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