07-28-2021, 08:17 AM
(This post was last modified: 08-01-2021, 07:23 AM by dale walton.
Edit Reason: Update scripting activities and add file
)
Yes, but I am busy teaching for the next couple days, and should try to clean it up a little at least, as it is long. I'll leave in the alternative define with a modified name for your comparison...
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Cleaning things up, it seemed the new approach was seeking out new problems, so I went back the the old way, and found the way I had written forEach meant that if multiple occurrences were found
each got repeated that number of times. After cleaning that up, the other logic worked. And then after a lot of work to avoid using the ifAfterwards filter which was making the execution impossibly slow, even for human human play, I arrived at the attached version.
This version works, and logically seems to be (I hope) bug-free.
However, It is still very slow for AI, and screen updates - which probably is due to a bug on your side, unless I am really misusing the language:
First of all, the moves Add and a consequential add move for the secondary piece are working and executing once. Everything else is executing twice, including a Pre-Decision remember, my checks for win conditions that update piece states, and the addition and removal of marker pieces placed on Edge sites.
Secondly, as that means that each edge marker is a stack of 2 instead of a single piece, the graphic update is slow and in 2 stages, separated by upto a minute, where at first the markers are offset, and the allowed move circles and site indicies are small, and then the markers are aligned and the indicies and move markers are there normal size. If all that churning weren't going on, perhaps the time would get used better for the AI?
------------------------------------------------
Cleaning things up, it seemed the new approach was seeking out new problems, so I went back the the old way, and found the way I had written forEach meant that if multiple occurrences were found
each got repeated that number of times. After cleaning that up, the other logic worked. And then after a lot of work to avoid using the ifAfterwards filter which was making the execution impossibly slow, even for human human play, I arrived at the attached version.
This version works, and logically seems to be (I hope) bug-free.
However, It is still very slow for AI, and screen updates - which probably is due to a bug on your side, unless I am really misusing the language:
First of all, the moves Add and a consequential add move for the secondary piece are working and executing once. Everything else is executing twice, including a Pre-Decision remember, my checks for win conditions that update piece states, and the addition and removal of marker pieces placed on Edge sites.
Secondly, as that means that each edge marker is a stack of 2 instead of a single piece, the graphic update is slow and in 2 stages, separated by upto a minute, where at first the markers are offset, and the allowed move circles and site indicies are small, and then the markers are aligned and the indicies and move markers are there normal size. If all that churning weren't going on, perhaps the time would get used better for the AI?