that did briefly cross my mind when making the transforms section :)
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it's actual (adaptive) nelder-mead, done on a 5-cell that's rotated and projected down to 3D :)
...except with two sources of randomness:
- vertices are randomly nudged by a tiny amount every step, since otherwise the simplex shrinks too much and floating point precision makes the simplex and sphere jitter (which looks great for a bit, until it goes off screen)
- the gaussian noise in the objective function is to randomize the possible moves after a while, since otherwise the algorithm gets mostly stuck on reflect/contract
long runs of the same move are also condensed to make gameplay better (that's what the yellow numbers on some of the tiles are)