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Abberant Behavioral Sytem

As the result of weird phenomenon, scientific experiments and a whole lot of other nastiness, The Zaun Exclusion Zone, is chock full of weird and wondrous mutants and enemies, making an already inhospitable climate even more tricky to survive. Thanks to the wide range of dangers scattered throughout the zone, enemies come in a large range of shapes, sizes, behaviors, background histories and many other defining traits that give the world of the zone a bit more life, despite how much it’s hellbent on taking yours.   In addition, a hierarchy system allows for even more dynamic interactions between certain creatures.   Using the same Liveworld Advanced AI System found in other open world survivals produced under the Goldenhawk studio brand such as critically acclaimed games like Road’s of Elysium, the vast open world that makes up the Exclusion Zone, features multiple different ecosystems that have the possibility of affecting even more AI than just that of creatures.   Because of this, it is often not that difficult to witness the full complexity of the in-game AI. Much like in Roads of Elysium, these systems included in Silent Frontiers features many AI Behavioral Systems like the GAINSTRIVE system; an extensive behavioral tree which regulates Turf-wars and how a creature reacts to violent stimuli. The FLOURISH system is another subtree of behavior that returns in Silent Frontiers that regulates an animal based around their needs and wants.   A hungry predator, for example, may attack a small herbivore due to hunger, or a herbivore might walk around looking for their favorite food.   The FLOURISH and GAINSTRIVE systems also often coincide with one-another; with the GAINSTRIVE system often taking action to determine who comes out on top in a fight. This often means that while a predator might need its needs met, it doesn’t always mean they will win a fight or simply put, achieve that goal. Sometimes the prey might get away because the prey's coding permits their survival, while a predator might be wounded and flee as a result, miss a kill entirely without a fight needing to end the chase, or simply die because their code ‘bit off more than they can chew’.   Much like in RoE, many other subtree’s also exist under the FLOURISH and GAINSTRIVE systems and their corresponding behavior tree’s. For example, behavior trees that determine how a creature reacts to another certain creature aren't always concrete. For example, predator and prey relations are highly prevalent throughout the game with some even manifesting themselves as cannibalism in certain species. However, due to the FLOURISH and GAINSTRIVE systems, odd relationships might also pop up from time to time.   Creatures that display curiosity, may interact differently then those that more often then not display aggression. However curiosity may cause a creature to once again ‘bit off more than they can chew’, resulting in it's accidental death, or the irritation of a creature who may take its frustrations out on something else within the general vicinity.   In addition, curiosity, may also coincide with a creature’s natural AI to be a scavenger. Creatures with scavenger AI are more likely to take bait from traps and eat corpses, which can also be used to bait them, but may also display a peculiar behavior which allows them to stalk survivors or other predators. Should either make a kill during a varied duration of time, the creature will then either steal the corpse or, if left unbothered, simply wait until its chance comes to eat. Should the varied duration of time come to an end, the creature may simply give up and leave, effectively saving it from "wasting it's time".

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