Spielerando

Find the places where many different players die, not where one player keeps dying

A map of deaths lights up where one unlucky player fell into the same pit thirty times, and hides the corner where a hundred players each died once. This entry gives the AI a way to rank places by how many people died there, with the usual cause.

Why this works

A place is a problem when many different people meet it, not when one person meets it often. Counting separate players before counting deaths keeps a single stubborn run from drowning the real trouble spots, and anonymous ids are enough for that.

When not to use it

With very few players the counts are noise, and a game that is meant to be punishing will show deaths everywhere on purpose. Wait for enough play first, and compare against how hard you want each place to be, not against zero.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 32 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 places where many different players die, not where one player keeps dying" (read_entry where-players-die-not-one-stuck-player) 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