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ArtiFishial Life

ArtiFishial Life. By Jude Battista and Kendra Knudtzon. ArtiFishial Life Project. Goals for Project Modeling schooling Educational Tool Graphical Interface Extensible Paper presenting research and results. Prior Work. Craig Reynolds - Flocks, Schools and Herds

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ArtiFishial Life

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  1. ArtiFishial Life By Jude Battista and Kendra Knudtzon

  2. ArtiFishial Life Project • Goals for Project • Modeling schooling • Educational Tool • Graphical Interface • Extensible • Paper presenting research and results

  3. Prior Work • Craig Reynolds - Flocks, Schools and Herds • Tu and Terzopoulos - Artificial Fishes • MIT Media Lab and Nearlife - Virtual Fish Tank • Mitch Resnick - Beyond the Centralized Mindset

  4. Prior Work, cont’d • Robert Williamson - The Examination and Exploration of Algorithms and Complex Behaviour to Realistically Control Multiple Robots • Moshe Sipper - An Introduction to Artificial Life, Lessons from Nature on Creating Life • Ariel Dolan - Artificial Life on the Web http://www.aridolan.com

  5. Approach • Initially a Java applet • Switched to a Starlogo program • Easier to implement simulation and have a good interface • Similar to Logo, but with multiple turtles • Built-in parallelism

  6. Starlogo Implementation • One fish, two fish, red fish, blue fish (sort-of) • and …. Sharks • Interactions: • Within a breed (Sociability) • Among breeds (Fear)

  7. Starlogo Implementation • Difficulties • Defining neighborhoods of fish • Complexity of rules we were trying to implement • Printing debugging information

  8. Go Fish Demo

  9. Positive Results • Fish Schooling Among Breeds • Sociability determines closeness • Fear of others (sharks) • Easy interface for kids • Nice bubbles (realistic-looking pond)

  10. Negative Aspects • “Buzzing” (flipping) of fish • Difficulties with fear of others versus sociability (weights) • Wrapping of fish around pond edges

  11. Possibilities for Future Work • Implement full-featured Sharks • Dying (from collisions, etc) • Add food pellets for prey fish • Add divers (interactions with people) • Obstacles • Following behaviors (bubbles, shiny things) • Train fish with a neural network

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