That’s why I only play the clashes which ask for minimal code size. There you learn something, at least. Though, even those will end being copy-pasted
He is not wrong though, I have personally seen people (I won’t say their names) solving a puzzle in less than 10 seconds, puzzles with a multiple sentence statement which takes at least half a minute to read. Not to mention it takes time to code.
Like, most recently, I saw one today. It was some ad hoc puzzle with many cases which required quite a few IF statements. A guy sent his 100% solution in 7 seconds. Took me longer to START reading lol
The message is turned as a troll, but he’s right. This is why is completly stop clashes. But the copy/pasters are not the main problem.
The problem is that you can play a clash you already played. If i start a clash i just can’t compare myself to others players. Because there’s me, i don’t know the clash so i must read it, then write a response. And there’s others players. They already know the clash, they just read few words and they write the response they already know (or they copy/paste it).
For the moment there’s no good reason to do a clash. If you want points, you just have to farm it. Do a maximum of clashes until you know all the clashes and you’ll be top 20 with 2500+ points.
I don’t know if something can be bone easily for this. There’s some players who have seen all clashes. So if you prevent players to see a clash twice, this players can’t play clashes anymore.
The best solution would be to have a infinite subject for clashes. But it’s impossible
My suggestion on that would be to add variable parameters in subject and test cases, example:
N: number of lines
Next N line: lines to read
Print the 5 middle characters of each line, if there is an even number of character, start with the leftmost one. If there is less than 5 characters, print the whole line.
Here if we replace 5 in the subject with any other odd number, copy paster would be screwed badly (or at least a whole lot more than today).
That is just one example, but if more hardcoded variable can be changed that way, it will be a pain for pasters to succeed.
The problem will still be here. The only difference is that the copy/paster will put constants at the start of the code and change it before submit. Still faster then anyone who don’t know the problem.
Like i said, the copy/paster problem is not the main problem. For me, the main problem is that you play the same clash twice. With that said, clashes will always be based on farm. Someone who know the clash will always be better then someone who don’t.
You can represents the “power” of each population like this:
player who don’t know the clash < player who know the clash < copy/paster
Even if by miracle we can cut off copy/pasters, we still have
player who don’t know the clash < player who know the clash
I guess one temporary improvement could be to be able to select code length clash, even if “players that know the problem” still have an advantage, you can still come up with code that can possibly beat them, since speed isn’t what’s relevant.
Since js is frontend, it won’t prevent people from disabling the disabler. Also, a bot don’t have to copy paste, it can store the answer in a string and write characters inside the result like a human would do. Something as simple as container.innerHTML = “the answer is 42 #masterAtCopyPaste#noHashtag”; if enough to bypass those kind of things.
Moreover, it will be an annoyance for people who actually try and can’t duplicate one line of their code.