Spielerando

Find the one move in a puzzle that most players take back

Undo presses point at the step where players realise they were led astray. But counting them the obvious way always blames the first moves of the level. This entry shows what to divide by so the real trap stands out.

Why this works

Early steps are taken by everyone, so they always collect the most takebacks. Dividing by the people who got that far asks the fair question, how likely is a player to regret this step, and so the real trap stands out from the crowd.

When not to use it

It does not help when undo is also used to explore on purpose, as in a puzzle built around trying things out, or when the undo button is rare. Then takebacks are not regret, so look at where players stall or quit instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 26 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 "Find the one move in a puzzle that most players take back" (read_entry puzzle-undo-regret-rate-per-move) 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