Spielerando

Searching ruins for hidden loot: the last spot should not be a coin toss

If every search has the same small chance of finding something, a player can search every spot and still come away with nothing, which feels like a cheat. This shows how to make searching fair, with each empty spot raising the chance that the next one pays off.

Why this works

Searching should behave like drawing from a bag without putting things back: every empty place removes a hiding spot, so the chance on the next one rises. Deciding the hiding places in advance is what makes that true and keeps it the same after a reload.

When not to use it

Do not use it when searching should be a gamble that can truly come up empty, like fishing or digging in a huge field. There players accept a flat chance, and a fixed hoard would make the last spots predictable.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 31 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 "Searching ruins for hidden loot: the last spot should not be a coin toss" (read_entry search-ruins-spots-without-replacement) 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