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--- Auto-Generated Description ---
This diagram models a gaming system where a player's actions lead to generating experience, levels, and gathering materials through interactions with a game environment characterized by killing monsters and looting maps. At the core of this system, sources initiate player actions, which then, through a series of resource connections, enable the player to either kill a monster—thereby gaining experience—or loot the map for materials. These outcomes are stored in respective pools ("Kill monster", "Loot map") and are influenced by state connections that trigger further sources based on the resources in these pools. The experience gained from killing monsters goes through a conversion process, presumably converting experience points into player levels, represented by automatic conversion nodes and respective pools for "Experience" and "Level". Another pathway leads to the accumulation of materials. The system uses a gate to probabilistically decide the outcome of a player's action between killing a monster and looting the map, with specific percentage allocations directing the flow of resources to different outcomes. This setup simulates a basic gameplay loop emphasizing progression through experiences and material accumulation, with mechanisms in place to explore variations in player leveling and material gains based on actions taken within the game environment.

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