Just trying to find where exactly my sheep ran off to. You can explore this creative world yourself: www.planetminecraft.com/proje...
Пікірлер
13:00 You wrote someone should check the code on this. I did now: Animals like to pathfind to grass blocks more than other blocks. Grass blocks have a score of 10. Other blocks have a score of: h = g - 0.5 . g = f / (4 - 3*f) with f = light level / 15 . In the nether: h = g * 0.9 + 0.1 - 0.5 When pathfinding 10 random positions in the search range are tested and scored. If the position fails the test, it will not be scored. The one with the highest score is chosen as destination (if any position was scored). This probably explains that they prefer surface blocks, because they have a higher light level, and thus the highest score. The position test is: Position not outside the world height. Position within some spherical range. Block below is opaque full cube. Position has no pathfinding penalty (cactus, lava, water, etc). I am not sure whether there is anything in the code that causes the animals to search upwards from the chosen destination. I did not find that at least. I think testing this in the end dimension where there is no skylight might be interesting to avoid this light dependent scoring. Edit: found the upwards search. After choosing the position using the scoring, the position is modified: While the block's material at the position is solid, move the position one up. If the position is outside the world height, exit the loop. If the resulting position doesn't have water and doesn't have a pathfinding penalty the animal pathfinds to it, otherwise no pathfinding
@2No2Name Жыл бұрын
Many thanks for looking into this. This block selection process is extremely interesting. And, if you don't mind the compliment, you are truly a wizard.
@whitestonejazz Жыл бұрын
So this whole 15 minute video was speculation of this code here?
@skiFsballs Жыл бұрын
@@skiFsballs Yep
@kimtae858 Жыл бұрын
@@kimtae858 definition of overcomplicating things lmao
@skiFsballs Жыл бұрын
@@skiFsballs No. When reading the code it is hard to predict what the end result will be. The code is one big spaghetti mess, and when reading you often have to skip something. The testing actually shows what happens, but since there is so much randomness involved, it often is also hard to tell from testing
@2No2Name Жыл бұрын
I wonder if the increase in likelihood to walk uphill was purposeful to keep peaceful mobs out of caves and on hills to be more visible
@darthfastball1150 Жыл бұрын
Imagine they add hawks to Minecraft... 💀
@lucaspawprint1888 Жыл бұрын
Honestly, unlikely imo. They already only spawn on grass, and only move if a player is close. If this was on purpose, they'd have chosen an easier way to do it. It likely just happened and they were fine with it.
@jort93z Жыл бұрын
Not a bad theory, but if it were true we'd never see passive mobs in caves. The exception is chickens because of jockeys.
@anthonymorris8891 Жыл бұрын
Not true necessarily because mobs sometimes spawn on random grass in caves and can't get out but they also fall down ravines and such and similarly can't escape
@s0r03 Жыл бұрын
That was probably the purpose of their preference for well-lit blocks.
@xiphosura413 Жыл бұрын
You should do this with sheep and color them depending on their position to make it easier to see who went where
@1ce671 Жыл бұрын
A glow effect might also help distinguish them from the background, given that it’s a gradient
@notreallyokay9355 Жыл бұрын
Marble race but sheep
@CreatorProductionsOriginal Жыл бұрын
You got the smart
@pwaaoolhtims4344 Жыл бұрын
@@notreallyokay9355 visible effect
@whannabi Жыл бұрын
Genius
@wholesand Жыл бұрын
New favorite type of Minecrafter unlocked: cool math substitute teacher
@Mogswamp11 ай бұрын
exactly
@avjohny9 ай бұрын
Mogswamp
@Azriel_MR9 ай бұрын
so thats why mountain pig exists
@bobmaster6989 ай бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
lol
@Awesomeplayer988 ай бұрын
I'm making my farms out of glass now, so the animals will STAY PUT! I've never seen mobs so controlled and behaved in my entire 8 years of playing. Thank you for this.
@lucaspawprint1888 Жыл бұрын
Don't mobs like- Not spawn on glass?
@ImJustBag Жыл бұрын
@@ImJustBag Correct. I would just lure them into an elevated platform and multiply them from there.
@lucaspawprint1888 Жыл бұрын
This was my instinct, too. Stay still damnit, I’m trying to shear you! 😂
@dsnineteen Жыл бұрын
You can also play with alternative platforms. Mobs can't pathfind onto carpets which are supported by string. This also affects endermen, so you can have a 100% safe enderman farm by just making sure all of the blocks within teleportation range are actually just carpets.
@onyxtay7246 Жыл бұрын
@@onyxtay7246 Now that you mention alternatives, I think leaves are probably the most efficient for resourceful large quantities.
@lucaspawprint1888 Жыл бұрын
I like how you could technically find caves by spawning sheep and seeing where they will go.
@jonasl.4810 Жыл бұрын
Sheep dowsing.
@bobchipman4473 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Nah @@fairykeibani9155
@Carbine6428 күн бұрын
I once had a small village with a hill in the centre, and for whatever reason all the villagers without fail would immediately gravitate towards that one hill. This video explains why perfectly.
@Halal_Gaming Жыл бұрын
Same, except there was always ONE villager who would walk right in front of me while I was trying to build. He mysteriously lost a fight to lava...
@dylanpelo Жыл бұрын
Also depending on the version villagers like to congregate at certain times of day at the "village center"
@Nate-bd8fg Жыл бұрын
@@Nate-bd8fg that's a special part of villager AI unique to villagers
@nightglide_ Жыл бұрын
@@nightglide_ yeah I was explaining why he may have been mistaken
@Nate-bd8fg Жыл бұрын
@@Nate-bd8fg the village center is where ever the town bell is placed so its not much of a mystery when they gather around that. villagers will occasionally congregate together to trade things with each other, but if you see an unusually large amount of villagers gathering somewhere where theres no bell its probably due to something weird going on with their ai
@gristen11 ай бұрын
When testing the way mobs behave on double-stacked carpet, I learned that information on MC wiki on it is old. As far back as 1.16, mobs are now fine with walking off cliffs as high as 3 blocks, and thus are not scared by the trench under carpets. What this means is that if a mob wonders about near a staircase that is more than a block steep, it will be able to randomly walk down the stairs, but will not be able to climb back up. This is a very annoying problem, I have dozens of villagers and iron golems of my village stuck inside a river with steep banks. They just keep replacing their stuck brethren with new ones. And any time I have a 2-block deep hole of any size for any reason within a chunk from a village, it soon begins filling up with villagers. They also keep falling off taller cliffs into a ravine, because they keep jumping onto ledges on the cliff where they can get to, but get stuck, and later the next villager jumps onto them and pushes the other down. I have a bunch of fall-damaged villagers down my ravine. I was hoping someone investigates why this self-destructive pathfinding is a thing, and maybe incentivises bugfixing it. If villagers were not trying to end themselves constantly, I would be perfectly fine with not locking them up in 1x1 holding cells.
@arcturuslight_ Жыл бұрын
So basically you run a Minecraft insane asylum for the mentally disturbed.
@Solesteam Жыл бұрын
You as the player can just "toddler-proof" all spots: make sure that any spot is either more than 3 blocks below any neighboring blocks, or that it can be left (make sure that mobs can get out of any holes, or have at least one way up from any cliffs). A way to fix mob pathfinding would be to change the code as follows: First, mobs pick a solid block in their vicinity and determine the closest surface block to that position (as they do now). Then, they check if they can find a path from their current position to that surface block (as they do now). Then, they check if they can find a path from that target surface block _back_ to their current position. If they can't get back, it means the new position would get them trapped (or is outside of their current enclosure). In that case they abort trying to pathfind there. (Or maybe they have a 99% chance to abort and a 1% chance to feel adventurous.) If the above checks succeed, they actually walk (and possibly drop) to their target (as they do now). The disadvantage with this fix would be that mobs stuck on a roof or similar would refuse to jump off. But they could still be pushed off (by the player, other mobs, or redstone contraptions).
@Pystro Жыл бұрын
Its like those frog buckets at the side of roads. U gotta babyproof everything for them
@wuketuke6601 Жыл бұрын
Oh hey, that explains why I had a world where all the villagers had gathered themselves into the same 4x4x2 deep hole!
@Sollace Жыл бұрын
@@Pystro I think you could simplify the process, skip pathfinding from current location to new location, and ONLY try to pathfind from destination back to origin, if that works, take that path in reverse.
@Nevir202 Жыл бұрын
In the first experiment instead of tracking pigs tracking sheep dyed to match the color of the block they're standing on could've given more interesting results, since you could see the original position of a mob easily.
@ehitlamopi7682 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
My biggest issue with this pathfinding is that it also applies to bees. I'll have bees leaving their hives just to go to the mountian next door where they just get lost. Even when i built a glass roof around the forest, they found small ways to get out and just would go right up the mountain. Kinda werid ams suchs with animals that are more free roam with farming. (Given this is on 1.17, but i still have a degree of this issue on 1.19)
@thegammakat Жыл бұрын
Had the same problem except I let the bees win and moved everything to the top of the hills nearby
@willowleftweeping Жыл бұрын
Bees really need a "return to last hive" loop that runs if they can't find a hive at night. Just check if there's a hive at the coordinates of the last hive they left, then pathfind back, not stopping till they arrive.
@theapexsurvivor9538 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Finally an answer for this phenomenon! I've seen this occur all the time in 2 scenarios: * Animals in my multiplayer survival world constantly get themselves stuck on a cliff face next to our base * In the survival map "Drehmal Primordial" if there are any hills near any towns/villages, they are always littered with cats (and often horses and other animals too) while the surrounding terrain is typically empty How weird to know that caves, and filling or not filling in terrain when landscaping, actually affects mob pathfinding! Also I never knew that mobs can pathfind across non-solid blocks but they don't pathfind TO said blocks.
@jackwoodhead Жыл бұрын
I wonder if there's any speedrunning applications to this. If you're searching for a stronghold/cave and notice a hillside where some pigs SHOULD be going on top of (usually), but they aren't, that would mean there's something directly under there, no? Although perhaps strongholds are too far down for the pathfinding to notice.
@grubbinvgm Жыл бұрын
@@grubbinvgm Yeah, strongholds are too far down, plus the rng of the pigs' movement is too high to draw immediately conclusions; I'd imagine you'd have to vigorously study them for hours/days/weeks before you could make an estimated guess at the underground terrain
@jackwoodhead Жыл бұрын
@@grubbinvgm No, I don't think speedrunning will find much use for this. The stronghold is way too deep in the ground, and something like a lava pool is too small and animals are too sparse to be able to figure out anything. I suppose if you hear a lava pool, and see animals hanging around the general area of the sound, you can get a good idea of where the pool isn't located.
@han-huo Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Maybe the reason mobs look up until they find air because that way they will try to swim in water or lava instead of just swimming to the bottom and drowning.
@sethcushman5454 Жыл бұрын
Most mobs float in water, so it shouldn't matter for them
@relzyn554511 ай бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
That explains why all of my animals tend to congregate on decorative hay in the farm pens. Still frustrating, wish I could fix that, but at least there's a study explaining it lol
@awfulroffle Жыл бұрын
ahhh ive always wondered about this! my personal fav example of this is endermen in warped forests, the goobers will pathfind up to a tiny corner and just make a right mess with their blocks. i like to call them endermen play pens lmao. keep up the good work!!
@toastywarm5564 Жыл бұрын
My sides
@MrMarttivainaa11 ай бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Watching pigs pathfind to certain things wasn't the video I expected to watch today, but it's very welcome.
@julesrules7 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
i like this guy. simple, to the point, no fancy editing, no "jokes" which are really cringy, he doesn't try to make boring things interesting, but what he did was interesting, and he shows it to us. very nice
@jettaeschroff6924 Жыл бұрын
U have an poki Mon pfp . U are cring
@trentonking550811 ай бұрын
U Def an discord mod
@trentonking550811 ай бұрын
@@trentonking5508 excuse me what
@jettaeschroff692411 ай бұрын
@@jettaeschroff6924 u are xein
@trentonking550811 ай бұрын
U have an pokimon pfp your cringe buddy
@trentonking550811 ай бұрын
This could allow for some fence-less farm designs, tricking the pathfinder to never go outside a perimeter
@EdgarsLS Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
I've known this phenomenon for a long time. FINALLY someone did a formal study of it! Thank you!
@DoctorPlasmaMC Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Another thing that might go into consideration is that when there's a 3 block fall mobs "don't path find" through it or at least cancel it, because they know it would cause them to take damage, so if they're standing on a hill where there is a 3 block fall it adds even more odds to going up.
@Cuestrupaster Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
This is giving me strong Gnembon vibes! I'm not sure if you've seen it, but he has a video about mob wandering for mob farms, including a couple of designs for blaze farms that use it pretty elegantly.
@snowinjuly4872 Жыл бұрын
I have not seen it but am very glad to have learned of it now :-] No surprise to see that gnembon was already aware of the pathfinding details and how to use them in farms (it is also quite reassuring to see that the distances I worked out match up with the distances he described). It was one of ilmango's farms (kzhead.info/sun/ms2bdZlpqpmrp58/bejne.html) that got me interested in pathfinding. I was trying to redesign his farm so that zombies and other hostile mobs were separated from each other using only pathfinding.
