horribly failed first attempt at some genetics stuff.  new branch in case of further failures
added ability to go back to the person-decision-driven way
random initiation going with the known flaw of allowing any initialized value between 0 and the max enabling extreme ranges of values.  Need to limit initialized value to some range close to the max value
apparently fixed weird problem I was having with generating random initialization parameters, but I have no idea why the fix worked or what the problem was in the first place.  Look into Free-floater adoption mechanisms
thoroughly confused as to what the hell is going on.  But good things are happening score-wise, so.... good?
fixed issue with the randomized starting attribute values
added some more object types for variety's sake
cleaned up scoring class
added iteration ability over different system configurations.  Precursor to genetic algorithm
added (untested) upper/lower mutation range expansion/retraction functionality to assist with upcoming evolution algorithm attempt
shows scored now
some cleanup.  For some reason a bug seems to be present which produces 0 or .04 as a score value and this screws up future scores.  No idea what's going on there currently
possibly identified a source of code weirdness but did not fix.  TODO marked
changed things, fixed things, added too much complexity
hackily added self-and-parent-id guids.  Refactor necessary in the near future cuz of increasing hackiness of overall code in excitement of adding several new features
added some generational score tracking.  Not really tested yet though
evolution running (based on only a single chosen best-fit configuration per generation), but have not dug into seeing whether it is running correctly.
code seperation
major genetic algorithm structure changes. it builds, now to check the numbers to see if it worked
appears to maybe be working