Interactive Evolution of Camouflage
Boids (simulated flocking)
My interests center around using procedural models (computer programs) to simulate complex natural phenomenon. These models can aid scientific understanding of the natural system. They also allow us to recreate the phenomenon and control it for use in animation, games and the arts.
Much of my work involves writing software to simulate various types of human and animal behavior. These programs control the actions of autonomous characters in virtual worlds. I started by simulating bird flocks and related group behaviors. That approach was generalized to other kinds of goal directed steering behaviors. Later I applied these ideas to models of emergent teamwork in crowds, such as collective construction based on stigmergy, as seen in social insects.
I am also interested in using evolutionary computation to
design procedural models, such as for behavioral control
and texture synthesis.
This requires designing criteria for evolving subtle
properties that can be hard to define. My most recent work
in this area involves modeling the evolution
of camouflage in nature. See these notes about
a newer version of this work.
I retired in 2020, and am now an unaffiliated researcher working on my own projects.
Last update: July 21, 2022