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	<title>Comments on: Using ABM to Model a Zombie Apocalypse</title>
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		<title>By: rsmithlal</title>
		<link>http://rose.geog.mcgill.ca/wordpress/?p=1716&#038;cpage=1#comment-67866</link>
		<dc:creator>rsmithlal</dc:creator>
		<pubDate>Fri, 03 Feb 2012 17:35:00 +0000</pubDate>
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		<description>@Peck - They certainly detect by sound and smell, in many different zombie storylines. They seem to be particularly attracted to gunshots, and in one episode of The Walking Dead, the survivors covered themselves in zombie organic matter in order to walk around zombies without detection. However, it soon started to rain and the zombies were quick to attack them once their human scent was exposed.

@Ally - You make a couple of good points in your response. I especially agree with the fact that survivor decision will need to take into consideration their entire surroundings before acting. 

I would also like to mention that there needs to be functions defined that identify the behaviors of both infected and survivors in groups vs as individuals.  Call it an analogue to flock behavior.</description>
		<content:encoded><![CDATA[<p>@Peck &#8211; They certainly detect by sound and smell, in many different zombie storylines. They seem to be particularly attracted to gunshots, and in one episode of The Walking Dead, the survivors covered themselves in zombie organic matter in order to walk around zombies without detection. However, it soon started to rain and the zombies were quick to attack them once their human scent was exposed.</p>
<p>@Ally &#8211; You make a couple of good points in your response. I especially agree with the fact that survivor decision will need to take into consideration their entire surroundings before acting. </p>
<p>I would also like to mention that there needs to be functions defined that identify the behaviors of both infected and survivors in groups vs as individuals.  Call it an analogue to flock behavior.</p>
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		<title>By: Peck</title>
		<link>http://rose.geog.mcgill.ca/wordpress/?p=1716&#038;cpage=1#comment-67818</link>
		<dc:creator>Peck</dc:creator>
		<pubDate>Tue, 31 Jan 2012 13:39:14 +0000</pubDate>
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		<description>I think zombies just need a buffer - I do believe they detect by scent and sound no?</description>
		<content:encoded><![CDATA[<p>I think zombies just need a buffer &#8211; I do believe they detect by scent and sound no?</p>
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		<title>By: Ally_Nash</title>
		<link>http://rose.geog.mcgill.ca/wordpress/?p=1716&#038;cpage=1#comment-67805</link>
		<dc:creator>Ally_Nash</dc:creator>
		<pubDate>Mon, 30 Jan 2012 18:58:03 +0000</pubDate>
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		<description>O&#039;Sullivan briefly talks about incorporating the ability for agents to act on the spatial structure of the environment (545), which I think would be critical to include in a zombie invasion stimulation. Decisions made by non-infected agents will depend on the entire space surrounding him not just specific features. For instance, the decision to get water from a well will require an agent to &quot;know&quot; and &quot;assess&quot; all the geographical obstacles that separates him and the well (hills, buildings, barricades...etc) and more importantly, the viewsheds of any zombies that are close to him. 

-Ally_Nash</description>
		<content:encoded><![CDATA[<p>O&#8217;Sullivan briefly talks about incorporating the ability for agents to act on the spatial structure of the environment (545), which I think would be critical to include in a zombie invasion stimulation. Decisions made by non-infected agents will depend on the entire space surrounding him not just specific features. For instance, the decision to get water from a well will require an agent to &#8220;know&#8221; and &#8220;assess&#8221; all the geographical obstacles that separates him and the well (hills, buildings, barricades&#8230;etc) and more importantly, the viewsheds of any zombies that are close to him. </p>
<p>-Ally_Nash</p>
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