Craig Reynolds is an internationally renowned for his work with Boids, the program that first utilized flocking (for an example see Flozoids). With over 7 movie credits to his name (including Disney's TRON and Warner Brothers' Batman Returns), Reynolds was also "...winner of the Scientific And Engineering Award presented by The Academy of Motion Picture Arts and Sciences for pioneering contributions to the development of three-dimensional computer animation for motion picture production as part of the 70th Academy Awards® held in 1998..." [Reynolds]. A prominent figure in both the field of ALife and animation - Generation5 was honoured to have a chance to interview Mr. Reynolds: 1.) You are internationally known for your program "Boids". The program used very simple rules - how did you come up with those rules? Back in college (in fact to some extent going back to my childhood) I had been interested in the concept of "autonomous characters". I had a hunch that a lot of seemingly complex behavior could be derived from relatively simple rules. It seemed like bird flocks would be a good example of this idea. I assumed that birds could not be giving a lot of "thought" to flocking, both because they didn't seem to be especially intelligent animals and because flocking happened "in real time" at such a fast pace that there was no time for deep thinking. I realized that it must be a very different experience to be a member of a flock than to observe it from the outside, much like the difference between driving in traffic and standing on a roadside watching traffic whiz by. So I just tried to mentally put myself inside a flock and imagine what I would have to do to fly with them. I'd have to make sure I didn't get too close to any of my local flockmates. I'd want to be flying at the same speed and in the same heading as my local flockmates. (This also means I'm unlikely to collide with them in the near future.) And finally, if I noticed that all of my local flockmates where on one side of me, I'd want to drift over towards them. It seemed that these three rules would be necessary conditions for flocking, but I didn't know if they would be sufficient. But once I tried the experiment (in 1986) by implementing the three rule model, it was clear that those three rules sufficed.
2.) Artificial Life is growly rapidly, where do you envision it in years to come?
3.) What practical applications are there to ALife?
4.) How did your interest in ALife spread to that of Behavioural Animation? |