs Teams Localized by a Hawk-Eye Approach  |first1= Martin |last1= Saska |first2= Vonasek |last2= Vojtech |first3= Krajnik |last3= Tomas |first4= Preucil |last4= Libor |year= 2012 |conference= IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS)|url=http://labe.felk.cvut.cz/~tkrajnik/ardrone/articles/formace.pdf}}</ref>
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The Boids model can be used for direct control and stabilization of teams of simple Unmanned Ground Vehicles (UGV)<ref>{{cite conference |title= Design and analysis of Group Escape Behavior for distributed autonomous mobile robots  |first1= Hongkyu |last1= Min  |first2= Zhidong |last2= Wang |year= 2011 |conference= IEEE International Conference on Robotics and Automation (ICRA)|doi= 10.1109/ICRA.2011.5980123 }}</ref> or [[Micro air vehicle|Micro Aerial Vehicles]] (MAV)<ref>{{cite conference |title= Swarms of micro aerial vehicles stabilized under a visual relative localization  |first1= Martin |last1= Saska |first2= Vakula |last2= Jan |first3= Preucil |last3= Libor |year= 2014 |conference= IEEE International Conference on Robotics and Automation (ICRA)|doi= 10.1109/ICRA.2014.6907374 }}</ref> in [[swarm robotics]]. For stabilization of heterogeneous UAV-UGV teams, the model was adapted for using onboard relative localization by Saska et&nbsp;al.<ref>{{cite conference |title= Coordination and Navigation of Heterogeneous UAVs-UGVs Teams Localized by a Hawk-Eye Approach  |first1= Martin |last1= Saska |first2= Vonasek |last2= Vojtech |first3= Krajnik |last3= Tomas |first4= Preucil |last4= Libor |year= 2012 |conference= IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS)|url=http://labe.felk.cvut.cz/~tkrajnik/ardrone/articles/formace.pdf}}</ref>
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The Boids model can be used for direct control and stabilization of teams of simple Unmanned Ground Vehicles (UGV) or Micro Aerial Vehicles (MAV) in swarm robotics. For stabilization of heterogeneous UAV-UGV teams, the model was adapted for using onboard relative localization by Saska et&nbsp;al.
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Boids 模型可用于'''[[集群机器人]] Swarm Robotics'''中简单的无人地面车辆(UGV)或'''微型飞行器 Micro Aerial Vehicles'''(MAV)群体的直接控制和稳定。为了异质 UAV-UGV 群体的稳定性,Saska 等人将该模型用于板载相对定位。
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At the time of proposal, Reynolds' approach represented a giant step forward compared to the traditional techniques used in computer animation for motion pictures. The first animation created with the model was ''[[Stanley and Stella in: Breaking the Ice]]'' (1987), followed by a feature film debut in [[Tim Burton]]'s film ''[[Batman Returns]]'' (1992) with computer generated bat swarms and armies of penguins marching through the streets of Gotham City.<ref>{{cite journal | url=http://lrss.fri.uni-lj.si/people/ilbajec/papers/ilb_ab09.pdf | last1=Lebar Bajec |first1= Iztok |first2=  Frank H. |last2= Heppner | date=2009 | title=Organized flight in birds | journal=Animal Behaviour | volume = 78 | issue = 4 | pages = 777–789 | doi = 10.1016/j.anbehav.2009.07.007 }}</ref>
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At the time of proposal, Reynolds' approach represented a giant step forward compared to the traditional techniques used in computer animation for motion pictures. The first animation created with the model was Stanley and Stella in: Breaking the Ice (1987), followed by a feature film debut in Tim Burton's film Batman Returns (1992) with computer generated bat swarms and armies of penguins marching through the streets of Gotham City.
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在当时提出时,雷诺兹的方法相比于传统的计算机动画电影技术是一个巨大的进步。第一部利用了此模型的动画片是《'''史丹利和史黛拉: 破冰 Stanley and Stella in: Breaking The Ice'''》(1987),之后是'''蒂姆·伯顿 Tim Burton'''的故事片《'''蝙蝠侠归来 Batman Returns'''》(1992),电脑合成的蝙蝠群和成群的企鹅行进穿过'''哥谭市 Gotham City'''的街道。
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The boids model has been used for other interesting applications. It has been applied to automatically program Internet multi-channel radio stations.<ref>
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The boids model has been used for other interesting applications. It has been applied to automatically program Internet multi-channel radio stations.<ref>
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{{cite conference
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{{cite conference
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{引用会议
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| title        = DJ-boids: emergent collective behavior as multichannel radio station programming
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| title        = DJ-boids: emergent collective behavior as multichannel radio station programming
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多频道电台节目中的紧急集体行为
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| first1 = Jesús | last1 = Ibáñez
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| first1 = Jesús | last1 = Ibáñez
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| first1 = Jesús | last1 = Ibáñez
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| first2 = Antonio F. | last2 = Gómez-Skarmeta
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| first2 = Antonio F. | last2 = Gómez-Skarmeta
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| first2 = Antonio F. | last2 = Gómez-Skarmeta
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| first3 = Josep | last3 = Blat
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| first3 = Josep | last3 = Blat
+
在当时提出时,雷诺兹的方法相比于传统的计算机动画电影技术是一个巨大的进步。第一部利用了此模型的动画片是《'''史丹利和史黛拉: 破冰 Stanley and Stella in: Breaking The Ice'''》(1987),之后是'''蒂姆·伯顿 Tim Burton'''的故事片《'''蝙蝠侠归来 Batman Returns'''》(1992),电脑合成的蝙蝠群和成群的企鹅行进穿过'''哥谭市 Gotham City'''的街道。<ref>{{cite journal | url=http://lrss.fri.uni-lj.si/people/ilbajec/papers/ilb_ab09.pdf | last1=Lebar Bajec |first1= Iztok |first2=  Frank H. |last2= Heppner | date=2009 | title=Organized flight in birds | journal=Animal Behaviour | volume = 78 | issue = 4 | pages = 777–789 | doi = 10.1016/j.anbehav.2009.07.007 }}</ref>
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| first3 = Josep | last3 = Blat
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| date         = 2003
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Boids 模型已经被用于其他有趣应用。该系统已应用于互联网多频道广播电台的自动节目编排,.<ref>{{cite conference| title= DJ-boids: emergent collective behavior as multichannel radio station programming| first1 = Jesús | last1 = Ibáñez| first2 = Antonio F. | last2 = Gómez-Skarmeta| first3 = Josep | last3 = Blat| date = 2003| booktitle = Proceedings of the 8th international conference on Intelligent User Interfaces| pages = 248–250| doi= 10.1145/604045.604089}}</ref>以及可视化信息<ref>{{cite conference| title= Time-Varying Data Visualization Using Information Flocking Boids| last = Moere | first = A V| date= 2004| booktitle = Proceedings of the IEEE Symposium on Information Visualization| pages= 97–104| doi= 10.1109/INFVIS.2004.65}}</ref>和优化任务。<ref>{{cite journal|first1 = Zhihua | last1 = Cui|first2 = Zhongzhi | last2 = Shi|title= Boid particle swarm optimisation|journal= International Journal of Innovative Computing and Applications|volume=2 |issue=2 |pages= 77–85|date=2009|doi= 10.1504/IJICA.2009.031778}}</ref>
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| date          = 2003
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==参见==
 
