### Summary This paper gives an algorithm for simulating flocks, herds, and schools of independent creatures. ### Problem It's prohibitively time-consuming for an animator to individually create each individual in a flock. ### Methods Used The method described in the paper gives each agent in the flock a simple AI governed by a small set of rules, as follows: * Each boid (individual) should avoid colliding with others nearby * Each boid should attempt to move at the same speed as its neighbors * Each boid should attempt to stay near other boids ### Key Ideas Complex flocking behavior can be simulated by using a small set of rules over a large number of independent simulated creatures.