Weed out puzzle solves that are too fast or too short to be real play
A few odd records can make a hard level look easy: a replay tool, a bug, or someone mashing buttons. This entry shows two cheap checks that catch most of them and keep your difficulty numbers about people actually thinking.
Why this works
Some recorded results cannot be real: nobody solves below the proven minimum, and no hand taps faster than a certain speed. Such records come from bugs, tricks or machines, and they drag honest averages, so they are counted and separated rather than mixed in.
When not to use it
Do not cut records away when your own solver may be wrong, or when the game truly allows shortcuts. Then the odd results are findings, not noise, so look at them first. And never use the speed limit to accuse a fast human.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Weed out puzzle solves that are too fast or too short to be real play" (read_entry puzzle-impossible-and-too-fast-solves) 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