Skip to main content

Swarming for Games: Immersion in Complex Systems

  • Conference paper
Applications of Evolutionary Computing (EvoWorkshops 2009)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 5484))

Included in the following conference series:

Abstract

The swarm metaphor stands for dynamic, complex interaction networks with the possibility of emergent phenomena. In this work, we present two games that challenge the video player with the task to indirectly guide a complex swarm system. First, the player takes control of one swarm individual to herd the remainder of the flock. Second, the player changes the interaction parameters that determine the emergent flight formations, and thereby the flock’s success in the game. Additionally, a user-friendly interface for evolutionary computation is embedded to support the player’s search for well-performing swarm configurations.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Aesthetics and Computation Group at the MIT Media Lab. Processing language and programming environment (October 2008), http://processing.org/

  2. Blackwell, T.: Swarming and music. In: Miranda, E.R., Biles, J.A. (eds.) Evolutionary Computer Music, pp. 194–217. Springer, London (2007)

    Chapter  Google Scholar 

  3. Blackwell, T.M., Bentley, P.: Improvised music with swarms. In: Proceedings of IEEE Congress on Evolutionary Computation, vol. 2, pp. 1462–1467 (2002)

    Google Scholar 

  4. Burleigh, I.: Vigo: 3D: A framework for simulating and visualizing of three-dimensional scenes (October 2008), http://vigo.sourceforge.net/docs/

  5. Freeman, W.T., Beardsley, P.A., Kage, H., Tanaka, K.I., Kyuma, K., Weissman, C.D.: Computer vision for computer interaction. ACM SIGGRAPH Computer Graphics 33(4), 65–68 (1999)

    Article  Google Scholar 

  6. Jacob, C., Hushlak, G., Boyd, J., Nuytten, P., Sayles, M., Pilat, M.: Swarmart: Interactive art from swarm intelligence. Leonardo 40(3) (2007)

    Google Scholar 

  7. Jones, D.: AtomSwarm: A framework for swarm improvisation. In: Giacobini, M., et al. (eds.) EvoWorkshops 2008. LNCS, vol. 4974, pp. 423–432. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  8. Klein, J.: breve: a 3D simulation environment for multi-agent simulations and artificial life (October 2008), http://www.spiderland.org/

  9. Kwong, H., Jacob, C.: Evolutionary exploration of dynamic swarm behaviour. In: Congress on Evolutionary Computation, Canberra, Australia. IEEE Press, Los Alamitos (2003)

    Google Scholar 

  10. Nareyek, A.: Ai in computer games. Queue 1(10), 58–65 (2004)

    Article  Google Scholar 

  11. Orkin, J.: Agent Architecture Considerations for Real-Time Planning in Games. In: Proceedings of the Artificial Intelligence and Interactive Digital Entertainment (2005)

    Google Scholar 

  12. Reynolds, C.W.: Flocks, herds, and schools: A distributed behavioral model. In: SIGGRAPH 1987 Conference Proceedings, vol. 4, pp. 25–34 (1987)

    Google Scholar 

  13. Stanley, K.O., Bryant, B.D., Miikkulainen, R.: Real-time neuroevolution in the nero video game. IEEE Transactions on Evolutionary Computation 9, 653–668 (2005)

    Article  Google Scholar 

  14. Sweetser, P., Wyeth, P.: Gameflow: a model for evaluating player enjoyment in games. Comput. Entertain. 3(3), 3–3 (2005)

    Article  Google Scholar 

  15. von Mammen, S., Jacob, C.: Genetic swarm grammar programming: Ecological breeding like a gardener. In: Srinivasan, D., Wang, L. (eds.) 2007 IEEE Congress on Evolutionary Computation, pp. 851–858. IEEE Press, Los Alamitos (2007)

    Chapter  Google Scholar 

  16. von Mammen, S., Jacob, C.: The spatiality of swarms — quantitative analysis of dynamic interaction networks. In: Proceedings of Artificial Life XI, pp. 662–669. MIT Press, Cambridge (2008)

    Google Scholar 

  17. von Mammen, S., Jacob, C., Kókai, G.: Evolving swarms that build 3D structures. In: IEEE Congress on Evolutionary Computation, CEC 2005, Edinburgh, UK. IEEE Press, Los Alamitos (2005)

    Google Scholar 

  18. Wilensky, U.: The CCL at Northwestern University. Netlogo: A cross-platform multi-agent programmable modeling environment (October 2008), http://ccl.northwestern.edu/netlogo/

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

von Mammen, S., Jacob, C. (2009). Swarming for Games: Immersion in Complex Systems. In: Giacobini, M., et al. Applications of Evolutionary Computing. EvoWorkshops 2009. Lecture Notes in Computer Science, vol 5484. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-01129-0_33

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-01129-0_33

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-01128-3

  • Online ISBN: 978-3-642-01129-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics