A more realistic dinosaur behavior? About Dino AI and Interaction Animations

First off, I really have to thank the Frontier for creating such a dream-like game - "JW - Evolution" that touches every fan's heart. All the trailers look magnificent and stunning!

Somehow, after watching for hours and hours of GamePlay footages, I started to get worried - particularly with the behaviors of the dinosaurs. As they are the center-piece of the game, more work should be done to make them feel more authentic. I really hope my voice would be heard. Below are some of my thinking.

1) Although the Killing animation looks perfect, it should be of much more varieties and randomized based on the direction of attack, relative size difference between the prey-predator, and relative speed etc. Also, there shouldn't be a long 2s lag, loading the animation. In short, the T-Rex attack on the first trailer looks seamless and it would be perfect if the game works just like that!

2) The dinosaur attack shouldn't only result in casualties, possibility of injury and attempted failed attack makes it more realistic! Moreover, injured parts should be spitted to at least 7 parts (limbs, body, head, tail) and there will be physical consequences with the injury.

3) The dinosaurs should have the ability to learn, have memory, and personalities. For learning, for instance, a new born Struthiomimus have no reason to fear of a Ceratosaurus unless she first hear the roaring or witness a killing of the predator. Only thereafter, she will always keep a distance from it and developing a strategy to hide/cope with it. For memory, she should have a specific relationship with every other dinosaur she encountered or even the visitor/ranger team. For personalities, there should be some behavioral variations even within the same species. In short, the popular EA Game of "The Sims" can be a reference point.

Switching gear to the entertainment-oriented visitor of a dinosaur park, a fan of the Jurassic park, I wish the following can be made true.

4) POV of a park visitor and the ability to control their movement/actions just like a first person game. Preferably, a visitor can hops in any vehicle,hides, and uses tools (if necessary) - just like in the game of "Rockstar GTA"

5) Much more varieties of touring vehicles - etc. automated Safari as in the original Jurassic Park movie and hot air balloon touring as in "Operation Genesis". The viewing platform, already existed in the game, is wonderful but a first person view would make it perfect!

I fully understand the above mentioned ideas are really not some new ideas but those implementations are what I expected for to make it a more immersive, imagination capturing game.

Any opinion would be appreciated.
 
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I think you need to be a bit more realistic with your expectations when it comes to the dinosaurs. This isn't a dinosaur simulator, it's a park management game with dinosaurs.

The type of behaviour your describing is beyond what's capable in modern video games.
 
First off, I really have to thank the Frontier for creating such a dream-like game - "JW - Evolution" that touches every fan's heart. All the trailers look magnificent and stunning!

Somehow, after watching for hours and hours of GamePlay footages, I started to get worried - particularly with the behaviors of the dinosaurs. As they are the center-piece of the game, more work should be done to make them feel more authentic. I really hope my voice would be heard. Below are some of my thinking.

1) Although the Killing animation looks perfect, it should be of much more varieties and randomized based on the direction of attack, relative size difference between the prey-predator, and relative speed etc. Also, there shouldn't be a long 2s lag, loading the animation. In short, the T-Rex attack on the first trailer looks seamless and it would be perfect if the game works just like that!

2) The dinosaur attack shouldn't only result in casualties, possibility of injury and attempted failed attack makes it more realistic! Moreover, injured parts should be spitted to at least 7 parts (limbs, body, head, tail) and there will be physical consequences with the injury.

3) The dinosaurs should have the ability to learn, have memory, and personalities. For learning, for instance, a new born Struthiomimus have no reason to fear of a Ceratosaurus unless she first hear the roaring or witness a killing of the predator. Only thereafter, she will always keep a distance from it and developing a strategy to hide/cope with it. For memory, she should have a specific relationship with every other dinosaur she encountered or even the visitor/ranger team. For personalities, there should be some behavioral variations even within the same species. In short, the popular EA Game of "The Sims" can be a reference point.

Switching gear to the entertainment-oriented visitor of a dinosaur park, a fan of the Jurassic park, I wish the following can be made true.

4) POV of a park visitor and the ability to control their movement/actions just like a first person game. Preferably, a visitor can hops in any vehicle,hides, and uses tools (if necessary) - just like in the game of "Rockstar GTA"

5) Much more varieties of touring vehicles - etc. automated Safari as in the original Jurassic Park movie and hot air balloon touring as in "Operation Genesis". The viewing platform, already existed in the game, is wonderful but a first person view would make it perfect!

