Three rules, and no fourth
In 1986 a computer graphics researcher named Craig Reynolds wanted to animate a flock without hand-drawing every bird. He gave each simulated bird -- a "boid" -- just three instructions to run against its neighbors: separation (don't crowd), alignment (steer the way they steer), and cohesion (drift toward their middle). That was all. No rule for the flock, only rules for a bird. Run it, and a lifelike flock simply appears -- order that no one wrote down, arising from the bottom up. Real starlings, we now know, are playing almost exactly this game.