Ember wildfire containment game
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
- Grass — catches fast, burns out fast
- Shrubs — middle ground
- Trees — slow to catch, burn long
- Rock — no fuel
- Water — no fuel
- Firebreak — dug, no fuel
- Soaked — much harder to catch for a while
- Burning
- Burnt / lost
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
- Alexandridis et al. (2008). doi:10.1016/j.amc.2008.06.046
- Russo, Russo & Siettos (2016). aidic.it · PDF · DOI 10.3303/CET1653004
- Alexandridis et al. (2011). doi:10.1071/WF09119
- Drossel & Schwabl (1992). doi:10.1103/PhysRevLett.69.1629
- Rothermel (1972). research.fs.usda.gov/treesearch/32533