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There are optimization low hanging fruit that could use a refactor and can be worked on with independent PRs for them:
Move direction constants (i.e. "up", "down", etc)
BattleSnake::Context currently returns a { moves: X, neighbors: Y } but that could benefit from being handled as a struct or class of its own (utility methods on them)
Any loop related logic optimization throughout strategies and Strategy::Utils methods
Doing a better job with nested loops and heuristic opportunities to iterate more efficiently has lots of potential to improve performance overall
There are optimization low hanging fruit that could use a refactor and can be worked on with independent PRs for them:
BattleSnake::Contextcurrently returns a{ moves: X, neighbors: Y }but that could benefit from being handled as a struct or class of its own (utility methods on them)Strategy::Utilsmethods