The task is very difficult: Can you make an effective DROD solver?
I know nothing about coding (beyond Prolog, which is mildly useless for this sort of thing) so I'm not going to partake, but I think some general guidelines are appreciated here.
1. Global>
local. While it's great if you can kill a roach with an algorithm, doing so may very well prevent another monster from being killed. KDD L19 anyone? (I think it's 19 anyway--I'm away from my DROD compy for a while.)
2. More enemies>
fewer enemies. Again, while it's great that you can kill a roach, killing more is better. And then there are other monsters to account for. And tar. And spawners. You all know the drill.
3. Elegance>
Brute force. This is how it is with all programs. But especially for DROD solvers and the like. The phrase "
intelligent design"
comes to mind. You may need to apply your DROD skills to your programming ones, and come up with some efficient programming.
4. More rooms/objectives>
fewer. It's great if you can make a program to solve JtRH L1, Entrance. I bet my grandmother could do it too, and she's never seen the game (or, it seems, a computer.) While I am exaggerating a bit (and mispelling at least one word) solvers that actually solve interesting rooms are better than those that solve trivial or noninteresting rooms. If you need some clarification on what is interesting or not, search for a room in question on H&S. If it is there, it is interesting. If not, then it is likely noninteresting.
5. Teamwork>
individuality>
teamwork. This nontransitivity is brought to you by the Clay institute. If you can, by yourself, create an efficient DROD solver, then your work shall be glorified by mathematicians and programmers, and your name will be up there with those of Hilbert, Riemann, and Goedel. It may also end up in contention with the big two: Einstein and Newton. As this is unlikely, however, and we have plenty to do aside from tearing out our follicles in the effort to make a DROD solver, working together is smiled upon, even encouraged. Help each other out. Delegate responsibility if need be--you do some trapdoors, I'll do some serpents, this guy over here will look into ortho square modifications (and I'm not talking beauty pageants here.)
6. Have fun. Keep your day jobs. Don't worry too much about it--it is a very challenging task, as far as I understand it, and should fall into the extracurricular section of life.
I think that's a good set of guidelines, to start out with. However, they are only guidelines, and are NOT comprehensive. There are probably better guidelines out there. There are certainly more. But pay close attention to 5&6. That's what I think the attitude should be.
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