Quick answer: Add hysteresis or a dead zone around decision thresholds, commit to a state for a minimum duration, and damp the target so small changes do not flip the decision.
An enemy gets stuck twitching between two spots, advancing and retreating endlessly. The cause is a decision that flips sign every frame near its threshold. The fix is hysteresis. Here is how to apply it.
How to stop it
1. Add a dead zone
Use two thresholds instead of one: require the metric to pass an upper bound to enter a state and drop below a lower bound to leave it. A single threshold makes the agent flap whenever the value sits right on it.
2. Commit for a minimum time
Once the agent picks a behavior, lock it in for a short minimum duration before re-evaluating. This prevents per-frame state changes when two scores are nearly tied.
3. Damp the target
Smooth the input the decision reads (a moving average or low-pass filter) so a tiny fluctuation in distance or line-of-sight does not toggle the chosen action.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.