Spielerando

End a fight that cannot be won, even when both sides keep healing

A tough beast that regenerates and a hero who can barely hurt it can go on for ever. Counting rounds is unfair to long but real fights, and checking only for damage misses back-and-forth healing. This entry shows a progress test that spots true deadlock.

Why this works

What matters is whether anyone is getting closer to winning. Watching the lowest point each side has reached ignores healing that only undoes damage, so slow but real fights go on and loops that go nowhere can be called off.

When not to use it

Skip it in fights where the clock or a rising threat already forces a result, or in a boss fight built to be a long endurance test. There a limit on rounds or a growing danger is clearer to the player.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 38 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "End a fight that cannot be won, even when both sides keep healing" (read_entry call-a-stalemate-when-nobody-makes-progress) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP