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I think elitism is all about compensating for that, haven't got around the concept of elitism though. But I know you can set a strict terminal condition. You've raised an interesting point though: to compensate for that, I have many ideas. 1) The cross-over bit and mutation should "make it evolve enough" but should not "damage it too much". mutation especially should happen one digit at a time. 2) The precision of units matters: as you said, when computing "fitness" for one grid, I have considered the following option: * each cell gets 1/3rd of a point if it's the only value of this kind in it's column * 1/3rd of a point if it's the only value in it's row * 1/3rd of a point if it's... in it's zone This way, things don't get "messy with bizarre floats all around". Some more precision remains, and some consistency in moving to the next generation. Might as well discuss the whole in the open, "help me make it make sense". For crossovers, I've considered rows of three digits in a given zone. For mutations, one random digits. With the basic seeds in addition to this, the crossovers should "shake the gene pool", while avoiding the locked seed digits, and not being able to damage the genome too much. The mutation should only "pinch" the gene pool. As I see it, I'd generate a 100 beings population, then would perform ONE crossover OR one mutation on the newborn children. This way, the evolution process should spread itself with some consistency, and fast enough. And when you get to have 80 digits right, on one of the mutated children, you'd have a high percentage of chances to get the final digit. See what I mean? The line between 99.9~ and 1 would become "easy to cross" with this recipe. Makes sense? I hope it does.. it's scary to build a thing that could, indeed, never reach the desired result.
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