Faora Meridian
Smash Apprentice
Hi, I'm Faora Meridian. You might remember me from the Hey, Who WAS That? Player-Finder Thread, or random For Glory matches online.
I'm here today to posit a different theory regarding the nature of Amiibo learning patterns. Before I begin this experiment, I'd like to point out that I'm Australian. That means I still have a little over twenty-four hours until I pick up my copy of glorious, glorious Smash Bros for Wii U. My lamentations are vocal and persistent. It also means that my accent is inherently superior to yours. Sorry! I don't make the rules!
Onward! To learning!
What exactly is the Generational Learning theory? Simply put, I believe that it may be possible to create Amiibo of higher gameplay potential by exposing them to recursive instruction. Put MORE simply, I want to train one Amiibo, have that Amiibo train ANOTHER Amiibo, and so on. This is entirely a mental pursuit at present, but I'm honestly kind of interested in seeing if it has any merits and I would be willing to engage in the experiment if there would be interest from you fine folks.
This would require at minimum two Amiibo of the same type (for my purposes, I will likely use my main, Samus, as a benchmark for this), consistent rules (3-stock matches, Final Destination, no items,Fox Only) and for simplicity's sake a lack of item feeding. The Amiibo, as they grow, will have standardized movesets and no alterations to strength, defense or speed.
The process would go thusly: the Player (that's me!) trains the first Amiibo (henceforth referred to as Generation 1) until it reaches lv50. From what we already know of Amiibo, this Amiibo would learn my methods and how best to counter me. As I'm a Samus main against a Samus Amiibo, this results in a Samus-killing-Samus (SA-X, anyone?).
I then introduce Generation 1 to the second Amiibo (creatively named Generation 2). Generation 1 trains Generation 2 until Generation 2 has reached lv50. Even at this early stage, if Amiibo learn and adapt from their training, Generation 2 should be able to best Generation 1 on a consistent basis. Generation 1 has taught Generation 2 everything it needs to win.
I could then use a third Samus Amiibo (or, to save my poor, poor wallet, the first Amiibo with a full wipe back to lv1) to become Generation 3, learning from Generation 2. If the theory holds (and has held to this point, admittedly), then Generation 3 should be superior to Generation 2. And so on, and so forth.
If there is enough interest in the theory before the game launches, I'll grab myself another Samus Amiibo and engage in SCIENCE for our collective benefit. It should be interesting to see just what the limits of Amiibo skill end up being in the end. Thoughts? Comment! Offer support! Produce counter-theories! Collate data!Flamebait!
I'm here today to posit a different theory regarding the nature of Amiibo learning patterns. Before I begin this experiment, I'd like to point out that I'm Australian. That means I still have a little over twenty-four hours until I pick up my copy of glorious, glorious Smash Bros for Wii U. My lamentations are vocal and persistent. It also means that my accent is inherently superior to yours. Sorry! I don't make the rules!
Onward! To learning!
What exactly is the Generational Learning theory? Simply put, I believe that it may be possible to create Amiibo of higher gameplay potential by exposing them to recursive instruction. Put MORE simply, I want to train one Amiibo, have that Amiibo train ANOTHER Amiibo, and so on. This is entirely a mental pursuit at present, but I'm honestly kind of interested in seeing if it has any merits and I would be willing to engage in the experiment if there would be interest from you fine folks.
This would require at minimum two Amiibo of the same type (for my purposes, I will likely use my main, Samus, as a benchmark for this), consistent rules (3-stock matches, Final Destination, no items,
The process would go thusly: the Player (that's me!) trains the first Amiibo (henceforth referred to as Generation 1) until it reaches lv50. From what we already know of Amiibo, this Amiibo would learn my methods and how best to counter me. As I'm a Samus main against a Samus Amiibo, this results in a Samus-killing-Samus (SA-X, anyone?).
I then introduce Generation 1 to the second Amiibo (creatively named Generation 2). Generation 1 trains Generation 2 until Generation 2 has reached lv50. Even at this early stage, if Amiibo learn and adapt from their training, Generation 2 should be able to best Generation 1 on a consistent basis. Generation 1 has taught Generation 2 everything it needs to win.
I could then use a third Samus Amiibo (or, to save my poor, poor wallet, the first Amiibo with a full wipe back to lv1) to become Generation 3, learning from Generation 2. If the theory holds (and has held to this point, admittedly), then Generation 3 should be superior to Generation 2. And so on, and so forth.
If there is enough interest in the theory before the game launches, I'll grab myself another Samus Amiibo and engage in SCIENCE for our collective benefit. It should be interesting to see just what the limits of Amiibo skill end up being in the end. Thoughts? Comment! Offer support! Produce counter-theories! Collate data!
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