Saturday, July 27, 2024

Grid Cells and Hex Maps

 

Image by Ermal Tahiri from Pixabay

In RPGs, dungeon maps are usually square grids and outdoor maps are usually in hexes. There are certainly good reasons for it. Dungeons and other artificial structures, are usually built square. Outdoors, the directional flexibility of the hex make it ideal for plotting out chunks of travel. Some of it is most certainly tradition from early Avalon Hill games and the Outdoor Survival supplement from 70s D&D.

So you have two main tesselations for mapping in RPGs, competing away in your game books.

Does anyone ask what the brain thinks? Our poor ignored little brains?

Grid Cells

For that, we look to neuroscience. A while back, a group of researchers (Hafting et al, 2005) filmed a rat with an electrode in its entorhinal cortex - an area of the brain important for navigation and closely connected to the memory-laden hippocampus.

 

In the video below, a dot is added at the position of the rat every time the cell spikes. As the rat explores, more and more firings are recorded, finally converging into a roughly hexagonal grid. You have to squint a bit to see it, but it is there towards the end. 

 

Spoiler:


You'll note this fits a hex grid well, if a bit distorted. It doesn't fit squares all that well unless you tilt them 45 degrees, and even then it is off.

Is this proof that the hex is superior for mapping, because it already has a presentation in the navigation system of the brain? Probably not. But, it's something to think about.

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