private Coordinate runAway(final DungeonLevel currentLevel, final AbstractActor opponent) {
    // Move away from the opponent
    // Compute a vector from the opponent to us; don't bother to normalize it
    final Coordinate origin =
        currentLevel
            .getPosition()
            .add(new Coordinate(currentLevel.getHeight() / 2, currentLevel.getWidth() / 2));
    if (opponent.getPosition().equals(origin)) {
      return self.getPosition().subtract(opponent.getPosition());
    }

    return self.getPosition().subtract(opponent.getPosition()).add(origin);
  }