Cooperative Hunting Rules
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Cooperative Hunting Rules
Six hunters share a 32x32 tile forest (12 px tiles). The border ring is rock;
11 % of the interior is obstacles, half tree and half rock, with a 7x7 block
at the centre and six random 3x3 blocks cleared. The map is generated once per
episode from seed; each round re-rolls the animals with seed + roundIndex
but keeps the same map.
Hunters
Start at a free tile within 4 tiles of the centre with energy = 120 and
score = 0. Energy caps at 200; passive recharge is +1 every 18 ticks but
only up to 100. Moving costs 2 energy and sets a 5-tick move cooldown. A
hunter with fewer than 2 energy cannot move. There is no elimination and no
negative score.
Capture
| animal | hunters needed | sides | score | energy |
|---|---|---|---|---|
| rabbit | 1 | any one side | 1 | 15 |
| boar | 2 | two perpendicular sides | 3 | 90 |
| stag | 2 | two opposite sides | 5 | 60 |
| moose | 3 | any three sides | 10 | 140 |
| elephant | 4 | all four sides | 18 | 220 |
The reward is paid in full to every participant (except in lbf, where
score is split). A capture leaves a corpse for 48 ticks and puts a 20-tick
yellow kill glow on the killers.
Animals
Populations are maintained per kind, and a kind only spawns once the connected seat count is at least its coalition size: rabbits 12, boars 6, stags 6, moose 3, elephants 2. Spawns are 60 ticks apart, dropping to 3 while a population is four or more below target.
Animals flee within Chebyshev distance 3, at 75/50/25 % by distance, scaled per kind. A moose cardinally adjacent to a hunter gores it 30 % of the time (5 % diagonally): -10 energy and a one-tile shove. An elephant that steps onto a hunter tramples it for -30 energy and slides two tiles through -- and if the far tile is blocked it stays put, which is exactly why a complete four-side ring can hold one.
Turn order
Each tick, in this order: ingest input; distribute plans; hunter phase in slot
order; animal phase in prey order; stamp occupied sides; resolve captures;
resolve tags and forages (predator-prey); housekeeping; emit frames; round
bookkeeping; deadline guard.
Ending
results.reason is one of exactly three values: complete (all rounds ran),
deadline (the wall-clock guard fired; the current round is scored as it
stands and the episode settles), or no_players (nobody connected inside the
connect timeout; all-zero scores). The game always exits 0.