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each card contains: what it means, movement pattern, when its useful, key limitations
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simple random walk
move in random directions with random step lengths
no correlation between steps
useful when resources are uniformly distributed
very inefficient in patchy landscapes
correlated random walk
keep moving in same direction
steps correlated = smoother paths
useful when animals have inertia or directional persistence
inefficient if resources are rare
biased random walk
movement is biased towards a target (e.g. smell or gradient)
direction of movement is influenced by the external cue
useful when animals can direct a gradient (e.g. odor, sound)
requires detectable cue
biased correlated random walk
combination of persistence and bias towards a target
smooth directed paths
useful when animals both sense a target and can maintain a direction
hard to distinguish from memory based movement
centrally biased random walk
movement biased toward a home/centre
turns oriented back to centre
useful for territorial species or homing
doesn’t explore far
systematic search
structured scanning of space
regular geometric patterns
useful when perceptual range is small and the environment is open
costly, rarely used by large animals
area restricted search
switch to small movements when resources are found
short steps and many turns in ‘good’ patches
useful for patchy resources (such as classic foraging)
requires feedback, resources must be detected
lévy walk
many short steps and occasional very long steps
heavy tailed step length distribution
useful when resources are sparse and unpredictable
often over claimed
brownian walk
mix of short and long step distributions
two modes of movement
useful when animals switch between searching and travelling
hard to detect without good data
correlated velocity models
movement modelled in continuous time
velocity autocorrelation
useful for high resolution tracking
requires advanced modelling