08-05-2021, 05:54 AM
Thanks for that.
Sorry if my scripts get convoluted.
I learned to program 50 years ago and the paradigms and capacities of computers were very different then - so I find myself over-constraining the system, and then figuring out how to cut it back to something that makes sense to a system that works in parallel rather than in strict sequence, and doesn't fully encapsulate the data for sequential use within a move. This approach makes is very hard to isolate bugs, leading to a creative, trial and error approach...
Also my games can be a challenge for the ludemes provided. A quick-fix on some games with ifAfterwards can have a very high penalty on a large board, but preprocessing to avoid it can be very complicated...
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I notice many language enhancements, but sometimes don't know how to use them to best advantage.
For example, is it possible to define a connectivity as a series of steps with (to) constraints, as opposed to adjacency, and then use all the group functions with that defined group type? (such as counting how many are in the board, getting the number of member pieces, etc) I suspect so but don't know how to construct it... maybe I am finding a way, but there may be more natural efficient ways.
Sorry if my scripts get convoluted.
I learned to program 50 years ago and the paradigms and capacities of computers were very different then - so I find myself over-constraining the system, and then figuring out how to cut it back to something that makes sense to a system that works in parallel rather than in strict sequence, and doesn't fully encapsulate the data for sequential use within a move. This approach makes is very hard to isolate bugs, leading to a creative, trial and error approach...
Also my games can be a challenge for the ludemes provided. A quick-fix on some games with ifAfterwards can have a very high penalty on a large board, but preprocessing to avoid it can be very complicated...
---------------------------------
I notice many language enhancements, but sometimes don't know how to use them to best advantage.
For example, is it possible to define a connectivity as a series of steps with (to) constraints, as opposed to adjacency, and then use all the group functions with that defined group type? (such as counting how many are in the board, getting the number of member pieces, etc) I suspect so but don't know how to construct it... maybe I am finding a way, but there may be more natural efficient ways.