Spielerando

Tell apart players who gave up a lost battle from those who just walked away

Not every early exit from a match is frustration. Some players concede because they are losing, some leave while ahead, and some lose their connection. Lumping them together points you at the wrong fix. This entry shows how to sort them and in what order.

Why this works

Leaving has several causes, and each needs a different cure. Sorting by what the game already knows, in the right order, keeps a lost connection or a misclick from being read as anger. Only when the easy explanations are ruled out does the remainder point at the design.

When not to use it

Do not use it for games with no sense of being ahead or behind, such as cooperative or creative play. The categories need a score to mean anything there. Ask people directly, or watch what they did in their last minutes, instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 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 "Tell apart players who gave up a lost battle from those who just walked away" (read_entry leave-kinds-conceded-or-walked-away) 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