Spielerando

Does the helper message really make players do the thing it suggests?

Many players follow a hint, but many of them would have done it anyway. To know what the hint adds you need a comparison group that was stuck in the same way and saw nothing. This entry shows how to set that up and read the result with its limits.

Why this works

To know a hint helped, you need people just like the helped ones who did not get it. Holding it back by chance from a few stuck players creates that comparison. Any other group differs before the hint even appears.

When not to use it

Don't withhold help where being stuck is harmful, such as a paid game, a tutorial, or a very small audience. Too few players make the answer noise. Show the hint to everyone and compare before and after with care.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 37 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 "Does the helper message really make players do the thing it suggests?" (read_entry strat-hint-lift-with-holdout) 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