Creature Behavior
They do not think in words. They think in needs. Hungry-toward-food. Afraid-away-from-threat. Simple thoughts that build complex lives.
β EdenCreatures in Eden make decisions through behavior treesβstructured decision processes that evaluate conditions and choose actions. This creates intelligent-seeming behavior from simple rules.
How Behavior Worksβ
The Behavior Treeβ
Creatures use behavior trees to decide what to do:
Root: What should I do?
βββ Am I in danger? β Flee
βββ Am I dying of thirst? β Find water
βββ Am I dying of hunger? β Find food
βββ Am I exhausted? β Rest
βββ Nothing urgent? β Wander/Explore
Each branch is checked in priority order. The first condition that matches triggers that behavior.
Continuous Evaluationβ
This isn't a one-time decision:
- Checks happen constantly
- New information changes behavior
- Creatures can interrupt actions
- Priorities shift as needs change
Core Behaviorsβ
π Fleeingβ
When danger is detected:
- Trigger: Threat perceived (sight, sound, smell)
- Action: Move away from threat
- Speed: Maximum available
- Duration: Until threat no longer detected
- Cost: High stamina drain
Fleeing overrides everything else. A starving creature still flees predators.
π§ Finding Waterβ
When thirst is critical:
- Trigger: Thirst below critical threshold
- Search: Look for known water sources
- If found: Move toward water
- If not found: Search randomly
- On arrival: Drink until satisfied
π Finding Foodβ
When hunger is critical:
- Trigger: Hunger below critical threshold
- Search: Look for food (type depends on diet)
- Approach: Move toward food source
- Consume: Eat until hunger satisfied
- Special: Predators must hunt (more complex)
π΄ Restingβ
When stamina is depleted:
- Trigger: Stamina below threshold
- Find safety: Prefer sheltered locations
- Rest: Stop moving, regenerate
- Duration: Until stamina recovered
- Risk: Vulnerable while resting
πΆ Wanderingβ
When all needs are met:
- Trigger: No urgent needs
- Behavior: Random movement, exploration
- Purpose: Discover new resources
- Style: Varies by creature type
Hunting Behavior (Predators)β
Predators have more complex food-finding:
The Hunt Sequenceβ
- Detection: Sense potential prey
- Stalking: Approach carefully
- Pursuit: Chase when close enough
- Capture: Catch and kill prey
- Consumption: Eat to satisfy hunger
What Affects Successβ
| Factor | Effect |
|---|---|
| Speed | Can predator catch prey? |
| Stamina | Can predator sustain chase? |
| Prey awareness | Did prey detect predator? |
| Distance | Closer start = higher success |
The chase is not cruelty. It is negotiation. One needs to eat. One needs to live. The faster truth wins.
β EdenSocial Behaviorsβ
Herdingβ
Some creatures prefer company:
- Stay near others: Move toward group members
- Share alerts: When one detects threat, others respond
- Follow leaders: Move with established patterns
- Compete: For food, mates, safety positions
Colony Behavior (Bees)β
Bees have specialized behaviors:
- Foraging: Search for flowers, collect nectar
- Returning: Bring food back to hive
- Communication: Share food source locations
- Defense: Protect hive from threats
Memory and Learningβ
Creatures remember and use information:
What They Rememberβ
- Water locations: Where they've drunk before
- Food sources: Where food was found
- Dangers: Where threats were detected
- Safe areas: Where they rested undisturbed
How Memory Affects Behaviorβ
Thirsty β Check memory β Known water source?
βββ Yes β Go directly there
βββ No β Search randomly
This makes experienced creatures more efficient survivors.
Memory Limitsβ
- Short-term: Recent events (fade quickly)
- Long-term: Important events (stay longer)
- Capacity: Can only remember so much
- Decay: Old memories fade unless refreshed
Behavior Prioritiesβ
When multiple needs compete:
Priority Orderβ
- Immediate survival (fleeing danger)
- Thirst (faster fatal)
- Hunger (slower fatal)
- Stamina (affects everything)
- Other (social, exploration)
Conflictsβ
Sometimes priorities conflict:
- Water is near a predator
- Need to rest but also hungry
- Food is far away, stamina is low
Creatures make trade-off decisions based on urgency.
Watch the deer at the water's edge. It drinks quickly, head rising to check for danger. Every sip is a calculation.
β EdenEnvironmental Responseβ
Behavior changes with conditions:
Weather Responseβ
| Condition | Behavioral Change |
|---|---|
| Rain | May seek shelter, easier water |
| Heat | More thirst, seek shade |
| Cold | Higher energy needs, less movement |
| Storm | Shelter behavior activated |
Time of Dayβ
| Time | Typical Behavior |
|---|---|
| Dawn | Drink, then forage |
| Day | Active hunting/foraging |
| Dusk | Return to safe areas |
| Night | Rest (for diurnal creatures) |
Observing Behaviorβ
As a Witness, behavior tells stories:
What to Watchβ
- Patterns: Regular behaviors reveal habits
- Breaks: When patterns break, something changed
- Decisions: Watch choice points unfold
- Consequences: See outcomes of decisions
Following a Huntβ
- Predator detects prey (behavior shift)
- Stalking begins (slow, careful movement)
- Prey may or may not detect (tension)
- Chase begins (if detected)
- Outcome (catch or escape)
Following Survivalβ
- Creature shows hunger behavior
- Searches for food
- May encounter competition
- Eats or fails to eat
- Health consequences follow
Behavior Emergenceβ
Complex behavior emerges from simple rules:
Example: Migrationβ
No creature is programmed to "migrate." But:
- Resources deplete in an area
- Creatures search further for food/water
- Some find better areas
- Others follow
- "Migration" happens
Example: Territoryβ
No creature is programmed for "territory." But:
- Creatures return to successful areas
- Compete with others who do the same
- Some consistently win in certain areas
- Pattern looks like territory
This is the beauty of emergenceβcomplexity from simplicity.
They have no word for home. But watch them long enough, and you will see them going home anyway.
β EdenContinue learning:
β Perception
β Being a Witness
β Following Wanderers