Spielerando

Enemies always shoot the same player or decoy and the others are never touched

Choosing the nearest or the most threatening target makes one character a magnet while the rest of the team is ignored, and pure random ignores the tank role. A blend gives every target some attention and still rewards good positioning. The blend has a limit you must respect.

Why this works

Attention is a limited amount that has to be shared out. Giving every target a small guaranteed part and dividing the rest by threat and nearness means everyone feels the danger, yet good positioning is still rewarded, and the shares always add up to the whole.

When not to use it

Skip it when the role of a tank or a decoy is meant to be absolute, such as a game where taunting must pull every enemy. A guaranteed share for others breaks that promise. Use a hard rule for that effect.

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 "Enemies always shoot the same player or decoy and the others are never touched" (read_entry enemy-target-choice-weighted-with-a-minimum-share) 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