C
C#12mo ago
CrossTheLine

At my wit's end with a Decision Tree (Unity)

Hi, I've been struggling with fixing this decision tree for a long while now, and it's currently past midnight. While I'll be heading to bed to save some of my own sanity, I would like to request assistance with fixing this tree please. I'm making a cardgame in Unity, and there's three outcomes an NPC player can make: Payment (Call/check), Retreat (Fold), Revolt (kinda like betting). The issue is, in spite of me attempting to tune values manually and lower the odds of revolting, I seem to have NPCs that always revolt every single time. I've not touched this decision tree in some time and it's a discipline I'm less experienced in, so the sheer amount of nodes and values are overwhelming me, as I had initially made this tree with the assistance of a more seasoned programmer. Please let me know what I'm doing wrong; I've checked the hand values and they seem to be returning that correctly so I believe the scope of the issue lies primarily within the decision tree and the nodes I've created inside of it. https://paste.mod.gg/wyypfbusgtih/0
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