@whitestonejazz Жыл бұрын
It's good exercise to reverse engineer something from experiments and observations and I like what you've done here. I primarily work with bedrock which doesn't decompile nearly as well as java does, so creating experiments to reverse engineer behaviour is technique I use often. (Usually supported by fragments of code for specific details like values)
@crackedmagnet Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
I think the checking for air mechanic was implemented specifically to avoid animals going in cave, which in turn makes them more likely to go uphill. That seems to make sense from an immersion point of view, you don't expect to see a pig wandering about when you're going to mine for iron.
@taupi5246 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
i've been wondering about this ever since i bred a wolf army and whenever i put down my crafting bench they all started jumping up onto it like it was the best thing ever
@user-tu2qb3fk9t Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Very interesting! I've actually used something like this before to make a blaze farm, since I heard that blazes will apparently pathfind towards filled-in areas significantly more often than the space they can actually walk around, so I designed my farm so that if they tried to pathfind outside the cage they were in (and towards the solid walls of netherrack surrounding it), their path would always take them over trapdoors that they would fall down. Weirdly, it worked extremely well! It's nice to see how the concept works in more detail!
@LeeSpork Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
I feel like this would actually end up being very useful for moving villagers and other mobs that are a pain in a butt to move
@thatmoththoth Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Dude built out his math.... that's a next level of overachieving I respect it
@JSDFEnthusiast Жыл бұрын
I love this kind of content. It's like doing physics
@Electriman17 Жыл бұрын
Because it basically is physics, but instead of nature it's about man-made things.
@gkk116 Жыл бұрын
This is the kind of video that keeps me on KZhead watching long-ish videos instead of Netflix or TV. People like you making content about kind of ridiculous things but in a very serious and thorough way that does make me think. I’ve never watched any of your other videos but thank you for doing what you do because I love it.
@ebouwman034 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
This is so insanely interesting. Also from a rp builder perspective. It helps to plan out where to terraform and place mobs if you need them to act in a certain way.
@myld_panic4416 Жыл бұрын
RP builder?
@jakekeltoncrafts11 ай бұрын
@@jakekeltoncrafts Roleplay builder. Like builds that one could use for cinematic videos, lore acting or adventure games
@myld_panic441611 ай бұрын
@@myld_panic4416 Ah, that sounds awesome.
@jakekeltoncrafts11 ай бұрын
8:10 Calling it now before I finish the video: the reason you underestimated the likelihood of them going uphill is because you assumed that they're trying to reach the closest available tile to the one they've targeted based on the stair test. But in reality they're only trying to get as close as possible in the X and Z axis; they'll completely ignore height as long as the tile is still within range (which is the real reason they stopped in that stair test, going up one tile put the target tile out of range)
@squiddler7731 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
i've been wondering about mob pathfinding mechanics (especially villagers) for so long this video is so insanely interesting to me
@xarildri1302 Жыл бұрын
Let me guess, your villagers keep taking fall damage and don't want to go where you want them to go?
@sufficient4834 Жыл бұрын
I used to make 3 block deep chicken pits in the dirt years ago, and I would always put little 1×1 holes in the walls, 1 block above the bottom of the pit, which resulted in the chickens almost always climbing into the holes. I thought it made them 'happy', so I kept doing it and they kept behaving that way. This I did on Minecraft PE, so bedrock edition, back when that version was enjoyable to play... Good times
@vintetia Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
I think it'd be cool if mobs had different pathfinding, like goats being more likely to climb for example.
@user-qn3gd4yy4f Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Seeing a lot of comments already touching on ideas I had as well, and nice experimentation on your part. As a visualization tool, it may be nice to enable the mob pathfinding ai scarpet script (included with carpet mod).
@enbyd Жыл бұрын
Many thanks for the tip and the compliment. I am sure there are quite a few carpet mod tools that would be worthwhile to learn and mob ai seems a great place to start. And incidently, if you don't mind a tangent being drawn from you comment, it examples the difference between science and magic quite well. Science meaning drawing general laws from observations and magic being the gaining of power from supernatural inquiry (or as it is called in the TMC, "code-digging"). Ironically, some of my creations have been called "wizardry" when I tend to work more by experimentation and, therefore, as a scientist. The true wizards, those who can peer beyond the veil with decompilation or carpet, are players like 2No2Name.
@whitestonejazz Жыл бұрын
Ive know minecraft for so long... never stopped playing the game, searcged through forums, through icebergs, through curiosity videos... ive never realized this... this is... amazing
@SandiaOfficial Жыл бұрын
That 5x increase in pathfinding efficiency right at the end is probably why the system works like this, if I had to guess.
@DerpsWithWolves Жыл бұрын
Awesome video. Always love seeing experiments with MC pathfinding.
@pi314159265358978 Жыл бұрын
hey pi, what you up to these days?
@vibaj16 Жыл бұрын
@@vibaj16 Hello :-) Well, in general most of my time is dedicated to my job. Other than that these days in particular I'm playing with AI art generators and making an art piece for my friend's birthday.
@pi314159265358978 Жыл бұрын
This video blew so far past all my expectations, the part where you figured out the theory live on camera was awesome lmao
@potatoonastick2239 Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
I love how you didn't just break open the game's code, and tell us the answer, but instead used in-game experiments to create, and support your hypothesis.
@JusticeBackstrom9 ай бұрын
To those interested, you can edit Litematica schematics yourself with a Python package called "litemapy". I found it surprisingly easy to use. It's available with pip or from here: github.com/SmylerMC/litemapy
@whitestonejazz Жыл бұрын
before watching the video: mobs in minecraft pathfind to full blocks, even if they have a block on top. so it makes sense that if a sheep has to choose between walking towards a 3D cube of blocks (mountain wall) or a plain surface, it'd choose the wall more often
@AfonsodelCB Жыл бұрын
Ok, minecraft has existed for about 12 years and only today did I stumble upon a reverse engineering video of minecraft inside of minecraft. The little tests, and the representations of them in glass blocks, graphs and the colored terrain is just fascinating to see.
@SpaghettiniFiveMillion10 ай бұрын
The thumbnail had me thinking someone was about to be ☝🏻 presenting to the emergency room.
@Intrafacial86 Жыл бұрын
I have never thought that passive mob AI pathfinding would be so interesting to learn! Great video!
@zebraagent Жыл бұрын
I like that you determined the quirkiness of the airblock thing made your search algorithm faster. That could maybe be why it's coded that way!
