Spielerando

Too many events to store, so keep only a share of them without breaking the matches

If you keep a random tenth of all events, every match is left with holes and nothing adds up. This entry shows how to decide once per match, so that the matches you keep are complete and the totals can still be estimated.

Why this works

A match only makes sense whole: who left when, in what order things happened. So the choice to keep or drop must be made once per match, from its name, and not once per event. Then every kept match is complete, and the share you kept tells you how to scale the totals up.

When not to use it

Do not sample rare or important events such as crashes: keep all of them. Sampling also fails for small games, where a tenth of few matches is too little to learn from; there it is better to store everything. Write down the rate with each match, or old and new data cannot be compared.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 32 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 "Too many events to store, so keep only a share of them without breaking the matches" (read_entry keep-a-sample-of-matches-not-of-events) 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