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feature/183/stoch-flocking #183

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jharwell opened this issue Nov 16, 2022 · 0 comments
Open

feature/183/stoch-flocking #183

jharwell opened this issue Nov 16, 2022 · 0 comments

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@jharwell
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From 'Milling and meandering: flocking dynamics of stochastically interacting agents with a FOV'/Bagarti2018

jharwell added a commit that referenced this issue Nov 20, 2022
- Big refactor of the steering -> APF forces. All the forces I've implemented so
  far are for navigation; flocking forces are NOT for navigation, but can be
  used in tandem with navigation forces.

- Set licensing info for NEW files to SIFT, to help track what I need to
  change (if anything) once I hear back from leadership
jharwell added a commit that referenced this issue Nov 28, 2022
- Closing in on initial cut an an implementation

- Will require injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Nov 28, 2022
- Big refactor of the steering -> APF forces. All the forces I've implemented so
  far are for navigation; flocking forces are NOT for navigation, but can be
  used in tandem with navigation forces.

- Set licensing info for NEW files to SIFT, to help track what I need to
  change (if anything) once I hear back from leadership
jharwell added a commit that referenced this issue Nov 28, 2022
- Closing in on initial cut an an implementation

- Will require injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Nov 29, 2022
- Closing in on initial cut an an implementation

- Will require injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Nov 29, 2022
- Big refactor of the steering -> APF forces. All the forces I've implemented so
  far are for navigation; flocking forces are NOT for navigation, but can be
  used in tandem with navigation forces.

- Set licensing info for NEW files to SIFT, to help track what I need to
  change (if anything) once I hear back from leadership
jharwell added a commit that referenced this issue Nov 29, 2022
- Closing in on initial cut an an implementation

- Will require injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Nov 30, 2022
- Closing in on initial cut an an implementation

- Will require injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 6, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 6, 2023
- Rework movement metrics -> kinematic metrics, since I need to capture more
  stuff now, and those other things (e.g., pose) fit better under "kinematics".

- Make kinematic metrics able to report averages (the previous behavior) or
  per-robot (what's needed for Joe's IRAD).
jharwell added a commit that referenced this issue Mar 24, 2023
- Big refactor of the steering -> APF forces. All the forces I've implemented so
  far are for navigation; flocking forces are NOT for navigation, but can be
  used in tandem with navigation forces.
jharwell added a commit that referenced this issue Mar 24, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 24, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 24, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 24, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
jharwell added a commit that referenced this issue Mar 28, 2023
- Initial implementation

- Requires injection of global swarm state each timestep, which is kind of
  icky, but the quickest/most computationally efficient way to do it.
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