Suggested Formal Description of Crow AI

MandarJ

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This article contains a formal description of what could be the AI for Crows in the game. This description could also be extended (with a few changes) to other birds displaying similar behavior.

The behavior of the crow (and of most other creatures) consists of a default "idle" behavior which it displays in regular conditions, and various situation-specific behaviors which are exhibited on receiving certain "triggers" (think of them as "if trigger sensed, then exhibit behavior" statements). The idle can also have multiple "variations" that are executed based on the creature's current needs (see Need-Based AI).

The following are the proposed specifications for the AI of a crow:

Natural Behavior
  • Idle: When idle, crows are usually found perching. This involves idly sitting around, usually in groups, relocating every once in a while: basically hanging out. The location for perching is usually in small trees or in open areas, preferably near a known food-source.
  • Roosting: At night or sometimes after a meal, crows group up in a big tree or two and roost together. While roosting after a meal, a few of the crows act as lookouts, while the others roost. Roosting at night does not involve lookouts. While roosting, the crows hold on to the branch they are on tightly, and go in a semi-sleep state with their heads in their wings. It is important to note that roosting is more like dozing off than it is a deep state of sleep.
  • Flying: While hungry, crows circle areas known to be habited by small animals like little rabbits, squirrels, and sometimes even sparrows. Crows also fly when they have to relocate.
  • Pecking at Ground: When in areas which are known to be populated with worms or insects, crows will stand on the ground, pecking and digging out small insects and worms. The insects gathered are generally used to feed the young.
Situation-Specific Behavior
  • Human approaching (less than 8-10 meters away): When there is a human or a creature of similar size approaches, crows tend to congregate in a few nearby trees and to screech at the approaching creature. Note while designing the animations and sounds that this is an aggressive, threatening behavior.
  • Human very close (2-3 meters): When a human or a creature of similar size comes within very close proximity of the crow, the crows should fly away with violent flaps of the wings, screeching loudly. Note that this is not the behavior exhibited when the crow or its nest are attacked.
  • During rain: When it is raining, crows gather up in thick trees (to protect from moisture), cling on to a branch tightly, and wait out the storm. It is also common for the crows' feathers to puff up during such conditions.
  • On hearing a loud noise: On hearing a loud noise such as thunder, the crows should fly away in the direction opposite to the direction from where the sound is received.
  • On sensing a dead creature: If a crow senses (smells or sees) a dead creature nearby, it calls out to the nearby crows (via loud screeching noises) and settles down to eat. Some time after a creature dies, a pack of crows is often found surrounding the carcass.
  • When attacked: If a crow or its nest is attacked, the crow(s) involved call out to nearby crows and start "dive-bombing" the attacker. This involves aggressive pecking near the neck area of the attacker followed by fast ascent into the air by the crow to avoid taking damage. This behavior is especially shown when a crow's nest or its younglings are attacked: crows are highly protective of their younglings.
It should be noted that most actions described above show a lot of grouping behavior - crows like being in packs. Thus, it may make sense to design a "pack" of crows as a whole and have some behavior related to it (communication, for example).

Please do comment below if you have any suggestions. :)
 
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