Spielerando

A hungry animal should usually eat, but not always, and never freeze up

Letting a creature always pick the most urgent need makes it look like a machine, while picking at random makes it starve beside food. This shows how to turn needs into choice chances that follow urgency, with one setting for how predictable it is.

Why this works

A creature that always takes the top need looks like a machine, and one that picks blindly looks broken. Weighting every choice by its urgency, with one dial for how strict that weighting is, gives behavior that is mostly sensible but never exactly predictable.

When not to use it

Skip it when the creature must be readable, like a guard whose routine the player is meant to learn, or when a wrong choice would be a bug, such as a medic ignoring the wounded. There choose by a fixed rule.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 29 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 "A hungry animal should usually eat, but not always, and never freeze up" (read_entry creature-choice-softmax-needs) 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