This is just one example out of many complex core gameplay systems that live in the Towerborne backend. Over many years of building out the live-service game, these systems have been iterated on and tested repeatedly. During this time we built up a comprehensive suite of automated testing including unit, integration, and functional tests that help us pin down the exact functionality and edge cases of all these interlinking systems.
Like the N-closest algorithm, the weight of each candidate is given by the inverse of its distance to the input colour. Because of this, both algorithms produce output of a similar quality, although the N-convex method is measurably faster. As with the last algorithm, more details can be found in the original paper[2].
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