Ember wildfire containment game

MAP 000000

BUDGET0
AREA SAVED100%
BURNING0
CLOCKT+0
WIND ↑

Keys: 1 firebreak, 2 water drop, 3 controlled burn. Space starts, pauses or advances. On the map: arrows move, Enter acts. WIND shows the direction the fire is being pushed.

MAP KEY

MODEL, NOT REALITY

Ember is a toy cellular automaton.

The rule, in Ember’s own made-up units:

p   = p0 · fuel · moisture · p_w · (0.7 if diagonal)
p_w = exp(c1·V) · exp(c2·V·(cos θ − 1))
moisture = max(0, 1 − m / 40)   (soaked: m + 25 for 30 ticks)
p0 = 0.36   c1 = 0.3   c2 = 0.5   V = 1–3

θ is the angle between the spread step and the direction the wind pushes.

The tools are abstractions too.

Left out on purpose.

Why a fire game?

SOURCES

  1. Alexandridis et al. (2008). doi:10.1016/j.amc.2008.06.046
  2. Russo, Russo & Siettos (2016). aidic.it · PDF · DOI 10.3303/CET1653004
  3. Alexandridis et al. (2011). doi:10.1071/WF09119
  4. Drossel & Schwabl (1992). doi:10.1103/PhysRevLett.69.1629
  5. Rothermel (1972). research.fs.usda.gov/treesearch/32533