@vineveer4358 Жыл бұрын
This is incredibly interesting as I've always noticed how much mobs gravitate towards the tops of mountains
@literallymalware Жыл бұрын
The reason they bunch up at the top despite being 2 times as likely to go downhill is that: When you can't go any higher, then of course statistically speaking you're more likely to move downhill because it is the only place you can go. That doesn't mean that they will move down, it's just the only elevation change they can make at that point.
@cybersilver5816 Жыл бұрын
the only man with a phd in minecraft pig physics
@yourehereforthatarentyou7 ай бұрын
I find that they also like walking downhill a lot, which is pretty annoying when you find an animal you want to keep in a pen for later and you don't have any way to get it to follow you.
@TinyDeskEngineer Жыл бұрын
I have a flock of free-range sheep in a valley on a minecraft server and they're constantly climbing up the valley walls and pushing each other off to their deaths. Good to know I'm not insane and it's the pathfinding making them do it.
@Eryph Жыл бұрын
I've definitely felt this with my villagers climbing up hills and jumping down to their deaths 😔
@crandria2001 Жыл бұрын
it makes sense since you don’t really want to have friendly mobs walking down into caves and never resurfacing
@lordsimpus Жыл бұрын
I love that people are willing to go this in depth to try and explain video game occurrences. It just makes me happy to see how far we've gone from the days of parents telling us that playing video games is a waste of time, to making scientific studies about why the animals in a 10+ year old game always end up in weird places.
@Fragger-111 ай бұрын
Love these videos, between this and the PI day video i'm blown away at how interesting applied math can be in the gaming scene
@michaellaufer_ Жыл бұрын
Based on what you said at the end of the video, I think that means that you might be able to find caves by finding spots where the animals like to hang out. What you said at the end of the video also matches with my experience in Minecraft because I remember that it is common to find animals around cave entrances.
@totallyrealcat4800 Жыл бұрын
This is fascinating! The second you got to the 2:1 ratio and showed your graph with the horizontal & diagonal line I caught on. Super cool to have an understanding of this oddity in mob behavior!
@dawnpath5727 Жыл бұрын
The part at 14:10 makes complete sense to me since animals in my worlds always seem to find themselves entering caves whenever possible or else going to the top of the hill. Especially chickens lmao. Edit: caves that are partially uncovered or a few blocks from the entrances.
@MCNeko6554 Жыл бұрын
It's pretty obvious why it's coded that way, without a bias for going up, mobs ould just slowly get stuck on caves or terrain depressions that are hard to get out of
@Obi-WanKannabis Жыл бұрын
Been trying to figure out how to have goats and llamas in a valley and confused why they kept wandering up to my mountain home, which is super annoying. Small problem but wow I had no idea that so much went into it. Glad to know how it works
@randomrepairs4676 Жыл бұрын
This seems to be a way to save on processing power, but it also has the side effect of making animals easier to spot, which i think is neat.
@xenathcytrin202 Жыл бұрын
Honestly I am so here for these kinda videos. Love that so many of the comments are people just adding onto the info and disccusion too :) thank you I highly enjoyed xx
@entirelyriley Жыл бұрын
Yeah, I always wondered why the zombie piglins that spawned in my Nether base would pathfind up the spiral staircases to the highest room.
@DoNotPutMeInABox Жыл бұрын
This sort of digital analysis is absolutely lovely.
@nemo-x Жыл бұрын
It might be interesting to choose the color based on how many pathfinding choices would lead to that block. I wonder if a logarithmic scale for picking the colors would be useful in this case.
@tachrayonic2982 Жыл бұрын
Huh, that means if you're consistently near a hill, you can tell if there's a cave near the surface based on mob behavior. Neat!
@hungrygremlin5151 Жыл бұрын
That’s really interesting! I think that a video where we follow along with your experiment/discovery process would be fun to watch. Have a good day!
@migsy1 Жыл бұрын
Many thanks and a good day to you as well!
@whitestonejazz Жыл бұрын
This explains why my cherry grove hill surrounded by plains has a ton of animals on top of it
@clairet5636Ай бұрын
I knew caves affected pathfinding and was wondering why that wasn’t taken into account.
@sebastianbass946 Жыл бұрын
I think it is fascinating to try to break down the complex pathfinding of the game with science. Very impressive.
@doncomputer5931 Жыл бұрын
Finally a video that explains mob AI! Thank you!
@Awesomeplayer988 ай бұрын
Just found your channel the other day about zombie pi and then this and finally decided to sub. You have such a chill and friendly vibe I really enjoy these videos. Keep it up!
@marincusman9303 Жыл бұрын
Thanks. I think often about how to give the videos a nice chill vibe, so that's good to hear
@whitestonejazz Жыл бұрын
Recently was working a building a huge mountain in game, and noticed that all mobs spawning were drifting up the hill. Great video, answered the exact question I had.
@randomuser395 Жыл бұрын
It's because, like Obi-Wan, they know the power of the high ground
@amogu_ Жыл бұрын
This is a fascinating video, tysm for sharing and delving into this subject!
@admiral_m_10k35 Жыл бұрын
Hey, this is probably gonna get buried but your channel is exactly what I’ve been looking for for a really long time. Not only is your voice soothing and fun to listen to, but the topics you choose are engaging, too. Not only that, but it’s also VERY easy to relax and fall asleep to! Thank you for creating.
@Meowzipan Жыл бұрын
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
@fairykeibani91558 ай бұрын
Even if there’s a more precise way to calculate this, I love the way you approached the problem!
@jamesmorrison1308 Жыл бұрын
I really liked the learning-on-the-fly aspect of this video!
@geegrant865 Жыл бұрын
This explains why while watching Skyes play Skyblock, the animals will randomly attain sentience and make a break for it.
@DindellaTheDefender11 ай бұрын
some of my favourite youtube experiences are seeing a video and thinking "well this is somethig i have never considered nor craved an answer to, but now i sure am" really nice isualisation and experimentation this game is trully weird sometimes, and i love it when people have enough skill and knowledge to take advantage of it (i've read many comments about mob farms taking advantage of pathfinding) anyways yeah! some cool new info, thanks for it!
