3 ms·
> To avoid obliterating the effect of past choices, branch-and-bottleneck structures almost always rely on heavy use of state-tracking (if a game doesn’t do thi
by chrisjj 2y ago
> To avoid obliterating the effect of past choices, branch-and-bottleneck structures almost always rely on heavy use of state-tracking (if a game doesn’t do this, chances are you are dealing with a gauntlet).
I do not see that branch-and-bottleneck relies on use of state-tracking any more than gauntlet.