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| Up until now the Dynism has only been able to determine an Object's distance using absolute size information stored in its ROM, or through stereoscopic vision. A variant of the Mapper which enables them to `assemble' visual Stimuli into Objects now also allows the Dynism to determine angular separation between them, if only at this stage in the horizontal plane. This simple capability, as we will now see, becomes the foundation for the evolution of several major ones. |

| The drawing on the left is the one above translated into plan view. The three crude radial distances, Close, Near, and Far, are all the Dynism needs at this stage. Similarly with visual angles, these need not be any more precise than those you see here. The drawing on the right is its equivalent, converted into a `Tactical Map' which may then be matched to a Template either in a Dynism's ROM or RAM. |

| In the situation depicted above, the same as that we saw in `Decisions', the Dynism is confronted by two Predators. Before it Decides however, the Dynism now extracts a Tactical Map. If it has evolved a ROM Template to this Map, this will now cause it to turn and run. If the two Predators are Near, but at a sufficiently wide visual angle from each other, another Template may cause it to run between them and perhaps escape that way. |
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These Maps also allow a Dynism to record the relative locations of Static Objects, (including Negative ones) which may allow it to move more rapidly between them, through a Forest for example , or along a path with a Chasm to one side. Such Maps do not need to record the Identity of these objects, only where they are located. Only a relatively small number of Templates therefore need to be stored in memory for Matching. |
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| In their next evolutionary phase, Tactical Maps now extend right round the Dynism. These Maps rotate with its thorax, not its eyes or head as indicated by the grayed-in sectors. Such Maps allow the Dynism to acquire many additional capabilities. For instance, in turning to run from a pair of Predators as before, it may discover a third standing behind it, as you can see in the second Map. Notice how the objects in the Map move to successive sectors as the Map turns. If this third Predator is slightly further away from one of the others, it may match this Map to a Template which induces it to dash between them. |

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Just as such Maps can be used defensively, they can also be used offensively against Prey. However they clearly lack even more precision than those. |
| A new
kind of map we'll call a Strategic Map now begins to evolve from
the Model Map we saw earlier. The grid of the new map is
made up of square cells that are of the same length on each side as
that of an entire Model Map. |

| As the Dynism moves around its Territory, grid square by grid square, it assembles them in its RAM via its kinesthetic sensors into a Strategic Map of the form below. Slightly more advanced Dynisms also evolve a Translator to use its Tactical Maps to `fill in' more distant grid squares until it traverses them itself and `update' its Map. The grid it creates is somewhat unlikely to be as neat and tidy as presented here, but it will be sufficient for its present capabilities and those that may evolve in the future. |
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| Tactical Maps at this stage are not topographical maps as the drawing may suggest, but `difficulty of terrain 'maps similar to the `chasm' Tactical Map we saw earlier. In this case the Dynism's kinesthetic sensors now also register difficulty of moving it's body from one grid square to the next, and inserts a `Difficulty Flag' into it; in this example on a one to four scale. Nor is the Dynism's positioning likely to be precise; which to some extent is an advantage. It cannot locate itself on a grid line or intersection for instance, it will always locate itself in one of four neighboring cells at random: | ![]() |
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Extensions to a Dynism's Targeting Reflexes allow it to in effect plot a route from one square to another any distance away. Initially this will be line of sight only, but these Route Testers will eventually enable it to move around objects to target squares it cannot perceive directly. Which route it selects depends on the degree of difficulty of traverse, which in turn depends on the degree of need it has to reach a particular location. |
| To examine this in a little more detail, let us suppose a Dynism can now attach graded Gain or Loss Flags to any grid in its Territory. For example, if it encounters a Prey at a particular location, it tags it with a low-level Gain Flag. If it does so again in the same location, it attaches a higher such Flag. Ifnearby locations acquire such Flags, this may be the Lair or nest of such Prey. If a Dynism's internal sensors indicate a need for it to take more Prey, it can return to that Location or vicinity from anywhere in its Territory. The reverse applies to Predators; there will be locations it will avoid en route to a Prey Lair. It will also avoid locations difficult for it to traverse - unless it is chasing Prey or being chased by a Predators. In that event it may head for its own Lair or some other safe location if this is closer. At this early stage it Identifies such Safe Lairs via means imbedded in its ROM, a cave for instance. |

| The list of Landmark Object also grows by extending into the RAM. This allows more generalized Features to develop according to a particular Terrain. For instance, a Cave in a Cliff may become a Lair for a Dynism, or even a Heirachy if sufficiently large, to provide better protection from Predators or even the Elements of PereGaea itself. The Route Sequences may develop to the point where they all ultimately lead back to a `Home Lair', and may even come to include temporary Refuges a Dynism can scamper into if pursued by a Predator. |
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The limits to a Dynisms `Territory' within its local Terrain may be determined by a number of things, like the size of its RAM, the capabilities of its Body, and the risk of losing touch with any Heirachy it may belong to. Such Territories might be developed and explored by Young in their Free Time, perhaps accompanied by Adults for protection and guidance. |
| Tactical Maps may also be incorporated into a Dynism Heirachy itself. Individual Dynisms may score Credits if they discover a Prey Lair and can lead others to it, especially any they are Pair-Bonded to. Bonded Groups may also develop the ability to drive larger Prey into Traps formed by particular Terrain features like blind valleys, or even drive Predators over Cliffs. Their increased mutual Credits may then allow them to `do battle' as a Group within their larger Heirachy, so that they then come to lead it. | ![]() |
| Yet, as I said earlier, the Tactical Maps that allow Dynisms to do all these things need not themselves evolve beyond the simple structures with which they began. They may not allow a `precise' mapping of a Terrain in the way we understand it with our `grids', but they are less prone to error, especially cumulative ones. Their simplicity and flexibility may therefore be far more likely to produce Gains for a Dynism than exactitude. |
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