@lemonbread378 Жыл бұрын
I love listening to this kind of experimentation
@mmmmine5439 Жыл бұрын
Omfg this is so cool- i love how the most random questions will eventually get people that answer them
@DexStarrTheManiac Жыл бұрын
I wonder if this could improve any mob farms out there 🤔
@carafurry7862 Жыл бұрын
This is such a cool video, and the way you break it down is so simple I love it. Fantastic Communicator
@talkingoutofmypodcast485411 ай бұрын
Now I'm just imagining making animal pens with a small square of grass, and a 10 block wide plane of glass ringed around it to keep the mods inside
@katapow99 Жыл бұрын
I noticed this when digging around in the nether at a warped forest. The endermen really like going up. Sometimes they would cluster near a cliffside and if I made my staircase tall enough for them, they would all go up. I had a staircase up to a nether fortress and I had blocked off the top block to protect myself from wither skeletons and the top of the staircase was full of endermen that had wandered up the stairs from the forest.
@IceFireofVoid Жыл бұрын
So that's why all my free-range chickens can be found all mobbing the same corner of a cliff.
@ticklezcat519111 ай бұрын
this is a fascinating video, great visual representations with the glass!
@scottydog6713 Жыл бұрын
Suggestion: make terrain in an exponential shape, getting steeper yet with paths that can be taken. Then I would rerun this experiment to see if there is a "sweetspot" that they prefer in terrain angle
@dimensionalchaos8422 Жыл бұрын
maybe the way PaperMC optimizes pathfinding changes this, but I've noticed this in my servers. after a month or so of playing, all the animals have kongregated on the top of random hills and remain there forever
@haiperbus Жыл бұрын
I love how much people will do just to understand how Minecraft works. This is a "simple" experiment compared to something maybe SciCraft would do, but it seems pretty effective. This game is an amazing gateway/exercise for coding, probability and much more.
@Juicyboi_ Жыл бұрын
Really cool. Really well explained. Really visual. And I really liked how passionate you are about it. It made me feel interested in what you were talking about too.
@cvoges1211 ай бұрын
Very interesting video about mob park finding! Definitely deserves a lot more views
@SolidifiedMercury Жыл бұрын
This is a fascinating video! It seems like a massive combination of mob behavior. My best guess is that it's largely influenced by the addition of the mechanic that made animals avoid taking fall damage if at all possible. For example, if a zombie aggroed on you across a chasm, it'd just walk off into the chasm instead of going for the bridge. I wonder if animals refusing to take fall damage unless completely necessary leads them to be more likely to jump up 1 block, rather than chance falling 3 blocks like many hills in world design allow for. Cool video and awesome way to visualize the process!
@MegaVidFan1 Жыл бұрын
You should have done this with sheep dyed to the color of their starting location.
@cones91411 ай бұрын
been playing this game for 11 years and i am still learning more thanks for this cool video
@clockworkspider0 Жыл бұрын
Interesting, and that makes more sense as to why dogs struggle to follow players when they go up or down.
@yugene-lee Жыл бұрын
this is a brilliantly put together video!
@entitree. Жыл бұрын
Its so cool to see proces of finding out such mechanics!
@slimepixel11 ай бұрын
One word: wow. I definitely didn't care about this subject at first lmao, I abandoned Minecraft quite some months ago but just clicked because of title and thumbnail. But the way you explained everything so intriguing and put so much effort into all those test, gave me so much interest. This deserves more, keep up this work man.
@nsomandin5342 Жыл бұрын
2:22 you should have expected this, as the black area is like the outside border of your simulation, a good number of the pigs wandered off the edge, and here they've essentially done the same, by wandering into an area they are less likely to enter overall, but every time they start to leave it, probability eventually pushed them back towards it.
13:00 You wrote someone should check the code on this. I did now: Animals like to pathfind to grass blocks more than other blocks. Grass blocks have a score of 10. Other blocks have a score of: h = g - 0.5 . g = f / (4 - 3*f) with f = light level / 15 . In the nether: h = g * 0.9 + 0.1 - 0.5 When pathfinding 10 random positions in the search range are tested and scored. If the position fails the test, it will not be scored. The one with the highest score is chosen as destination (if any position was scored). This probably explains that they prefer surface blocks, because they have a higher light level, and thus the highest score. The position test is: Position not outside the world height. Position within some spherical range. Block below is opaque full cube. Position has no pathfinding penalty (cactus, lava, water, etc). I am not sure whether there is anything in the code that causes the animals to search upwards from the chosen destination. I did not find that at least. I think testing this in the end dimension where there is no skylight might be interesting to avoid this light dependent scoring. Edit: found the upwards search. After choosing the position using the scoring, the position is modified: While the block's material at the position is solid, move the position one up. If the position is outside the world height, exit the loop. If the resulting position doesn't have water and doesn't have a pathfinding penalty the animal pathfinds to it, otherwise no pathfinding
Many thanks for looking into this. This block selection process is extremely interesting. And, if you don't mind the compliment, you are truly a wizard.
So this whole 15 minute video was speculation of this code here?
@@skiFsballs Yep
@@kimtae858 definition of overcomplicating things lmao
@@skiFsballs No. When reading the code it is hard to predict what the end result will be. The code is one big spaghetti mess, and when reading you often have to skip something. The testing actually shows what happens, but since there is so much randomness involved, it often is also hard to tell from testing
I wonder if the increase in likelihood to walk uphill was purposeful to keep peaceful mobs out of caves and on hills to be more visible
Imagine they add hawks to Minecraft... 💀
Honestly, unlikely imo. They already only spawn on grass, and only move if a player is close. If this was on purpose, they'd have chosen an easier way to do it. It likely just happened and they were fine with it.
Not a bad theory, but if it were true we'd never see passive mobs in caves. The exception is chickens because of jockeys.
Not true necessarily because mobs sometimes spawn on random grass in caves and can't get out but they also fall down ravines and such and similarly can't escape
That was probably the purpose of their preference for well-lit blocks.
You should do this with sheep and color them depending on their position to make it easier to see who went where
A glow effect might also help distinguish them from the background, given that it’s a gradient
Marble race but sheep
You got the smart
@@notreallyokay9355 visible effect
Genius
New favorite type of Minecrafter unlocked: cool math substitute teacher
exactly
Mogswamp
so thats why mountain pig exists
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
lol
I'm making my farms out of glass now, so the animals will STAY PUT! I've never seen mobs so controlled and behaved in my entire 8 years of playing. Thank you for this.
Don't mobs like- Not spawn on glass?
@@ImJustBag Correct. I would just lure them into an elevated platform and multiply them from there.
This was my instinct, too. Stay still damnit, I’m trying to shear you! 😂
You can also play with alternative platforms. Mobs can't pathfind onto carpets which are supported by string. This also affects endermen, so you can have a 100% safe enderman farm by just making sure all of the blocks within teleportation range are actually just carpets.
@@onyxtay7246 Now that you mention alternatives, I think leaves are probably the most efficient for resourceful large quantities.
I like how you could technically find caves by spawning sheep and seeing where they will go.
Sheep dowsing.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Nah @@fairykeibani9155
I once had a small village with a hill in the centre, and for whatever reason all the villagers without fail would immediately gravitate towards that one hill. This video explains why perfectly.
Same, except there was always ONE villager who would walk right in front of me while I was trying to build. He mysteriously lost a fight to lava...
Also depending on the version villagers like to congregate at certain times of day at the "village center"
@@Nate-bd8fg that's a special part of villager AI unique to villagers
@@nightglide_ yeah I was explaining why he may have been mistaken
@@Nate-bd8fg the village center is where ever the town bell is placed so its not much of a mystery when they gather around that. villagers will occasionally congregate together to trade things with each other, but if you see an unusually large amount of villagers gathering somewhere where theres no bell its probably due to something weird going on with their ai
When testing the way mobs behave on double-stacked carpet, I learned that information on MC wiki on it is old. As far back as 1.16, mobs are now fine with walking off cliffs as high as 3 blocks, and thus are not scared by the trench under carpets. What this means is that if a mob wonders about near a staircase that is more than a block steep, it will be able to randomly walk down the stairs, but will not be able to climb back up. This is a very annoying problem, I have dozens of villagers and iron golems of my village stuck inside a river with steep banks. They just keep replacing their stuck brethren with new ones. And any time I have a 2-block deep hole of any size for any reason within a chunk from a village, it soon begins filling up with villagers. They also keep falling off taller cliffs into a ravine, because they keep jumping onto ledges on the cliff where they can get to, but get stuck, and later the next villager jumps onto them and pushes the other down. I have a bunch of fall-damaged villagers down my ravine. I was hoping someone investigates why this self-destructive pathfinding is a thing, and maybe incentivises bugfixing it. If villagers were not trying to end themselves constantly, I would be perfectly fine with not locking them up in 1x1 holding cells.
So basically you run a Minecraft insane asylum for the mentally disturbed.
You as the player can just "toddler-proof" all spots: make sure that any spot is either more than 3 blocks below any neighboring blocks, or that it can be left (make sure that mobs can get out of any holes, or have at least one way up from any cliffs). A way to fix mob pathfinding would be to change the code as follows: First, mobs pick a solid block in their vicinity and determine the closest surface block to that position (as they do now). Then, they check if they can find a path from their current position to that surface block (as they do now). Then, they check if they can find a path from that target surface block _back_ to their current position. If they can't get back, it means the new position would get them trapped (or is outside of their current enclosure). In that case they abort trying to pathfind there. (Or maybe they have a 99% chance to abort and a 1% chance to feel adventurous.) If the above checks succeed, they actually walk (and possibly drop) to their target (as they do now). The disadvantage with this fix would be that mobs stuck on a roof or similar would refuse to jump off. But they could still be pushed off (by the player, other mobs, or redstone contraptions).
Its like those frog buckets at the side of roads. U gotta babyproof everything for them
Oh hey, that explains why I had a world where all the villagers had gathered themselves into the same 4x4x2 deep hole!
@@Pystro I think you could simplify the process, skip pathfinding from current location to new location, and ONLY try to pathfind from destination back to origin, if that works, take that path in reverse.
In the first experiment instead of tracking pigs tracking sheep dyed to match the color of the block they're standing on could've given more interesting results, since you could see the original position of a mob easily.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
My biggest issue with this pathfinding is that it also applies to bees. I'll have bees leaving their hives just to go to the mountian next door where they just get lost. Even when i built a glass roof around the forest, they found small ways to get out and just would go right up the mountain. Kinda werid ams suchs with animals that are more free roam with farming. (Given this is on 1.17, but i still have a degree of this issue on 1.19)
Had the same problem except I let the bees win and moved everything to the top of the hills nearby
Bees really need a "return to last hive" loop that runs if they can't find a hive at night. Just check if there's a hive at the coordinates of the last hive they left, then pathfind back, not stopping till they arrive.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Finally an answer for this phenomenon! I've seen this occur all the time in 2 scenarios: * Animals in my multiplayer survival world constantly get themselves stuck on a cliff face next to our base * In the survival map "Drehmal Primordial" if there are any hills near any towns/villages, they are always littered with cats (and often horses and other animals too) while the surrounding terrain is typically empty How weird to know that caves, and filling or not filling in terrain when landscaping, actually affects mob pathfinding! Also I never knew that mobs can pathfind across non-solid blocks but they don't pathfind TO said blocks.
I wonder if there's any speedrunning applications to this. If you're searching for a stronghold/cave and notice a hillside where some pigs SHOULD be going on top of (usually), but they aren't, that would mean there's something directly under there, no? Although perhaps strongholds are too far down for the pathfinding to notice.
@@grubbinvgm Yeah, strongholds are too far down, plus the rng of the pigs' movement is too high to draw immediately conclusions; I'd imagine you'd have to vigorously study them for hours/days/weeks before you could make an estimated guess at the underground terrain
@@grubbinvgm No, I don't think speedrunning will find much use for this. The stronghold is way too deep in the ground, and something like a lava pool is too small and animals are too sparse to be able to figure out anything. I suppose if you hear a lava pool, and see animals hanging around the general area of the sound, you can get a good idea of where the pool isn't located.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Maybe the reason mobs look up until they find air because that way they will try to swim in water or lava instead of just swimming to the bottom and drowning.
Most mobs float in water, so it shouldn't matter for them
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
That explains why all of my animals tend to congregate on decorative hay in the farm pens. Still frustrating, wish I could fix that, but at least there's a study explaining it lol
ahhh ive always wondered about this! my personal fav example of this is endermen in warped forests, the goobers will pathfind up to a tiny corner and just make a right mess with their blocks. i like to call them endermen play pens lmao. keep up the good work!!
My sides
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Watching pigs pathfind to certain things wasn't the video I expected to watch today, but it's very welcome.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
i like this guy. simple, to the point, no fancy editing, no "jokes" which are really cringy, he doesn't try to make boring things interesting, but what he did was interesting, and he shows it to us. very nice
U have an poki Mon pfp . U are cring
U Def an discord mod
@@trentonking5508 excuse me what
@@jettaeschroff6924 u are xein
U have an pokimon pfp your cringe buddy
This could allow for some fence-less farm designs, tricking the pathfinder to never go outside a perimeter
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
I've known this phenomenon for a long time. FINALLY someone did a formal study of it! Thank you!
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Another thing that might go into consideration is that when there's a 3 block fall mobs "don't path find" through it or at least cancel it, because they know it would cause them to take damage, so if they're standing on a hill where there is a 3 block fall it adds even more odds to going up.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
This is giving me strong Gnembon vibes! I'm not sure if you've seen it, but he has a video about mob wandering for mob farms, including a couple of designs for blaze farms that use it pretty elegantly.
I have not seen it but am very glad to have learned of it now :-] No surprise to see that gnembon was already aware of the pathfinding details and how to use them in farms (it is also quite reassuring to see that the distances I worked out match up with the distances he described). It was one of ilmango's farms (kzhead.info/sun/ms2bdZlpqpmrp58/bejne.html) that got me interested in pathfinding. I was trying to redesign his farm so that zombies and other hostile mobs were separated from each other using only pathfinding.
It's good exercise to reverse engineer something from experiments and observations and I like what you've done here. I primarily work with bedrock which doesn't decompile nearly as well as java does, so creating experiments to reverse engineer behaviour is technique I use often. (Usually supported by fragments of code for specific details like values)
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
I think the checking for air mechanic was implemented specifically to avoid animals going in cave, which in turn makes them more likely to go uphill. That seems to make sense from an immersion point of view, you don't expect to see a pig wandering about when you're going to mine for iron.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
i've been wondering about this ever since i bred a wolf army and whenever i put down my crafting bench they all started jumping up onto it like it was the best thing ever
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Very interesting! I've actually used something like this before to make a blaze farm, since I heard that blazes will apparently pathfind towards filled-in areas significantly more often than the space they can actually walk around, so I designed my farm so that if they tried to pathfind outside the cage they were in (and towards the solid walls of netherrack surrounding it), their path would always take them over trapdoors that they would fall down. Weirdly, it worked extremely well! It's nice to see how the concept works in more detail!
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
I feel like this would actually end up being very useful for moving villagers and other mobs that are a pain in a butt to move
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Dude built out his math.... that's a next level of overachieving I respect it
I love this kind of content. It's like doing physics
Because it basically is physics, but instead of nature it's about man-made things.
This is the kind of video that keeps me on KZhead watching long-ish videos instead of Netflix or TV. People like you making content about kind of ridiculous things but in a very serious and thorough way that does make me think. I’ve never watched any of your other videos but thank you for doing what you do because I love it.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
This is so insanely interesting. Also from a rp builder perspective. It helps to plan out where to terraform and place mobs if you need them to act in a certain way.
RP builder?
@@jakekeltoncrafts Roleplay builder. Like builds that one could use for cinematic videos, lore acting or adventure games
@@myld_panic4416 Ah, that sounds awesome.
8:10 Calling it now before I finish the video: the reason you underestimated the likelihood of them going uphill is because you assumed that they're trying to reach the closest available tile to the one they've targeted based on the stair test. But in reality they're only trying to get as close as possible in the X and Z axis; they'll completely ignore height as long as the tile is still within range (which is the real reason they stopped in that stair test, going up one tile put the target tile out of range)
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
i've been wondering about mob pathfinding mechanics (especially villagers) for so long this video is so insanely interesting to me
Let me guess, your villagers keep taking fall damage and don't want to go where you want them to go?
I used to make 3 block deep chicken pits in the dirt years ago, and I would always put little 1×1 holes in the walls, 1 block above the bottom of the pit, which resulted in the chickens almost always climbing into the holes. I thought it made them 'happy', so I kept doing it and they kept behaving that way. This I did on Minecraft PE, so bedrock edition, back when that version was enjoyable to play... Good times
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
I think it'd be cool if mobs had different pathfinding, like goats being more likely to climb for example.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Seeing a lot of comments already touching on ideas I had as well, and nice experimentation on your part. As a visualization tool, it may be nice to enable the mob pathfinding ai scarpet script (included with carpet mod).
Many thanks for the tip and the compliment. I am sure there are quite a few carpet mod tools that would be worthwhile to learn and mob ai seems a great place to start. And incidently, if you don't mind a tangent being drawn from you comment, it examples the difference between science and magic quite well. Science meaning drawing general laws from observations and magic being the gaining of power from supernatural inquiry (or as it is called in the TMC, "code-digging"). Ironically, some of my creations have been called "wizardry" when I tend to work more by experimentation and, therefore, as a scientist. The true wizards, those who can peer beyond the veil with decompilation or carpet, are players like 2No2Name.
Ive know minecraft for so long... never stopped playing the game, searcged through forums, through icebergs, through curiosity videos... ive never realized this... this is... amazing
That 5x increase in pathfinding efficiency right at the end is probably why the system works like this, if I had to guess.
Awesome video. Always love seeing experiments with MC pathfinding.
hey pi, what you up to these days?
@@vibaj16 Hello :-) Well, in general most of my time is dedicated to my job. Other than that these days in particular I'm playing with AI art generators and making an art piece for my friend's birthday.
This video blew so far past all my expectations, the part where you figured out the theory live on camera was awesome lmao
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
I love how you didn't just break open the game's code, and tell us the answer, but instead used in-game experiments to create, and support your hypothesis.
To those interested, you can edit Litematica schematics yourself with a Python package called "litemapy". I found it surprisingly easy to use. It's available with pip or from here: github.com/SmylerMC/litemapy
before watching the video: mobs in minecraft pathfind to full blocks, even if they have a block on top. so it makes sense that if a sheep has to choose between walking towards a 3D cube of blocks (mountain wall) or a plain surface, it'd choose the wall more often
Ok, minecraft has existed for about 12 years and only today did I stumble upon a reverse engineering video of minecraft inside of minecraft. The little tests, and the representations of them in glass blocks, graphs and the colored terrain is just fascinating to see.
The thumbnail had me thinking someone was about to be ☝🏻 presenting to the emergency room.
I have never thought that passive mob AI pathfinding would be so interesting to learn! Great video!
I like that you determined the quirkiness of the airblock thing made your search algorithm faster. That could maybe be why it's coded that way!
This is incredibly interesting as I've always noticed how much mobs gravitate towards the tops of mountains
The reason they bunch up at the top despite being 2 times as likely to go downhill is that: When you can't go any higher, then of course statistically speaking you're more likely to move downhill because it is the only place you can go. That doesn't mean that they will move down, it's just the only elevation change they can make at that point.
the only man with a phd in minecraft pig physics
I find that they also like walking downhill a lot, which is pretty annoying when you find an animal you want to keep in a pen for later and you don't have any way to get it to follow you.
I have a flock of free-range sheep in a valley on a minecraft server and they're constantly climbing up the valley walls and pushing each other off to their deaths. Good to know I'm not insane and it's the pathfinding making them do it.
I've definitely felt this with my villagers climbing up hills and jumping down to their deaths 😔
it makes sense since you don’t really want to have friendly mobs walking down into caves and never resurfacing
I love that people are willing to go this in depth to try and explain video game occurrences. It just makes me happy to see how far we've gone from the days of parents telling us that playing video games is a waste of time, to making scientific studies about why the animals in a 10+ year old game always end up in weird places.
Love these videos, between this and the PI day video i'm blown away at how interesting applied math can be in the gaming scene
Based on what you said at the end of the video, I think that means that you might be able to find caves by finding spots where the animals like to hang out. What you said at the end of the video also matches with my experience in Minecraft because I remember that it is common to find animals around cave entrances.
This is fascinating! The second you got to the 2:1 ratio and showed your graph with the horizontal & diagonal line I caught on. Super cool to have an understanding of this oddity in mob behavior!
The part at 14:10 makes complete sense to me since animals in my worlds always seem to find themselves entering caves whenever possible or else going to the top of the hill. Especially chickens lmao. Edit: caves that are partially uncovered or a few blocks from the entrances.
It's pretty obvious why it's coded that way, without a bias for going up, mobs ould just slowly get stuck on caves or terrain depressions that are hard to get out of
Been trying to figure out how to have goats and llamas in a valley and confused why they kept wandering up to my mountain home, which is super annoying. Small problem but wow I had no idea that so much went into it. Glad to know how it works
This seems to be a way to save on processing power, but it also has the side effect of making animals easier to spot, which i think is neat.
Honestly I am so here for these kinda videos. Love that so many of the comments are people just adding onto the info and disccusion too :) thank you I highly enjoyed xx
Yeah, I always wondered why the zombie piglins that spawned in my Nether base would pathfind up the spiral staircases to the highest room.
This sort of digital analysis is absolutely lovely.
It might be interesting to choose the color based on how many pathfinding choices would lead to that block. I wonder if a logarithmic scale for picking the colors would be useful in this case.
Huh, that means if you're consistently near a hill, you can tell if there's a cave near the surface based on mob behavior. Neat!
That’s really interesting! I think that a video where we follow along with your experiment/discovery process would be fun to watch. Have a good day!
Many thanks and a good day to you as well!
This explains why my cherry grove hill surrounded by plains has a ton of animals on top of it
I knew caves affected pathfinding and was wondering why that wasn’t taken into account.
I think it is fascinating to try to break down the complex pathfinding of the game with science. Very impressive.
Finally a video that explains mob AI! Thank you!
Just found your channel the other day about zombie pi and then this and finally decided to sub. You have such a chill and friendly vibe I really enjoy these videos. Keep it up!
Thanks. I think often about how to give the videos a nice chill vibe, so that's good to hear
Recently was working a building a huge mountain in game, and noticed that all mobs spawning were drifting up the hill. Great video, answered the exact question I had.
It's because, like Obi-Wan, they know the power of the high ground
This is a fascinating video, tysm for sharing and delving into this subject!
Hey, this is probably gonna get buried but your channel is exactly what I’ve been looking for for a really long time. Not only is your voice soothing and fun to listen to, but the topics you choose are engaging, too. Not only that, but it’s also VERY easy to relax and fall asleep to! Thank you for creating.
We all must convince whitestonejazz to dye his beard pink! He said he’d do it if everyone was on board!!!
Even if there’s a more precise way to calculate this, I love the way you approached the problem!
I really liked the learning-on-the-fly aspect of this video!
This explains why while watching Skyes play Skyblock, the animals will randomly attain sentience and make a break for it.
some of my favourite youtube experiences are seeing a video and thinking "well this is somethig i have never considered nor craved an answer to, but now i sure am" really nice isualisation and experimentation this game is trully weird sometimes, and i love it when people have enough skill and knowledge to take advantage of it (i've read many comments about mob farms taking advantage of pathfinding) anyways yeah! some cool new info, thanks for it!
I love listening to this kind of experimentation
Omfg this is so cool- i love how the most random questions will eventually get people that answer them
I wonder if this could improve any mob farms out there 🤔
This is such a cool video, and the way you break it down is so simple I love it. Fantastic Communicator
Now I'm just imagining making animal pens with a small square of grass, and a 10 block wide plane of glass ringed around it to keep the mods inside
I noticed this when digging around in the nether at a warped forest. The endermen really like going up. Sometimes they would cluster near a cliffside and if I made my staircase tall enough for them, they would all go up. I had a staircase up to a nether fortress and I had blocked off the top block to protect myself from wither skeletons and the top of the staircase was full of endermen that had wandered up the stairs from the forest.
So that's why all my free-range chickens can be found all mobbing the same corner of a cliff.
this is a fascinating video, great visual representations with the glass!
Suggestion: make terrain in an exponential shape, getting steeper yet with paths that can be taken. Then I would rerun this experiment to see if there is a "sweetspot" that they prefer in terrain angle
maybe the way PaperMC optimizes pathfinding changes this, but I've noticed this in my servers. after a month or so of playing, all the animals have kongregated on the top of random hills and remain there forever
I love how much people will do just to understand how Minecraft works. This is a "simple" experiment compared to something maybe SciCraft would do, but it seems pretty effective. This game is an amazing gateway/exercise for coding, probability and much more.
Really cool. Really well explained. Really visual. And I really liked how passionate you are about it. It made me feel interested in what you were talking about too.
Very interesting video about mob park finding! Definitely deserves a lot more views
This is a fascinating video! It seems like a massive combination of mob behavior. My best guess is that it's largely influenced by the addition of the mechanic that made animals avoid taking fall damage if at all possible. For example, if a zombie aggroed on you across a chasm, it'd just walk off into the chasm instead of going for the bridge. I wonder if animals refusing to take fall damage unless completely necessary leads them to be more likely to jump up 1 block, rather than chance falling 3 blocks like many hills in world design allow for. Cool video and awesome way to visualize the process!
You should have done this with sheep dyed to the color of their starting location.
been playing this game for 11 years and i am still learning more thanks for this cool video
Interesting, and that makes more sense as to why dogs struggle to follow players when they go up or down.
this is a brilliantly put together video!
Its so cool to see proces of finding out such mechanics!
One word: wow. I definitely didn't care about this subject at first lmao, I abandoned Minecraft quite some months ago but just clicked because of title and thumbnail. But the way you explained everything so intriguing and put so much effort into all those test, gave me so much interest. This deserves more, keep up this work man.
2:22 you should have expected this, as the black area is like the outside border of your simulation, a good number of the pigs wandered off the edge, and here they've essentially done the same, by wandering into an area they are less likely to enter overall, but every time they start to leave it, probability eventually pushed them back towards it.