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Collective Behavior Project: Simulating Schooling Fish Feeding Behavior

Authors

Mélinda Fabien

Sarah Gay

Ana Gelez

Alina Sereda

Introduction

In this project, our goal is to replicate the behavior of a group of fish in a controlled tank environment. To achieve this, we will draw inspiration from the research presented in the article accessible here We'll use the insights from the article to create a computer model that simulates fish behavior in an aquaculture environment. We'll rely on the Godot game engine to build a 3D virtual setting for this purpose.

The central objective of our project is to address a fundamental question: how do various feeding techniques influence the population of a school of fish in a tank, and which technique is most suitable for aquaculture purposes? To answer this question, we have outlined a series of planned steps.

We were able to reproduce the original simulation and introduce new ways of feeding fishes, producing data that we analyzed to compare all the different approaches.

Planned steps

  • Read the paper we choose, and review related literature to build a strong foundation on the subject
  • Reproduce the model found in the article in Godot based
  • Prepare and submit the initial project report by the deadline of 20/11.
  • Implement conditions for fish mortality within the simulation.
  • Add conditions under which fishes can reproduce (optional, if we have enough time)
  • Prepare and submit the second project report by the deadline of 18/12
  • Integrate a mechanism to monitor the evolution of fish population within the tank, including metrics like their total mass (and maybe other metrics like their total mass)
  • Generate and analyze results from different scenarios to facilitate a comprehensive discussion.
  • Conclude the project and compile the final project report by the deadline of 08/01.

How to run?

Install Godot and open the project.

Bibliography

Useful links

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