Where do players end up after they change the difficulty, and who keeps flip-flopping?
Looking at what difficulty people start on says little. What matters is where they settle, and whether they hop between settings without finding a fit. This entry shows how to read both from the log of setting changes.
Why this works
Where someone ends up says more than where they began, and how they got there says more still. Two sessions with the same start and end can differ: one was settled, the other kept switching because no level fit. Showing start-to-end pairs and the switching count separately shows both.
When not to use it
Do not use it when the difficulty is chosen once and fixed, or adapts by itself without the player's choice. There is no path to read. Ask instead how players did on the level they got, or compare outcomes between levels.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Where do players end up after they change the difficulty, and who keeps flip-flopping?" (read_entry difficulty-setting-path-and-flip-flops) 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