Find the longest stretch where nothing happened in a match, and who left in it
Some strategy matches stall: both sides turtle, nobody attacks, and the clock keeps running until someone quits out of boredom. This entry shows how to find the quiet stretches from a simple event log, and how to tell a mid-match lull from the player simply stopping.
Why this works
A match stands still when nothing moves it forward, however busy the players look. Measuring the gaps between real turning points, not between any clicks, reveals dead stretches. The gap at the very end is a different thing and must stay apart.
When not to use it
Do not use it in games built on slow tension, such as stealth, sieges or chess-like play, where quiet stretches are the point. There a long lull is suspense. Ask whether players stayed engaged during it instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 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 longest stretch where nothing happened in a match, and who left in it" (read_entry stalemate-longest-lull) 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