When should an explorer turn back with the loot instead of going one step further?
Every step deeper pays more but risks losing everything, and players decide by feeling while the computer-controlled helper just stops at a fixed depth. This shows the exact point where one more step stops being worth it, and what it means for the rewards you set.
Why this works
When a failure loses everything carried, the question each step is whether the possible gain outweighs the chance-weighted loss of the whole pile. That balance depends only on the chance and the size of one step, so the turning point is a fixed number.
When not to use it
Skip it when a loss only costs part of the bank, when players can save along the way, or when fun comes from the thrill rather than the maths. Then the best stopping point is different, and a rule like this makes the helper feel cold.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 40 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 "When should an explorer turn back with the loot instead of going one step further?" (read_entry push-your-luck-turn-back-point) 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