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Artificial Life

FliesA fast swarming applet (Boids, Flocking)Flies is an old project and I don't plan to update it but the java version is probably the best thing to work from if you want to use the algorithm. I've sped it up quite a bit by using ints and better graphics routines (12th Feb 98) and if you want
FlockFlock with obstaclesCraig Reynolds wrote 'Boids' while working as a computer animator at the Symbolics Computer Company. The idea behind the program is to simulate the flocking behaviour of birds (or schooling behaviour of fish) by making each individual bird follow a f
Flock Applet: Boids in JavaBoids model of bird flockingThis is a demonstration of the boids model of bird flocking (and related group motion)
Forming Lines Java AppletInteractive flocking with a special twistThe only change to this program from that demonstrated previously is the generalHeading function. This function defines the algorithm for each boid to follow. Although there are a few hundred lines of code in total we can redefine the algorithm by th
FROG QUEUEAn interactive appletWe cannot figure out what frogs are thinking, so that we cannot predict which direction a frog will move to. In this applet, a frog queues for another frog who is the nearest and has similar direction of movement. Frogs who can't find the target one
Boids of a featherAn interactive Boids appletAn interactive Boids applet
Langston's AntA Demonstration of Langston's AntThis applet graphically demonstrates Langston's Ant. The idea for this comes from Steve Sprang's BeOS implementation, based on the original description of the algorithm in Scientific American.
ParticleTree (L-System)L-Systems Growing TreeL-Systems Growing Tree
SRL ALife - CentralAlife appletsinteractive demonstrations of Artificial Life, with introductory documents about genetic algorithms, cellular automata, and evolutionary computing. Updated regularly with new applets and docs
Stad2d models of "Schooling Tadpoles"several 2d models of "Schooling Tadpoles". One demonstrates basic schooling (with obstacle avoidance), the same with a predator, a version where you click the mouse to drop food, and a version with two independent schooling groups.
Steve's aquarium3d model of fish schooling + a predatorThe fish follow the three classic incentives in flocking algorithms; they try to steer towards the average position of their neighbours (Cohesion), they try to point in the same direction as their neighbours (Alignment), and they try to avoid one ano
Swarm2D Swarm applet with a control panelSwarming and flocking behaviour is shown by many species but it can be simulated using just three simple rules, first show by boids and later by flock, a Java demonstration. To learn more about the demonstration read on below the applet.
Swarming GamesAn interactive flocking gameThe boids in this animation are involved in a game of tag. The highlighted boid is the chaser and the other boids are the targets. The unmarked boids flock normally with the additional behaviour of avoiding the chaser. To make things more interesting
Swarming Java AppletAn interactive flocking appletYou've probably seen applets like this showing flocking. I have tried to add some new features and undertake a more detailed analysis of the flocking behaviour. The commented source code is available below along with some extra description and analys
Can*Con! Evolving BugsJava Applet simulating Darwin's TheoryThe virtual Darwin world is populated with bugs and germs. The bugs are the small squares normally in deep blue. When they eat enough germs (the light blue points that rain down on the bugs) the bugs turn red.
Emergent BehaviourEmergent behaviour in population of Animats.This area details my work on an Artificial life project into emergent behaviour in a simulated population of Animats
Combots!Battles of fighting CombotsBattle Options: "Long Live the Fighters" - Combots that draw in battle are mutated and returned to the population; two randomly selected Combots take their place in battle "Tie Goes to the Runner" - Combots that tie are evaluated according to their "
Biotopia 2.1Simulation of a Darwinistic ecosystemBiotopia simulates a Darwinistic ecosystem. Artificial lifeforms navigate through a sea of food and "life cells" used for reproduction. Their physical makeup determines their form of movement, eating efficiency, and reproductive frequency
Floys - Social, territorial artificial life creaturessocial, territorial Java alife creaturesFloys belong to the flocking Alife creatures variety, sharing with them the social tendency to stick together, and the lifelike emergent behavior which is based on a few simple, local rules. They differ from most other Alife flocking (Boids-type) imp
iFloys - Individualistic FloysFloys with an individual personality.iFloys look like ordinary Floys, but they are basically different: While ordinary Floys are all of the same kind, sharing the same properties, iFloys can have an individual characater. Each iFloy posesses its own traits, defined by a single chromosom
tFloys - Alife in Tcl/TkFloys tclet inplemented in Tcl/TkAn interpreted language for Alife and Evolution programs??? On the face of it, the idea is absurd. The first thing such programs require is speed, so why use a slow, interpreted script language? Tcl/Tk is slow, but it has something that fast, com
FlockingAlife FlockingDeveloped by Tamas Vicsek and his colleagues at Eotvos University in Budapest, these simple rules provide a general model of flocking behavior
Keith's Artificial LifeAlife Programs for MacintoshAlife Programs for Macintosh
MatFa's BoidsBoids in DelphiThe boids algorithm uses four simple rules to simulate the flocking mechanisms of birds, fishes, insects and other animals
Polyworldartificial-world for evolutionary studiesartificial-world for evolutionary studies
Primordial SoupEvolving Computer SoftwarePrimordial Soup is an artificial life program. Organisms in the form of computer software loops live in a shared memory space (the "soup") and self-reproduce. The organisms mutate and evolve, behaving in accordance with the principles of Darwinian ev
ALife EcosystemA virtual ecosystem on the netALife Ecosystem(ALE) is a virtual ecosystem which has 500(max) ALife(Artificial Life) creatures. Each creature has about 50kb of DNA data, and they can eat food or other-creatures, move, bear children with Genetic Algorithm(GA) and die.. In this way,
NecroBones Alife ExperimentsArtifical Life Experiments pageThe program starts out by loading an initial organism from a file called BIOINIT.DAT. Each creature program simply tries to make copies of itself. The faster the program executes, the more copies it can make, and therefore the more it will out-compet
Primordial LifeExperiment in computer based evolutionPrimordial Life is an experiment in computer based evolution. Watch biots (artificial life forms) evolve as they struggle against each other in a battle of survival. Biots assume many shapes and sizes and are both predators and prey. Experience life
Savannayet another member in the Artificial Life zoo"Savanna" is a self-organizing computer-application, witch consists of a number of virtual lions and gazelles living on a virtual savanna. On the savanna the animals are born, form flocks, eat, reproduce and eventually die.
