Hand out the last few dishes so the most customers go home happy
Three customers are waiting and there are two dishes. One guest would take anything, another only the burger. If the game serves in the order they arrived, the picky guest goes hungry while a flexible one holds the burger. This entry finds who gets what so that as many as possible are served, with the best tips.
Why this works
A choice that looks harmless early on can quietly cost another guest their meal later. Trying each acceptable dish for each guest and keeping the best overall outcome sees that cost before it happens. Ranking by headcount first matches what players feel as fair.
When not to use it
The search grows very fast with the number of guests, so do not use it for a big crowd. For a long queue, serve in the order guests arrived, or pick by a simple rule such as fewest choices first.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Hand out the last few dishes so the most customers go home happy" (read_entry casual-serve-scarce-dishes-best-match) 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