Complexity theory

Bruce Eckel’s Thinking in Java Contents | Prev | Next

This
program was modified from code originally created by Larry O’Brien, and
is based on the “Boids” program created by Craig Reynolds in 1986
to demonstrate an aspect of complexity theory called “emergence.”

  1. Separation:
    Avoid crowding local flockmates.
  2. Alignment:
    Follow the average heading of local flockmates.
  3. Cohesion:
    Move toward the center of the group of local flockmates.
More
elaborate models can include obstacles and the ability for the animals to
predict collisions and avoid them, so the animals can flow around fixed objects
in the environment. In addition, the animals might also be given a goal, which
can cause the herd to follow a desired path. For simplicity, obstacle avoidance
and goal-seeking is not included in the model presented here.

The
program is presented as a combined application/applet:

//: FieldOBeasts.java
// Demonstration of complexity theory; simulates 
// herding behavior in animals. Adapted from
// a program by Larry O'Brien lobrien@msn.com
import java.awt.*;
import java.awt.event.*;
import java.applet.*;
import java.util.*;
 
class Beast {
  int
    x, y,            // Screen position
    currentSpeed;    // Pixels per second
  float currentDirection;  // Radians
  Color color;      // Fill color
  FieldOBeasts field; // Where the Beast roams
  static final int GSIZE = 10; // Graphic size
 
  public Beast(FieldOBeasts f, int x, int y,
      float cD, int cS, Color c) {
    field = f;
    this.x = x;
    this.y = y;
    currentDirection = cD;
    currentSpeed = cS;
    color = c;
  }
  public void step() {
    // You move based on those within your sight:
    Vector seen = field.beastListInSector(this);
    // If you're not out in front
    if(seen.size() > 0) {
      // Gather data on those you see
      int totalSpeed = 0;
      float totalBearing = 0.0f;
      float distanceToNearest = 100000.0f;
      Beast nearestBeast =
        (Beast)seen.elementAt(0);
      Enumeration e = seen.elements();
      while(e.hasMoreElements()) {
        Beast aBeast = (Beast) e.nextElement();
        totalSpeed += aBeast.currentSpeed;
        float bearing =
          aBeast.bearingFromPointAlongAxis(
            x, y, currentDirection);
        totalBearing += bearing;
        float distanceToBeast =
          aBeast.distanceFromPoint(x, y);
        if(distanceToBeast < distanceToNearest) {
          nearestBeast = aBeast;
          distanceToNearest = distanceToBeast;
        }
      }
      // Rule 1: Match average speed of those 
      // in the list:
      currentSpeed = totalSpeed / seen.size();
      // Rule 2: Move towards the perceived
      // center of gravity of the herd:
      currentDirection =
        totalBearing / seen.size();
      // Rule 3: Maintain a minimum distance 
      // from those around you:
      if(distanceToNearest <=
         field.minimumDistance) {
        currentDirection =
          nearestBeast.currentDirection;
        currentSpeed = nearestBeast.currentSpeed;
        if(currentSpeed > field.maxSpeed) {
          currentSpeed = field.maxSpeed;
        }
      }
    }
    else {  // You are in front, so slow down
      currentSpeed =
        (int)(currentSpeed * field.decayRate);
    }
    // Make the beast move:
    x += (int)(Math.cos(currentDirection)
               * currentSpeed);
    y += (int)(Math.sin(currentDirection)
               * currentSpeed);
    x %= field.xExtent;
    y %= field.yExtent;
    if(x < 0)
      x += field.xExtent;
    if(y < 0)
      y += field.yExtent;
  }
  public float bearingFromPointAlongAxis (
      int originX, int originY, float axis) {
    // Returns bearing angle of the current Beast
    // in the world coordiante system
    try {
      double bearingInRadians =
        Math.atan(
          (this.y - originY) /
          (this.x - originX));
      // Inverse tan has two solutions, so you 
      // have to correct for other quarters:
      if(x < originX) {
        if(y < originY) {
          bearingInRadians += - (float)Math.PI;
        }
        else {
          bearingInRadians =
            (float)Math.PI - bearingInRadians;
        }
      }
      // Just subtract the axis (in radians):
      return (float) (axis - bearingInRadians);
    } catch(ArithmeticException aE) {
      // Divide by 0 error possible on this
      if(x > originX) {
          return 0;
      }
      else
        return (float) Math.PI;
    }
  }
  public float distanceFromPoint(int x1, int y1){
    return (float) Math.sqrt(
      Math.pow(x1 - x, 2) +
      Math.pow(y1 - y, 2));
  }
  public Point position() {
    return new Point(x, y);
  }
  // Beasts know how to draw themselves:
  public void draw(Graphics g) {
    g.setColor(color);
    int directionInDegrees = (int)(
      (currentDirection * 360) / (2 * Math.PI));
    int startAngle = directionInDegrees -
      FieldOBeasts.halfFieldOfView;
    int endAngle = 90;
    g.fillArc(x, y, GSIZE, GSIZE,
      startAngle, endAngle);
  }
}
 
