Through the exploration of coding and programming, we tested how a particle with no intelligence could be converted into an object with behavior and intelligent movement. What was achieved in this workshop was a set of explorations of multiple sets of behaviors and settings of forces on single and sets of particles and how the changing of behavioral attributes even in small amounts on certain parameters could impact the entire simulation.
The simulations started with based behavioral control on a low quantity set of particles and then the exploration moves into defined patterns which are inspired by nature like flocking and stigmergy as well as some force field manipulations and as shown below, each chapter will exhibit what was used as far as parameters to achieve each behavior as well as the changing behaviors correlating to the changing parameters.
In most of our scripts, it mainly consist of the following parameter:
1 - The position(p), which defines the location of the agent, and the velocity(v) which de