Quick answer: Add a selection bonus to the currently running action (inertia/hysteresis) and a minimum commit time so a marginally higher score cannot interrupt an in-progress action.
A utility AI that keeps starting to eat, then starting to flee, then eating again is stuck in a scoring tie. The fix is to bias toward the action already in progress and require a meaningful margin to switch. Here is how.
How to fix it
1. Add inertia to the current action
Multiply the running action's score by a bonus (e.g. 1.2x) so it stays selected unless a competitor clearly beats it, smoothing out tiny score fluctuations.
2. Require a switch margin
Only swap actions when the challenger's score exceeds the incumbent's by a threshold, preventing flips driven by noise near a tie.
3. Enforce a minimum commit time
Once an action is chosen, lock it for a short duration unless a high-priority interrupt fires, so the agent visibly commits instead of dithering.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.