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2003年
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| booktitle    = Proceedings of the 8th international conference on Intelligent User Interfaces
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| booktitle    = Proceedings of the 8th international conference on Intelligent User Interfaces
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第八届智能用户界面国际会议论文集
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| pages        = 248–250
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| pages        = 248–250
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第248-250页
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| doi          = 10.1145/604045.604089
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| doi          = 10.1145/604045.604089
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10.1145 / 604045.604089
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}}</ref>
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}}</ref>
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{} / ref
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It has also been used for visualizing information<ref>
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It has also been used for visualizing information<ref>
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{{cite conference
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{{cite conference
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{引用会议
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| title        = Time-Varying Data Visualization Using Information Flocking Boids
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| title        = Time-Varying Data Visualization Using Information Flocking Boids
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使用信息植群的时变数据可视化
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| last = Moere | first = A V
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| last = Moere | first = A V
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最后一个 Moere | 第一个 a v
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| date          = 2004
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| date          = 2004
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2004年
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| booktitle    = Proceedings of the IEEE Symposium on Information Visualization
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| booktitle    = Proceedings of the IEEE Symposium on Information Visualization
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美国电气和电子工程师学会信息可视化研讨会论文集
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| pages        = 97–104
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| pages        = 97–104
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第97-104页
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| doi          = 10.1109/INFVIS.2004.65
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| doi          = 10.1109/INFVIS.2004.65
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10.1109 / INFVIS. 2004.65
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}}</ref>
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}}</ref>
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{} / ref
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and for optimization tasks.<ref>
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and for optimization tasks.<ref>
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{{cite journal
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{{cite journal
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{引用期刊
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|first1 = Zhihua | last1 = Cui
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|first1 = Zhihua | last1 = Cui
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最新一期崔
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|first2 = Zhongzhi | last2 = Shi
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|first2 = Zhongzhi | last2 = Shi
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|first2 = Zhongzhi | last2 = Shi
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|title= Boid particle swarm optimisation
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|title= Boid particle swarm optimisation
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博伊德粒子群优化
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|journal= International Journal of Innovative Computing and Applications
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|journal= International Journal of Innovative Computing and Applications
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国际创新计算与应用杂志
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|volume=2 |issue=2 |pages= 77–85
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|volume=2 |issue=2 |pages= 77–85
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第二期,第77-85页
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|date=2009
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|date=2009
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2009年
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|doi= 10.1504/IJICA.2009.031778}}</ref>
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|doi= 10.1504/IJICA.2009.031778}}</ref>
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| doi 10.1504 / IJICA. 2009.031778} / ref
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Boids 模型已经被用于其他有趣应用。该系统已应用于互联网多频道广播电台的自动节目编排,以及可视化信息和优化任务。
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==See also 参见==
      