Sea Monkey3D realistic alife creaturesYou are now glimpsing the leading edge of AL research
The Swarm Java appletThe Swarm Java appletThe Swarm Java applet is very much similar to the computer model developed by Craig Reynolds in 1986. In his model, the created coordinated animal motion such as bird flocks and fish schools. He based it on three dimensional computational geometry, a
3D Boids in Landscape3D Boids flocking over a landscapeA model of 3d flocking. In addition to basic flocking, these boids will occasionally alight and then arise again. The graphics include a painted background, flapping wings, and shadows.
aLifeVarious Java Alife AppletsEvolving Antcolonies, Termites collecting food in piles, Game of Life, Living art, TSP solved by neural network, Information about aLIfe
ALife - BumbleExperiment in evolving search patternsThe Bumble applet is an experiment in evolving search patterns, based on the metaphor of bees collecting nectar from flowers
ALife - Flock (Boids)Boids, FlockingThe Boids applet demonstrates concepts developed by Craig W. Reynolds. Using a few simple rules, he invented a realistic simulation of flocking behavior.
Artificial Life HerdingFlocking / Herding / Schooling BehaviorI have written a Java applet that demonstrates flocking behavior; a variation on (and simplification of) Craig Reynolds' important "Boids" flocking software. The basic idea is that group of autonomous agents (in this case, little pie-shaped wedges of
Artificial Life Programming in JavaArtificial Life Programming in JavaThe essential concept of emergent behavior revolves around the idea that a large group of autonomous individuals acting in self-contained manners can create large-scale behavior that appears to require centralized control. In the case of herding beha
BoidsSimulation of the flocking behavior of birdsBoids is a simulation of the flocking behavior of birds. It was conceived by Craig Reynolds, a computer animator, in the mid 1980s. Since then, it has become a popular simulation technique in the animation world (for example, the wildebeest stampede
Boids!Interactive Boids flocking appletInteractive Boids flocking applet
BugsGene controlled food eating crittersOn the muddy bottom of a pond a number of protozoa cruise around eating dead bacteria which rain down from above. Their endless search for food takes energy and those who do not find enough nourishment will die. Java capable browsers will show a micr
EvolveFood eating evolving crittersThe green dots are food. The magenta dots are critters. The critters eat the food. When a critter eats enough food, it reproduces. Its child is almost exactly like it except that its genetic movement pattern is just slightly different. Each critter h
TierraStudying ecological/evolutionary dynamicsThe Tierra C source code creates a virtual computer and its Darwinian operating system, whose architecture has been designed in such a way that the executable machine codes are evolvable. This means that the machine code can be mutated (by flipping b
Artificial Life DortmundArtificial Life Activities at DortmundHere you can find an overview of research and academic activities at the University of Dortmund concerning Complex Adaptive Systems (CAS), Artificial Life (AL) and Emergent Computation as well as collection of links to related places.The main project
Participatory Artificial Life DemonstrationNet ExperimentAs part of Argonne National Lab's Mathematics and Computer Science Division's role in Supercomputing 95, we are developing a prototype application dealing with the study of emergent behavior. You are invited to participate in this study by adding to
Selforganizing systemThe behaviour of a dog is formal givenA general description (in German) of a selforganizing system of the complexity of a dog is presented. Following cognitive macrooperations are considered: (i) building of generalized object models, (ii) perception of objects, (iii) building of situati
The Tragedy of the CommonsSocial Alife AppletsIn this article I present Java applets that put you in the shoes of a modern farmer. Experience first-hand the joys of shepherding with no mess, no fuss and no odorous lanolin! Destroy a virtual natural environment, saving the homes of real-world bun
software toysmodel for al experimentsthese software toys are artifacts or "byproduct" of endless process of making an ULTIMATE TOY. some kind of very flexible software model to try out all new ideas and concepts i collect in my memory. thay are mostly about self organization and evoluti
3D Boids3D Boids Flocking AppletA model of 3d flocking. In addition to basic flocking, these boids will occasionally alight and then arise again. The graphics include flapping wings, and shadows.
fcr N!chessmaestro - artificial life,music,and chessthis is an ongoing effort to utilize chess as a means of neural structure for artificial life.
Seating In A TheaterAgent-Based Model Of Seating In A TheaterThis is a model generates some people with random preferences and properties and simulates their choice of seating in theater. The agents have the following preference parameters (all randomly generated): How much they like sitting up close (vision/h
Ship Foulingsimulation of the process of ship-foulingThe following applet simulates the process of ship-fouling. Ship-fouling is a process by which organisms (in particular barnacles) settle down on a ship's hull, or on other artificial submerged surfaces (such as power station grills). These organisms


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Ariel Dolan
aridolan@netvision.net.il
Tel. 972-3-7526264
Fax. 972-3-5752173