

In this case the rules are a) follow your nearest neighbour and b) move towards the areas of the projection containing the most information. Each bird is represented by a particle which each have an identical set of rules to follow (and likelihood of making a mistake). "We use a technique called agent based modelling of self-propelled particles, made famous by Vicsek et al (1995). When each simulated bird was attracted to the areas in the virtual flock that can provide the most information the result was a cohesive swarm. This insight led to the development of a computer model in which individual birds with simulated intelligence were attracted to the areas in the flock that could provide the most information on the rest of the flock. The researchers observed that it was always possible to see areas of light coming through the flock, providing the initial insight that the changing patterns of light and dark had a role to play in the flock's movement. The dynamic pattern of light and dark is created by birds within the flock altering the positions and angles at which they fly, causing a change in the amount of light let into the flock. The subsequent pattern of light and dark, formed as the birds attempt to achieve the necessary density, is what provides vital information to individual birds within the flock. This occurs when they can see light through the flock at many angles, a state known as marginal opacity. The research, conducted by the University of Warwick and published in the journal PNAS, found that flocking starlings aim to maintain an optimum density at which they can gather data on their surroundings.
