Check that automatic difficulty adjustment treats weak and strong players alike
A game that quietly adapts to the player should leave everyone winning about equally often. This entry shows how to verify that from results by skill group and what a wide gap tells you about the adjustment rule.
Why this works
A balancing system claims to give everyone a similar chance. The only way to know is to look at each skill group separately, because an average can sit at the target while strong players cruise and weak ones drown. Grouping by past results keeps the groups honest.
When not to use it
It cannot tell you whether the balancing feels good. A match can be even and still be dull. And it is little use for a new game with too few players per group. Watch people play and ask how fair it felt.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 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 "Check that automatic difficulty adjustment treats weak and strong players alike" (read_entry casual-adaptive-difficulty-convergence-check) 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