Spielerando

Making noise near a sleeping camp: the chance that nobody wakes, and how many do

A clumsy step may wake some sleepers but not others, and guessing the group's reaction from one average distance gives a very wrong answer. This shows how to work out the odds of silence and the whole spread of how many wake up, so you can tune stealth.

Why this works

Each sleeper reacts on its own, so silence is only possible if every single one stays quiet, which makes it far less likely than any one average suggests. Combining the sleepers one by one gives the full picture of how many stir.

When not to use it

Skip it when sleepers wake as a group, like a camp that shares one alarm, or when waking should follow clear rules the player can learn, such as a guard who always hears running. Use a visible rule there.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 43 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 "Making noise near a sleeping camp: the chance that nobody wakes, and how many do" (read_entry noise-wakes-sleeping-mobs-count) 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