Spielerando

How wide must a cleared strip be so a grass fire does not jump it?

Fire that creeps from tile to tile with a chance each moment looks right until players build a gap and wonder if it will hold, and the answer depends on how long things burn as much as on the gap. This shows how to compute the chance of crossing and the narrowest strip that meets a goal.

Why this works

Fire gets many small tries over its whole burning time, so a gap is judged by the chance per moment and by how long it lasts together. Every bare tile weakens the jump, which is why the narrowest safe strip can be calculated instead of guessed.

When not to use it

Skip it when fire is a scripted event or when wind and terrain decide the outcome in ways that one chance per tile cannot capture. Then test the layout by playing it, and use this only as a first estimate.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "How wide must a cleared strip be so a grass fire does not jump it?" (read_entry fire-spread-over-firebreak-width) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP