EMERGENCE SANDBOX
SIMPLE RULES · COMPLEX OUTPUT · NOBODY IN CHARGE
TIER I
TIER II
TIER III
TIER IV
☽ VOID
EACH AGENT FOLLOWS THREE RULES:
① SEPARATION — avoid crowding neighbors
② ALIGNMENT — match neighbors' direction
③ COHESION — move toward the group center
NO LEADER. NO DESIGN. PURE EMERGENCE.
DRAG CURSOR TO DISTURB THE FLOCK
NOBODY
DESIGNED
THIS.
Each point on screen follows
three simple rules.
No point knows what the
whole is doing.
No point was told to flock.
The flock is not a thing.
It is a behavior that
emerges from rules.
Your brain works the same way.
So does your immune system.
So does every market on Earth.
RULE WEIGHTS
SEPARATION
1.5
ALIGNMENT
1.0
COHESION
0.8
AGENTS
180
SPEED
1.8
PERCEPTION
55
COMPLEXITY METER
—
The edge between order and chaos is where emergence lives.
ACTIVE AGENTS:
180
AVG NEIGHBORS:
—
CLUSTERS:
—
EMERGENCE IN NATURE
SELECT ANY EXAMPLE · LIVE SIMULATION RUNS BELOW
DRAG CURSOR TO INTERACT
BOID RULES
SEPARATION
1.5
ALIGNMENT
1.0
COHESION
0.8
SPEED
1.8
PERCEPTION
55
AGENTS
200
PRESETS
BEHAVIOR NOTE
Default flocking. Three rules in balance. Notice how groups form, split, and reform without any coordination signal.
COMPLEXITY
—
AVG GROUP
—
COHERENCE
—
ENTROPY
—
SYSTEM COMPLEXITY
—
CLICK CANVAS TO PLACE AGENTS · DRAG TO DISTURB
AGENT TYPES
ACTIONS
+ SPAWN
+ FOOD
SHOCKWAVE
CLEAR ALL
SELECTED TYPE RULES
SEPARATION
1.5
ALIGNMENT
1.0
COHESION
0.8
FLEE PREDATOR
0.0
CHASE PREY
0.0
EMERGENCE LOG