My level generator makes a few seeds that are far harder than the rest
A generator promises levels of equal difficulty, but some starting numbers produce a wall. This entry shows how to find those from play logs without being fooled by seeds that only a few people tried, and how to keep one extreme seed from hiding itself.
Why this works
Seeds should be equally hard, so the fair yardstick is what most of their siblings do. Using the middle value instead of the pooled rate stops one very bad seed with many plays from pulling the yardstick down and hiding itself.
When not to use it
Do not use it when the levels are meant to differ, such as a game that grows harder with each seed, or when each seed has only a few plays. Then compare by the difficulty you planned for each, or collect more plays first.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 28 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 "My level generator makes a few seeds that are far harder than the rest" (read_entry generated-levels-that-are-much-harder-than-their-siblings) 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