I fully understand the above mentioned ideas are really not some new ideas but those implementations are what I expected for to make it a more immersive, imagination capturing game.

Any opinion would be appreciated.

In number 3 you're essentially asking for consiousness to be implanted into the dinosaurs. I think we need to be careful to not go completely overboard.
Similarly with the first-person mode; i've asked for a first person camera which i think is perfectly reasonable given that there is the same feature in planet coaster. What is not reasonable is for asking the same level of complexity of control as a GTA in a park builder. I genuinly dont know what you were expecting for this game but if you're dissapointed I feel like you only have yourself to blame.
 
Thank You for your opinions. You guys may be partly right in some sense but I need to clarify a few things here.

A) The "unrealistic expectation of mine" has actually originated from the T-Rex attack scene at the first announcement trailer (from 0:23 to 0:40).If the gameplay works just like the trailer, all the points I mentioned (1 to 3) have been fully implemented in EXCESS!!! (It literally blew my mind away with its level of realism).

To break it down:-

A1) The attack has extremely high level of variation, seems to based on relative size, direction of attack and relative speed of the "running" dinosaurs. (Correspond to point 1)

A2) There is an attempted failed bite - as in 0:37, right before the successful bite. (Correspond to point 2)

A3) Yes, the T-Rex does show some level of consciousness - it must have "learned" , "remembered", and "developed' a strategy to attack the fence while the repair is in progress. Also, the Parasaurolophus also "appeared to have learnt to run" (Based on the gameplay footages I saw, almost all herbivores seem to be fearless and won't even dare to keep a distance from the predator. So, someone might argued that they have no reason to fear since they are raised in captivity. Hence, the fact that they run implies that they learn after witnessed a killing, correct?) In short , the purpose of me mentioning point 3 (some level of consciousness) is merely to counter any counter-argument that overlooks the extremely TROUBLING FACT that all herbivores have no fear/awareness of any carnivores nearby. And yes, I'm fully aware that those gameplay footages at this stage may not even close to the finished product - I wish that wouldn't be the case and I'm praying for it every single second now.

And another yes, I do aware that a cutscene trailer doesn't need to match the actual product. But I do wish it will - it would be extremely thrilling that way, isn't it? I'm sorry if I didn't make myself crystal clear the first time but the level of realism shown in the announcement trailer is actually what I expect for. Is it unrealistic to have such an expectation? I don't know...

B) Invs's claim that no modern video games has such capability is simply not true. As I mentioned, the game of 'The Sims' demonstrates the level of consciousness I expect for. 'Far cry' shows that too (for that smaller animals do run away when someone's nearby and a Rhino does remember and charge a car whom the driver has attacked it before). Moreover, for variation, randomized (based on physical dimensions), and failed attempt cut-scene-like animation, many Sports game, as far back as in the 2000s, had done just that flawlessly.

C) Yes, you both may be right in that I'm fairly "unrealistic" to hope that a single product will do cross-genre crossover features.
I don't know for sure how difficult that would be (since in JWE, there is already some crossover features such as one can drive a jeep and control a chopper) . From a consumer standpoint, someone who may spend hard-earned money, I feel the need to push at least a little here. Of course I'm willing to pay more, as a DLC or something like that, provided extra hard work has been done.

Wouldn't that be awesome if it can be made possible after all - to have a well-rounded perfect game of one's life? :)
 
Thank You for your opinions. You guys may be partly right in some sense but I need to clarify a few things here.

A) The "unrealistic expectation of mine" has actually originated from the T-Rex attack scene at the first announcement trailer (from 0:23 to 0:40).If the gameplay works just like the trailer, all the points I mentioned (1 to 3) have been fully implemented in EXCESS!!! (It literally blew my mind away with its level of realism).

To break it down:-

A1) The attack has extremely high level of variation, seems to based on relative size, direction of attack and relative speed of the "running" dinosaurs. (Correspond to point 1)

A2) There is an attempted failed bite - as in 0:37, right before the successful bite. (Correspond to point 2)

A3) Yes, the T-Rex does show some level of consciousness - it must have "learned" , "remembered", and "developed' a strategy to attack the fence while the repair is in progress. Also, the Parasaurolophus also "appeared to have learnt to run" (Based on the gameplay footages I saw, almost all herbivores seem to be fearless and won't even dare to keep a distance from the predator. So, someone might argued that they have no reason to fear since they are raised in captivity. Hence, the fact that they run implies that they learn after witnessed a killing, correct?) In short , the purpose of me mentioning point 3 (some level of consciousness) is merely to counter any counter-argument that overlooks the extremely TROUBLING FACT that all herbivores have no fear/awareness of any carnivores nearby. And yes, I'm fully aware that those gameplay footages at this stage may not even close to the finished product - I wish that wouldn't be the case and I'm praying for it every single second now.

And another yes, I do aware that a cutscene trailer doesn't need to match the actual product. But I do wish it will - it would be extremely thrilling that way, isn't it? I'm sorry if I didn't make myself crystal clear the first time but the level of realism shown in the announcement trailer is actually what I expect for. Is it unrealistic to have such an expectation? I don't know...

B) Invs's claim that no modern video games has such capability is simply not true. As I mentioned, the game of 'The Sims' demonstrates the level of consciousness I expect for. 'Far cry' shows that too (for that smaller animals do run away when someone's nearby and a Rhino does remember and charge a car whom the driver has attacked it before). Moreover, for variation, randomized (based on physical dimensions), and failed attempt cut-scene-like animation, many Sports game, as far back as in the 2000s, had done just that flawlessly.

C) Yes, you both may be right in that I'm fairly "unrealistic" to hope that a single product will do cross-genre crossover features.
I don't know for sure how difficult that would be (since in JWE, there is already some crossover features such as one can drive a jeep and control a chopper) . From a consumer standpoint, someone who may spend hard-earned money, I feel the need to push at least a little here. Of course I'm willing to pay more, as a DLC or something like that, provided extra hard work has been done.

Wouldn't that be awesome if it can be made possible after all - to have a well-rounded perfect game of one's life? :)

You’ve said everything that’s been on my mind with this game. I’m glad to know I’m not the only one that feels like this. 👍
 
Thank You for your opinions. You guys may be partly right in some sense but I need to clarify a few things here.

A) The "unrealistic expectation of mine" has actually originated from the T-Rex attack scene at the first announcement trailer (from 0:23 to 0:40).If the gameplay works just like the trailer, all the points I mentioned (1 to 3) have been fully implemented in EXCESS!!! (It literally blew my mind away with its level of realism).

To break it down:-

A1) The attack has extremely high level of variation, seems to based on relative size, direction of attack and relative speed of the "running" dinosaurs. (Correspond to point 1)

A2) There is an attempted failed bite - as in 0:37, right before the successful bite. (Correspond to point 2)

A3) Yes, the T-Rex does show some level of consciousness - it must have "learned" , "remembered", and "developed' a strategy to attack the fence while the repair is in progress. Also, the Parasaurolophus also "appeared to have learnt to run" (Based on the gameplay footages I saw, almost all herbivores seem to be fearless and won't even dare to keep a distance from the predator. So, someone might argued that they have no reason to fear since they are raised in captivity. Hence, the fact that they run implies that they learn after witnessed a killing, correct?) In short , the purpose of me mentioning point 3 (some level of consciousness) is merely to counter any counter-argument that overlooks the extremely TROUBLING FACT that all herbivores have no fear/awareness of any carnivores nearby. And yes, I'm fully aware that those gameplay footages at this stage may not even close to the finished product - I wish that wouldn't be the case and I'm praying for it every single second now.

And another yes, I do aware that a cutscene trailer doesn't need to match the actual product. But I do wish it will - it would be extremely thrilling that way, isn't it? I'm sorry if I didn't make myself crystal clear the first time but the level of realism shown in the announcement trailer is actually what I expect for. Is it unrealistic to have such an expectation? I don't know...

B) Invs's claim that no modern video games has such capability is simply not true. As I mentioned, the game of 'The Sims' demonstrates the level of consciousness I expect for. 'Far cry' shows that too (for that smaller animals do run away when someone's nearby and a Rhino does remember and charge a car whom the driver has attacked it before). Moreover, for variation, randomized (based on physical dimensions), and failed attempt cut-scene-like animation, many Sports game, as far back as in the 2000s, had done just that flawlessly.

C) Yes, you both may be right in that I'm fairly "unrealistic" to hope that a single product will do cross-genre crossover features.
I don't know for sure how difficult that would be (since in JWE, there is already some crossover features such as one can drive a jeep and control a chopper) . From a consumer standpoint, someone who may spend hard-earned money, I feel the need to push at least a little here. Of course I'm willing to pay more, as a DLC or something like that, provided extra hard work has been done.

Wouldn't that be awesome if it can be made possible after all - to have a well-rounded perfect game of one's life? :)

You do know games never match the trailers right? It's a bit of false advertising businesses can get away with doing. Well not 100% accurate. I mean there will be Dinosaurs, they will breakout and people will get eaten. Other Dinosaurs will be attacks of course. It will be in a park setting. But I doubt you will see animations and graphics like you saw in the trailer.
 
Yep. But since they showed it, I feel like I'm legitimized to ask for what they shown.

One of the main purposes for starting this post is to gather support and ideas on how to make the interaction animation as realistic as possible.

The above points are just my suggestion - the framework which makes it works. I'm just trying to help. Though I'm not a programmer myself, I did play quite some sports games -where body contacts, motion-sensitive animations are the key parts. The fact that decade old games did them seamlessly, I think Frontier can look for them as reference points if necessary.

Frankly, I'm not quite particularly a park builder fan (I do like it of course) but I'm certainly a Dino fan!! I do think that realism of dinosaur interaction behaviors, through proper variation of animation sequences do help a lot in making the game feels immersive even for park builder fans.
 
I am less demanding than you [big grin]. I will be satisfied if the animations in interactions are fluid. I mean, all the interactions I saw between dinosaurs-dinosaurs/people feels like old gen, both "actors" needs to stop to start an action, and fights between dinosaurs are repetitive. Would be better if dinosaurs could hunt while both "actors" are running. And when both dinosaurs are fighting, implement three different attacks that would work as stone, paper or scissors.
 
Nice one! A fundamentally sound idea indeed.

Just to add a point here - I think they rely too heavily on Cinematic Animation. I understand that they look absolutely stunning at first sight, it tends to get repetitive in the long run (unless they have unlimited resources to work on variation issues). In that sense, I think it's more practical to consider blending in with Real-Time animations as an alternative - just let them fight instead of limiting how they fight.
 
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Well I would be floored if the dinosaurs acted like the trailer, and the people for that matter. I never expected that. Technically a cheat version of learning can be added through programming in little switches. Has the dinosaur touched a fence before? No. Then it might. After it does the dinosaur 'learns' and the switch moves to Yes. and the dinosaur learns to stay away from fences. But this doesn't add behaviour like testing different parts of the fence for weaknesses. And would only be able to learn very basic stuff.

The problem is that much of this, unless already being worked on would add months to development. Years if you wanted a GTA level of interaction.
 
I think the fights look pretty excellent for a game demo build; RIOT's video has Ceratosaur going against Triceratops https://youtu.be/ZXDhE09mx_E?t=46m6s
and for me the Triceratops is both reacting to the bites .. and I love the way the animals circle each other (noting they circle in different directions from time to time)

It's hard to tell from limited footage but my only suggest on that link would be to add a mirror to the model skeletons so rather than Cerato keeping the Trike to her right hand side, occasionally they swap flanks and tails go the other side. I don't think that happens in this footage but if it did and Cerato put her tail over to the left, Trike would react naturally, otherwise her right flank becomes exposed - I reckon the whole thing would look very, very seemless then. If the move and counter move, flank-wise, can come in with a skeleton mirror that might be on jobs to do, as a reasonable animation trick?
 
In video game marketing, cinematic trailers are not accurate representations of the game itself. For those you want in-engine and in-game trailers, which Evolution has had plenty of.

As for the AI and it learning, what you're asking for is improbable. AI that can learn, doesn't exist, not at this caliber anyway. And if it did, we wouldn't see it in a game first. And we all should be worried if it did.

That being said, it isn't impossible to create the illusion of learning. I imagine there's a lot to it though.

Based on the footage seen, I think it's reasonable to say the lack of herbivore reaction to a hunting carnivore is due to the fact that the game is still in development, causing unresponsive AI. I say this based on the Ceratosaurus attack on a Struthiomimus. When approaching the Struthio, the Ceratosaurus seemed to strangely lock into a position upon attacking; it was very weird looking when it happened. The nature of the attack also suggested it was to be performed during a running animation. This tells me that the Struthiomimus is intended to flee.

The goat, however, I don't think is intended to flee, or at least not always. I believe this because carnivores have an animation specifically to roar behind it, causing its tail to flutter, before eating it whole. We see it more than once. This was clearly intentional, in contrast to what we see between the Ceratosaurus and Struthiomimus.

That being said, I still agree with you. I believe we need to see more dynamic interactions and animations between the dinosaurs.
 
I think the fights look pretty excellent for a game demo build; RIOT's video has Ceratosaur going against Triceratops https://youtu.be/ZXDhE09mx_E?t=46m6s
and for me the Triceratops is both reacting to the bites .. and I love the way the animals circle each other (noting they circle in different directions from time to time)

It's hard to tell from limited footage but my only suggest on that link would be to add a mirror to the model skeletons so rather than Cerato keeping the Trike to her right hand side, occasionally they swap flanks and tails go the other side. I don't think that happens in this footage but if it did and Cerato put her tail over to the left, Trike would react naturally, otherwise her right flank becomes exposed - I reckon the whole thing would look very, very seemless then. If the move and counter move, flank-wise, can come in with a skeleton mirror that might be on jobs to do, as a reasonable animation trick?
I saw that, but I feel like all this is too robotic: "Move in circles, attack him, wait, he attacks you, repeat". Giving the dinosaurs more freedom in movement and when to attack while fighting would eliminate that feeling of prerendered, because right now the attacks and pauses are timed. They look like those movies were the hero and the villain are just throwing punches one at a time and laughing.
 
Thank you very much for your opinions and ideas. I pretty much agreed with you guys. But sorry for being too abstract at first, my expectations are actually pretty grounded I think...

For AI of dinosaurs, I couldn't agree more - I was just looking for Illusion of learning (related to memory, relationships, personalities, and strategy development). I put all those AIs under learning because I think it would be more interesting for them to acquire (via how they have been treated, managed, and what they experienced) rather than in-born given. That way, not only that it feels realistic, it adds a layer to park management as their behaviors can adapt to our playing styles and post challenges. To be specific, here are some example ideas:-

- A sad dinosaur (needs not satisfied mostly in its life) will always try to hide (behind tress, landscape, obstacle) from visitor views and that would affects entertainment value.
- A sad dinosaur may also withdraw from social behaviors (heard formation, evasive tactics, coordinated group-hunting which I will mention later) - not only that it affects entertainment value, it increases its chance of being eaten/or decreases its hunting success rate.
- Reciprocals happen to a happy dinosaur.
- Likewise, the longer a dinosaur live, the more it learns its environment, enhancing various living skills (more AIs been activated and sharpen)and entertainment values as well.
- Herding and group hunting behavior efficiencies are directly affected by the relationships among the dinosaurs within that group, along with their personalities.
- A new born herbivore may have no reason to fear of a carnivore (since it was raised in captivity) but will never be that case once it hears a ground-shaking roaring or witnessed a brutal killing. In that way, its skills will improve with every encounter with a predator.
- A happy dinosaur that developed a good relationship with the visitors/workers may even protect them in return.
- A dinosaur can remember which ranger/ACU team (providing the teams are specific, can be trained as a group; vulnerable to attack also) mistreated them (constantly tranquilizing them and moving them to a poorer environment), and will act accordingly (hiding AI activated, evasive AI activated, ambushing AI activated, RAMPAGE AI activated etc).
- An angry dinosaur (seriously neglected, mistreated) not only will systematically testing for fences weaknesses (have a grasp that which part of the fences are most often taken longer time to be repaired (longer distance from the ranger building) or broken most often, will learn to attack that area on priority) but may also go on revenge mode in breaking out on a specific area that can causes maximum casualties (area to which usually filled with highest concentration of visitors - near a viewing platform, nearby restaurants etc).
- With revenge mode being said, a dinosaur must first do some scouting to learn about its environment. Hence, a suspicious scouting behavior near a particular fencing area can acts as a precaution sign.
- A jumping raptor will systematically try to jump out the fences, through long jumps from higher landscape closes to the fences at a lower landscape (as Director Michael said how he would ramp his jeep out).
- A dinosaur should have a scouting AI and behavior so that it can learn and adapt to the environment (as mentioned, developing strategic plans of hiding, evasive, escape route for herbivores, ambushing/coordinated group attack for carnivores according to the scouted learned environment). As environment become a factor for dinosaurs behavior, one may want to design his park strategically (landscape, location of buildings, trees etc)to encourages/discourages certain interests. Also, a better manager should at least has some grasps on the dinosaur scouting behavior to be at a better position for various reasons.

