A couple thoughts around this system and potential other correlating systems that might end up operating together as a sort of "Fight or Flight" engine...
- "Fight-to-flee" behaviors, that seek to tactically inhibit a foe's ability to pursue.
- Immediate sense is that there's some context of "observed original pursuit potential" versus "observed inhibited pursuit potential"
- "Pounce" solo behaviors, supporting a short-term burst of either straight-line (cheetah) behavior or aoe/agility (jackrabbit or snake) that may go unobserved in the pressure
- E.g. "I see how fast that thing's moving and account for that speed but get surprised when I move in such a way that causes the pursuer/pursued to engage their burst"
- "Herd" vs "HerdING" social behaviors, seeking to manipulate pressure complexity through grouping with like-entities
- Same-species
- Symbiotic-species?
- "Cornering" the animal, either through physical or perceived barriers, resulting in a "fight-to-the-death" versus "fight-to-flee"
- (as you'd hinted at earlier, with the "fight-to-flee" idea)
- "Beguiling" behaviors, where a would-be pursuer/pursued attempts to subvert another creature's "programming" by behaving in a way counter to expectations
- Rushing a predator trying to close distance
- Bear rush, or a rabbit running at the predator just to zip around them & take advantage of a perceived low-agility
- Posing as weak in order to gain some form of advantage
- Lure into disfavorable terrain, "playing dead/damaged", a social ambush, or into an optimal range
- Rushing a predator trying to close distance