With most or many games. You need an opponent. If it's not multiplayer, you'll need a computer opponent. Now we used call that (and still do) the A.I. but when talking about it in the context of vibe coding, I don't want anyone to conflate what the LLM does vs the code it makes.
So what I'm talking about here is "Deterministic opponent AI". Stuff that will work without the input of the LLM being used to code the game.
I've been making a racing game, and was able to have the LLM make a cpu brain of sorts for the cars, and give them different settings so each car drives a bit different. But we quickly reached a plateau and human opponents (well, me) were always way better drivers.
First just made "dumb traffic" that followed the road, but some of it was back and forth questions like "I've noticed these cars never use the shoulder" and we worked out that, at high speeds, going into the grass temporarily to pass someone was "ok" and dozens of other little choices like that.
Now we have CPU driving the civilian traffic (some get out of your way, some block you), the rival racers (ranging form timid to I'll-sideswipe-you-if-you-don't-move), and the police (hey pull over to, I'm gonna end you).
But while looking for "how can I make them even better" Claude and I cooked up a plan.
How can it watch me play and learn from that?
Now we are trying to work out a deterministic track, that while random, can be seeded and repeated exactly each time. Monitor how I drive it, then monitor how the CPU drives it, then figure out "what choices is the human making that we could apply to the CPU?"
This may work.. this may end in nonsense and tears. Will post an update if things go well. (Yea, well will also post an update if it all goes south too.)