Boids particle systems can be set to follow basic rules and behaviors, something close to artificial intelligence. They are useful for simulating flocks, swarms, herds and schools of various kind of animals, insects and fishes.
Boids artificial intelligence can only handle a certain amount of information at a single time, so the possible courses of action are easy to display within a single list.

The rules are parsed from top-list to bottom-list (thus giving explicit priorities), and the exact order can be modified using the little arrows in front of each row. The list of rules available are:
Each rule can be individually weighted ; the value should be considered how hard the boid will try to respect a given rule (a value of 1.000 means the Boid will always stick to it, a value of 0.000 means it will never). If the boid meets more than one conflicting condition at the same time, it will try to fulfill all the rules according to the respective weight of each. Any rule could be weighted from -1.000 to +2.000 in order to give it more or less significance (default value: ...).
Please note that a given boid will try as much as it can to comply to each of the rules he is given, but it is more than likely that some rule will take precedence on other in some cases. For example, in order to avoid a prey, a boid could probably "forget" about Collision, Crowd and Center rules, meaning that "while panicked" it could well run into obstacles, for example, even if instructed not to, most of the time.
As a final note, the Collision algorithm is still not perfect and in research progress, so you can expect wrong behaviors at some occasion. It is worked on.
Very much like Newtonian particles, Boids will react to the surrounding deflectors and fields, according to the needs of the animator:
For boid physics, Spherical fields define the way the objects having the field are seen by others. So a negative Spherical field (on an object or a particle system) will be a predator to all other boids particles systems, and a positive field will be a goal to all other boid particles systems.
When you select an object with a particles system set on, you have in the Fields tab a little menu stating if the field should apply to the emitter object or to the particles system. You have to select the particles system name if you want prey particles to flew away from predator particles.
You can also activate Die on hit (Extras panel) so that a prey particle simply disappears when "attacked" by a predator particle which reaches it.
Currently, this system doesn't allow for complex relationships (i.e. prey for one system while predator for others) but this will be made possible when particles will be properly pythonised.
Please refer to the following videos as an example of flock behaviour that boids can help to achieve:
As stressed before, using boids, it is easy to set animations with some prey/predator-like behaviour to some extend. In these cases, using Spherical Fieds emitters with negative Strength (repulsive, predators) or positive Strength (attractive, preys) will be quite easy and effective. Moreover, using the Die on Hit option (in the Extras panel) would prove useful also, when a predator successfully reaches a particle.
Setting a prey-predator relationship using Boids particles
These papers are from Craig Reynolds, the Boids' pioneer: