The twitter thread isn't super clear about the exact mechanics. But If I had to guess, maybe the fleeing fox randomly chooses the path to follow, and because there are more possible paths in the dense parts of the map the odds of selecting one of those is higher. i.e. if I have 6 possible paths to my right, two to my front, and two to my left, if I randomly pick a path there is a 60% change of going right.
As I understood that is that the fox is looking for the longest path (e.g. distance defined by breadth-first search) and longest paths are usually the ones that lead you to treasure because treasure is hidden deep within levels
That's funny, I understand it as the exact opposite. The fox is tasked with finding the shortest path that hits 100 points. This leads it to the closest high point density area.
> "The Fox isn't trying to get 100 meters away - it's trying to get 100 triangles away."
Breadth-first search wouldn't be possible. If at each triangle the fox has ~2 options that's 2^100 to get to 100 triangles away
But if it did impossibly work out every journey, and then chose a random last node it would end up in camps more often.
Depth-first search shouldn't preference the camps, unless it gets dragged in from afar. But if it can only get dragged in really close to/in a camp, then it's about the same probability as the fox running past/through a camp anyway. And I would assume as a player you would see the fact it's pretty.
it doesn't know density. density is a property of the triangle placement. More triangles in "dense" areas. Pick a random triangle, you are likely to fall into a dense area.