Fish Swarms

As an example for moving objects in cellular automata, two examples for automata simulating fish swarms are presented. The automata are coded in CDL and they use icons to show the fish. The automaton uses a three-phase method to avoid conflicts. In the first phase, the fish decide on the new direction to take, in the second phase conflicts are resolved: Empty cells decide whether they will be occupied by a fgish in the next step, and they decide which one to take. In the third phase the fish that have been accepted are removed from their previous location. The following files are needed to modify the rules:

Example of fish in a 20*20 cell aquarium

J.Weimar at