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Kyle Szklenski's avatar

I tend to think of it slightly differently, but I think usefully for your readers, so I wanted to include it here. Part of the reason is: I have trouble not trying to take into account the entire hand of cards - my brain doesn't allow me to just discard cards until I'm down to one. ADHD, most likely, but not sure! So what I do is this:

First, I treat my task list like a Stack, in computer programming terms. Whenever I think of a new idea, as with your approach - drawing a new card from the deck - I immediately push it onto the stack and write down two values: what the end goal of the thought is practically (same as your end goal), and most importantly I write down the reasoning that led me to that end goal. This second step, akin to what programming languages call "memoization," does two important things. First, it allows me to kind of "forget" the goal part altogether if I need to, since I can always go back and read my reasoning to see why it exists; secondly, when I'm done pushing tasks onto my stack and eventually completing them, I can use the current state of the actual code as I follow the stack of reasons back to see if a given reason is still valid with the code architecture. This often creates small substacks, no pun intended, as I change requirements over time as the size and shape of my code changes. In each case though, being able to forget something is tremendously useful only if I can come back to it later, and having that stack of reasons and goals is literally the only way I can get my brain to work, and focus on the present.

I guess how I'd ultimately put it is: forgetting should not be a punishment, but encouraged. Forgetting has utility relative to focus.

I hope this helps someone!

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Chris's avatar

I see a tiny little problem in this anology. The rules set out is you place a card on top of the deck.

This creates an infinite loop of drawing and placing the same card with the current rule set. To extend this we can add a return then shuffle the deck. This way, you always have a fresh view.

Further more. The chain of events you list means that one problem gains priority over the other, forming a tree/branching cascade of events where the top of the tree has priority as it needs to be done first.

Now, a comnent on the enemy shooting. You can make it temporarily shoot based on simple code but it wont have full AI. But this is still one small segment that is partially solved and does give a glimps of the bigger picture.

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