All these said, a better dinosaur management game can be made - it gives all the reasons for players to look at their creatures directly, appreciate the hard work done by the developers on their appearances, animations, and AIs. You know, it is sad for me to learn that people say they won't even have time/reason to look at the magnificent dinosaurs being created or that AIs/realism are irrelevant. I hope it does help a little here.

Besides the learning AI, I would like to see some proper AIs for Hunting/Herding behaviors and others as follow:-

- Herbivores graze in herd and flee with uniform changes of direction (suggested by Dr. Grant), with the fastest/most experienced leading the escape route (bird-flocking behavior).
- Larger Carnivores usually hunt by ambushing (through trees, landscape, obstacles) with certain level of anticipation and smaller ones are pack hunters with coordinated attack - luring and surrounding the targets to a strategic killing zone (enclosed, darker areas?) (as suggested by Owen)
- Territorial behavior (roaring/chasing off/fighting intruding creatures, including human and workers)
- A full-blown RAMPAGE mode AI - will actively search for its victims, prioritize maximum casualties while prolonging its survival through engaging strategically with ACU teams. It should kills everything that moves...
- Good sensing and awareness AIs - I hope there is at least a list of constantly scanning radar (with different sizes for different species) of nearby environmental data such as dinosaurs, human, landscape, tress, water, fences so that the dinosaur really know, live in it, and will act accordingly.

For First Person Experience, I would like to at least able to have a first person camera view and the ability to control movement as a park visitor/park journalist. As indulgences, It would be nice to have :-

- Ability to hop in vehicles (no need for complex animations such as dragging the driver out, getting in the vehicle in GTA), a simple change to vehicle control mode will do.
- Hiding (simple crouching, prone camera views, and ability to climb stairs? maybe too much...)
- Interacts with objects (simple press and activate without animations - such as use of medical aides, flares, helping others into vehicles, or grabbing and using of emergency ACU tranquilizer etc)

Back to Interaction Animation,

Thank you Winterwalker for your 'mirror' trick - the type of ideas I would love to hear. I just wish Frontier sill somehow listen to us and implement them when appropriate.

Honestly, I'm new to park builder (I did play JPOG though), any further ideas on how to implement better dinosaur AIs to improve the overall gameplay would be very welcomed.
 
The talking avatars at the beginning of the game trailer appeared very realistic.

Lets ask a dino expert on there behaviours

[video=youtube;cyLOoyWMuEI]https://www.youtube.com/watch?v=cyLOoyWMuEI[/video]
 
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I've always wanted some kind of game where dinosaurs had a more advanced A.I and actually react to environments, in a survival/horror genre.
The only game I've play that was close was Peter Jackson's King Kong, an older PS2 game.
I'm not sure about ARK: Survival Evolved and another robotic dinosaurs one.
But I guess Jurassic World: Evolution is a satisfactory even though not survival/horror, but does have stunning graphics and better A.I than Jurassic World: Operation Genesis.
 
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I think you all fail to release the technology of the AI we have today and we can get dinosaurs to have personality and to try be realistic. And with the attack and bitting movement you can have physics in it cause its been done! :) So no more random animation with walking, biting or attack they would all happen realistically. :)
 
I have played thousands of games and almost none of them match the trailer since they can manipulate pretty much anything to make it looks good for an Ad. I always take trailers with a grain of salt. As well what you are asking might be possible, but wit their timeframe and on 3 different platforms it makes it harder to implement due to the limited technology.
 
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