Funny bug: Most residents have been generated with zero friendships. If I optimized placement in this situation, they'd end up segregated, which would further prevent them from gaining friendships.

When I initially suggested using a process like proq for room placement at the EA Retreat, meadows actually suggested that something like this would happen.

I guess having diminishing returns of utility on friend count would mostly fix this sort of issue when it happens irl though


(The spirally thing at the top left spins in, or out, to show how your edits have changed the aggregate utility of the solution. The text layout is broken because I don't know what I'm doing/don't care enough yet. For some reason, Bevy engine does not seem to have proper down-scaling yet.)

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