Eva Schiffer Interaction with Groups of Autonomous Characters. Craig Reynolds. Summary: This paper discusses Reynold's implementation of a large and complex flocking simulation. Problem: How does one create a large and behaviorally complex flocking simulation that can run in real time? What sorts of spacial data structures can help to overcome the O(n^2) time for finding neighboring agents? Method: This paper used the same basic strategy for flock simulation as the original boids paper. However, this paper presented more details of of the actual implementation and rather than running on a normal desktop computer, this simulation was created to run on PlayStation2 hardware. I find this to be an interesting choice, since even when this paper was published a PS2 was hardly the best hardware that money could buy. This project also used a bin-lattice spacial data structure to help overcome the cost of finding neighboring agents. As a result, Reynolds was able to run a simulation with 300 agents in realtime with no perceptible slowdown. Key Ideas: Independent agent simulations can make for amusing realtime applications. Some of the O(n^2) cost of finding agents' neighbors can be overcome with spacial data structures. Contributions: This paper was interesting because Reynolds has made some refinements to how he views flocking simulation over the years. He also discussed some aspects of the simulation in more detail than he had in his earlier papers. I mostly found this paper useful as a learning aid as much of the material is similar to that found in the original boids paper but more or different details are discussed. Questions: I did not have any significant questions about this paper.