What Alien Invaders, Birds, and Computer Simulations have in Common: Flocking!!
summary
Shows a concrete claim: simple local rules produce realistic flocking. Implements a net logo agent simulation that changes only headings and demonstrates three rules — alignment, cohesion, separation — with measurable effects when vision radius, minimum cohesion distance, or personal-bubble radius change. Adds a predator triangle and varying parameters to show grouping, parallel travel, or breakup. The simulation runs live and produces emergent flocking patterns that match intuition rather than centralized-command movie tropes.
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chapters (17)
- 0:00Intro
- 0:23What is flocking
- 0:39Flocking in movies
- 0:56Problems with movie flocking
- 1:46How flocking works
- 2:51Emergent behavior
- 3:26Turtles
- 3:55Turtle Code
- 4:56Turtle Alignment
- 5:10Turtle Turn
- 5:29Cohesion
- 6:03The Lonely Zone
- 6:50Average Point
- 7:17Personal Bubble 2
- 7:40Blocking
- 7:54Extra Examples
- 8:45Predator Example
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