*[[Swarm intelligence]] 群体智能
 
*[[Swarm intelligence]] 群体智能
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==References 参考资料==
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==参考文献==
    
{{Reflist}}
 
{{Reflist}}
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==External links 外部链接==
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==外部链接==
    
* [http://www.red3d.com/cwr/boids/ Craig Reynolds' Boids page]
 
* [http://www.red3d.com/cwr/boids/ Craig Reynolds' Boids page]
第597行: 第62行:  
* [https://gpolo.github.com/birdflocking JavaScript implementation]
 
* [https://gpolo.github.com/birdflocking JavaScript implementation]
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*[https://lufemas.github.io/boid-ai-implementation/ JavaScript implementation with Phaser Framework]
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* [https://lufemas.github.io/boid-ai-implementation/ JavaScript implementation with Phaser Framework]
    
* [https://web.archive.org/web/20080205014305/http://www.navgen.com/3d_boids/ 3D Boids Simulation using OpenGL, used by the BBC's Natural History Unit]
 
* [https://web.archive.org/web/20080205014305/http://www.navgen.com/3d_boids/ 3D Boids Simulation using OpenGL, used by the BBC's Natural History Unit]
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*[https://black-square.github.io/BirdFlock/ Live In-Browser 3D Simulation of Bird Flocking Behavior in Unity3D] – Open Source implementation for Windows, Linux and Mac
+
* [https://black-square.github.io/BirdFlock/ Live In-Browser 3D Simulation of Bird Flocking Behavior in Unity3D] – Open Source implementation for Windows, Linux and Mac
    
