Where should the digger look next after two empty holes and a beeping detector?
Every empty hole and every signal tells the player something about where the treasure is, but a helper that forgets this digs the same places or trusts a signal too much. This shows how to keep the chances for every spot up to date after each clue.
Why this works
Every clue changes how plausible each place is, in proportion to how likely that clue would be if the treasure lay there. Multiplying by that and rescaling keeps the picture consistent, so a helper never forgets a clue and never trusts one too much.
When not to use it
Skip it when the clues are not independent of each other or the treasure can move, because the picture then goes stale. Also avoid it where the hunt is meant to be solved by the player's wit, since an exact helper removes the puzzle.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 37 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 "Where should the digger look next after two empty holes and a beeping detector?" (read_entry dig-for-treasure-posterior-update) 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