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Influencing a Fish's Behavior

The animator can influence each fish's behavior at the motivation level by varying the relevant behavioral parameters in its mental state variables through the behavior panel (see Fig. gif) and by changing its habits through the habit panel (see Fig. gif). Using the behavior panel, the animator can also view the dynamics of the mental state of a chosen fish and its current intention. A fish's habit is implemented as a binary string with `1' representing `like' and `0' representing `dislike'. If two conflicting features are both assigned `1', for example, if both 'cold' and 'hot' buttons are pushed, this is taken to mean `don't care'. The fish is a female if `sex' equals `1'.

  figure1989

  figure1994


next up previous contents
Next: Control Panels Up: Manipulation Panels Previous: Experimenting with the Physics
Xiaoyuan TuJanuary 1996