public class FieldOBeasts extends Applet
    implements Runnable {
  private Vector beasts;
  static float
    fieldOfView =
      (float) (Math.PI / 4), // In radians
    // Deceleration % per second:
    decayRate = 1.0f,
    minimumDistance = 10f; // In pixels
  static int
    halfFieldOfView = (int)(
      (fieldOfView * 360) / (2 * Math.PI)),
    xExtent = 0,
    yExtent = 0,
    numBeasts = 50,
    maxSpeed = 20; // Pixels/second
  boolean uniqueColors = true;
  Thread thisThread;
  int delay = 25;
  public void init() {
    if (xExtent == 0 && yExtent == 0) {
      xExtent = Integer.parseInt(
        getParameter("xExtent"));
      yExtent = Integer.parseInt(
        getParameter("yExtent"));
    }
    beasts =
      makeBeastVector(numBeasts, uniqueColors);
    // Now start the beasts a-rovin':
    thisThread = new Thread(this);
    thisThread.start();
  }
  public void run() {
    while(true) {
      for(int i = 0; i < beasts.size(); i++){
        Beast b = (Beast) beasts.elementAt(i);
        b.step();
      }
      try {
        thisThread.sleep(delay);
      } catch(InterruptedException ex){}
      repaint(); // Otherwise it won't update
    }
  }
  Vector makeBeastVector(
      int quantity, boolean uniqueColors) {
    Vector newBeasts = new Vector();
    Random generator = new Random();
    // Used only if uniqueColors is on:
    double cubeRootOfBeastNumber =
      Math.pow((double)numBeasts, 1.0 / 3.0);
    float colorCubeStepSize =
      (float) (1.0 / cubeRootOfBeastNumber);
    float r = 0.0f;
    float g = 0.0f;
    float b = 0.0f;
    for(int i = 0; i < quantity; i++) {
      int x =
        (int) (generator.nextFloat() * xExtent);
      if(x > xExtent - Beast.GSIZE)
        x -= Beast.GSIZE;
      int y =
        (int) (generator.nextFloat() * yExtent);
      if(y > yExtent - Beast.GSIZE)
        y -= Beast.GSIZE;
      float direction = (float)(
        generator.nextFloat() * 2 * Math.PI);
      int speed = (int)(
        generator.nextFloat() * (float)maxSpeed);
      if(uniqueColors) {
        r += colorCubeStepSize;
        if(r > 1.0) {
          r -= 1.0f;
          g += colorCubeStepSize;
          if( g > 1.0) {
            g -= 1.0f;
            b += colorCubeStepSize;
            if(b > 1.0)
              b -= 1.0f;
          }
        }
      }
      newBeasts.addElement(
        new Beast(this, x, y, direction, speed,
          new Color(r,g,b)));
    }
    return newBeasts;
  }
  public Vector beastListInSector(Beast viewer) {
    Vector output = new Vector();
    Enumeration e = beasts.elements();
    Beast aBeast = (Beast)beasts.elementAt(0);
    int counter = 0;
    while(e.hasMoreElements()) {
      aBeast = (Beast) e.nextElement();
      if(aBeast != viewer) {
        Point p = aBeast.position();
        Point v = viewer.position();
        float bearing =
          aBeast.bearingFromPointAlongAxis(
            v.x, v.y, viewer.currentDirection);
        if(Math.abs(bearing) < fieldOfView / 2)
         output.addElement(aBeast);
      }
    }
    return output;
  }
  public void paint(Graphics g)  {
    Enumeration e = beasts.elements();
    while(e.hasMoreElements()) {
      ((Beast)e.nextElement()).draw(g);
    }
  }
  public static void main(String[] args)   {
    FieldOBeasts field = new FieldOBeasts();
    field.xExtent = 640;
    field.yExtent = 480;
    Frame frame = new Frame("Field 'O Beasts");
    // Optionally use a command-line argument
    // for the sleep time:
    if(args.length >= 1)
      field.delay = Integer.parseInt(args[0]);
    frame.addWindowListener(
      new WindowAdapter() {
        public void windowClosing(WindowEvent e) {
          System.exit(0);
        }
      });
    frame.add(field, BorderLayout.CENTER);
    frame.setSize(640,480);
    field.init();
    field.start();
    frame.setVisible(true);
  }
} ///:~ 

Although
this isn’t a perfect reproduction of the behavior in Craig
Reynold’s “Boids” example, it exhibits its own fascinating
characteristics, which you can modify by adjusting the numbers. You can find
out more about the modeling of flocking behavior and see a spectacular 3-D
version of Boids at Craig Reynold’s page
http://www.hmt.com/cwr/boids.html.

To
run this program as an applet, put the following applet tag in an HTML file:

<applet
code=FieldOBeasts
width=640
height=480>
<param name=xExtent value = "640">
<param name=yExtent value = "480">
</applet>

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