* [https://github.com/piskvorky/PredatorPrey UNIX+Windows open source implementation in C++, using OpenGL and simulation controls]
 
* [https://github.com/piskvorky/PredatorPrey UNIX+Windows open source implementation in C++, using OpenGL and simulation controls]
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* [https://github.com/tofti/javafx-boids A java implementation using the javafx API]
 
* [https://github.com/tofti/javafx-boids A java implementation using the javafx API]
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*GLSchool - part of [[XScreenSaver]] software
+
* GLSchool - part of [[XScreenSaver]] software
      第621行: 第86行:     
本课程通过数个案例教会大家如何去动手搭建一个多主体仿真模型,以及如何利用NetLogo去实现。从生命游戏到人工鸟群,从模拟经济系统到病毒沿网络的传播,通过循序渐进的案例,该课程带你逐步走入NetLogo多主体建模的神奇世界。
 
本课程通过数个案例教会大家如何去动手搭建一个多主体仿真模型,以及如何利用NetLogo去实现。从生命游戏到人工鸟群,从模拟经济系统到病毒沿网络的传播,通过循序渐进的案例,该课程带你逐步走入NetLogo多主体建模的神奇世界。
 +
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===[https://swarma.org/ 集智俱乐部]扩展阅读:[https://swarma.org/?p=16504 张江:乌合之众还是群智涌现?鸟群知道答案]===
 
===[https://swarma.org/ 集智俱乐部]扩展阅读:[https://swarma.org/?p=16504 张江:乌合之众还是群智涌现?鸟群知道答案]===
    
生命如何起源,智能如何涌现,因果如何反转,复杂谜题,引人深思。2019年7月13日,集智俱乐部创始人[[张江]]教授在混沌大学授课,详细解读了复杂系统中的混沌、涌现与进化,此文整理自课堂内容。
 
生命如何起源,智能如何涌现,因果如何反转,复杂谜题,引人深思。2019年7月13日,集智俱乐部创始人[[张江]]教授在混沌大学授课,详细解读了复杂系统中的混沌、涌现与进化,此文整理自课堂内容。
 +
 +
    
===[https://v.qq.com/x/page/z13491sn7fy.html 动画片《Stanley and Stella in: Breaking the Ice (1987)》]===
 
===[https://v.qq.com/x/page/z13491sn7fy.html 动画片《Stanley and Stella in: Breaking the Ice (1987)》]===
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Craig Reynolds 与 Symbolics Graphics 和 Whitney / Demos Production 的同事合作制作的利用 boids 模型的小短片,讲述了飞鸟与鱼相爱,鸟儿冲破冰面与鱼相见的故事。影片最早于87年在 SIGGRAPH 电子剧院展出。
 
Craig Reynolds 与 Symbolics Graphics 和 Whitney / Demos Production 的同事合作制作的利用 boids 模型的小短片,讲述了飞鸟与鱼相爱,鸟儿冲破冰面与鱼相见的故事。影片最早于87年在 SIGGRAPH 电子剧院展出。
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--[[用户:Dorr|Dorr]]([[用户讨论:Dorr|讨论]])补充自http://www.red3d.com/cwr/boids/:In cooperation with many coworkers at the Symbolics Graphics Division and Whitney / Demos Productions, we made an animated short featuring the boids model called Stanley and Stella in: Breaking the Ice. This film was first shown at the Electronic Theater at SIGGRAPH '87.
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[[Category:Artificial life]]
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Category:Artificial life
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类别: 人工生命
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[[Category:1986 software]]
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Category:1986 software
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类别: 1986软件
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<noinclude>
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<small>This page was moved from [[wikipedia:en:Boids]]. Its edit history can be viewed at [[鸟群算法/edithistory]]</small></noinclude>
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[[Category:待整理页面]]
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[[Category:人工生命]]
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[[Category:1986软件]]
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