m_f@discuss.online to [MIGRATED TO DIFFERENT INSTANCE CHECK PIN POST] Internet is Beautiful@lemm.eeEnglish · 1 month agoGenetic Boids Web Simulationattentionmech.github.ioexternal-linkmessage-square1fedilinkarrow-up110arrow-down10file-textcross-posted to: [email protected]
arrow-up110arrow-down1external-linkGenetic Boids Web Simulationattentionmech.github.iom_f@discuss.online to [MIGRATED TO DIFFERENT INSTANCE CHECK PIN POST] Internet is Beautiful@lemm.eeEnglish · 1 month agomessage-square1fedilinkfile-textcross-posted to: [email protected]
minus-squarem_f@discuss.onlineOPlinkfedilinkEnglisharrow-up1·1 month agoIn the HN thread, someone asked “how are genetic (algorithms) used?”, which is what I’m wondering too. The creator says: so, i just used them like conceptually… each boid has a string, when boids come close , they produce a offspring with mixed string + mutation age lets boids die too nothing fancy, just for sake of sim If you’re unfamiliar with Boids, it’s an algorithm that’s been around for a while, and simulates flocking like you see in birds pretty well: https://en.wikipedia.org/wiki/Boids Can’t remember where I saw someone do this, but applying the algorithm to humans in games gives you a very zombie-like behavior.
In the HN thread, someone asked “how are genetic (algorithms) used?”, which is what I’m wondering too. The creator says:
If you’re unfamiliar with Boids, it’s an algorithm that’s been around for a while, and simulates flocking like you see in birds pretty well:
https://en.wikipedia.org/wiki/Boids
Can’t remember where I saw someone do this, but applying the algorithm to humans in games gives you a very zombie-like behavior.