Comments (4)
Removed in 6f2383b
Briefly added a check for mutation.MOD_ACTIVATION
before mutating the new node but it didn't seem worth the performance cost
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@dan-ryan After some more testing, confirmed that this makes converging on a solution more difficult (which makes sense)
I'm thinking about reintroducing this but adding a flag to overwrite the default behavior.
Any thoughts?
from carrot.
"but it didn't seem worth the performance cost"
One check hurt the performance that much?
Otherwise could just make it clear in the docs that there is this side effect.
from carrot.
Restored it in f27e594
Just ended up adding a randomActivation
property to the ADD_NODE
object and a check to see if it's set to true (it is by default, but can be overwritten)
Closing for now
from carrot.
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