Your car broke down? I hope it is not as horrible as you make it out to be. I hope you can get your car fixed before it jeopardizes your job. I also hope to hear what you come up with in this experiment, I just hope it is under better circumstances.
Hey! Actually, it was worse; the clutch was gone, which cost me a buttload of money to replace, and while there they discovered that there was a crack in my radiator that was going to cause completely failure in short order... and that added to my bill, of course. They also found some non-threatening problems that I, for financial reasons, am going to let slide for the moment. But it all came out okay; the car's running fine now!
As for the experiment, it has been an... interesting road. This will likely be the last post to this thread for the moment until and unless I get new Amiibo pairs (which is unlikely). I think the results of the experiment allow certain assumptions to be made, and from there I think my work is done. Anyway, on to the experiment proper!
As was previously noted, the intention was now to take my old Gen 2 Amiibo, wipe it clean, and train it from the ground up to not make use of the problematic behavior inherent to the other Generations of Amiibo. Specifically, the goal was to try and abolish its reliance on projectiles in favour of Samus' powerful (if occasionally clunky) melee and aerial game. Here's the notes I took while training this New-Gen Amiibo!
- Ran me down with dash attacks at lv1. Aggressively attempted d-air and up-b attacks at lv3.
Probably retained something from previous wipes.
- Used d-tilt without prompting at lv5. Began grapple-recovery without taunting. Off-ledge game consistant with normal ability for Amiibo at lv6.
Still no ranged attacks by lv7; previous generations began using projectiles much earlier.
- At lv7, Amiibo began to charge Smash attacks; if memory serves, this is in advance of the previous generations.
- Used first projectile (a completely uncharged Charge Beam shot) at lv9, much later than previous generations.
- Accidentally tapped off a Charge Beam shot. Oops. Amiibo used the same tap-shot a couple more times around lv11. Still far less use than previous generations.
- At lv14, Charge Beam tap-shots are still very rare.
Increased emphasis on air play. Amiibo seems to like to rely on up-B to deal damage aside from lucky Smash attack hits.
- As of lv15, the Amiibo learned on its own to charge the Charge Beam and fire missiles. Only one missile was launched the entire match, but I suspect this trend will continue.
- At lv16, Amiibo has commenced highly-effective air- and spot-dodging. Can't remember, but I think this is much earlier than normal, too.
- Embarassing.
At lv17, the Amiibo hit me with a meteor smash right on the edge of recovery and took a stock. It then saw me lose another stock to my own stupidity. The Amiibo was still defeated, but I'm disappointed in myself.
- At lv17, the Amiibo has also begun to make more consistent use of projectile attacks. Beginning to think that the Samus Amiibo has no way to effectively alter the weight on it's projectile game compared to other avenues of attack. More investigation required.
- I hate not being able to use projectiles at all. This is frustrating.
- As of lv20, the Amiibo has begun to make use of Super Missiles.
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At lv21, the Amiibo took a stock off me through conventional means. This not-firing-projectiles thing is getting to me.
- lv23, another death on my part.
Amiibo seems to be very good at meteor smashes this time around. I only had limited success against it with them in this cycle. Another hard-coded thing? Projectile use is steadily increasing, but still at lower levels than norm.
- Amiibo took two stocks off me in one game at lv25 and 26. On the one hand, I'm happy to be learning how to play when my projectile game is limited. On the other, I would REALLY prefer to use my projectiles.
- You know who else didn't have Charge Beam usage? Hitler. Look where that got him.
- Abusing predictable Amiibo behaviour off the edge isn't a good way to teach it. It IS a good way to get some frustration worked out.
- At lv28, old reflexes finally got the better of me and I fired missiles.
Amiibo doesn't seem to have picked up the projectile usage from that; projectile use is actually down. Maybe not so hardwired as I thought?
- At lv30, Amiibo showed new learning.
It has begun to try and lock me into up-air-to-up-air combos. This has not been used by previous Amiibo generations. Alternate script weighting?
- At lv32, the Amiibo seems to show a massively disproportionate proclivity for the up Smash. Potential counter to my air approaches. Requires further experimentation.
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As of lv34, the Amiibo shows only the slightest inclination toward projectile attacks. Maybe my suffering is not in vain.
- At lv35, the Amiibo continues to show a high degree of skill in meteor smashes, while I continue to show a remarkable level of sloth toward avoiding them.
- Air approach against the Amiibo is ill-advised. Dat up-Smash, man. Dat up-Smash.
- At lv36, the Amiibo has become a serious threat with my present playstyle. The growing bonuses to its damage and resistance to my blows are becoming problematic to overcome while limiting my moveset. Frustration grows, but the experiment seems promising at this point.
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At lv 37, the Amiibo has defeated me. It wasn't even close; it won by two stocks. The experiment shows more promise.
- I can still defeat the Amiibo even up to lv40. My ego feels better.
- Progression continues as anticipated right up to lv45.
- At lv48, the Amiibo defeated me again. The damage increases are just too much for me. It'll be interesting to see how it fares against Gen 3.
- Defeated one final time at lv50.
Projectiles are still a rarity. Focus is on ground play with spikes. Impressive shift in focus from the Gen 1-3 examples.
I was surprised and impressed. Everything that I was able to observe from the Amiibo while training it was almost in direct opposition to everything that I had seen before. By completely de-emphasizing projectile play while training the Amiibo, I created an environment
of extreme player frustration that reinforced the use of its other skills. Sticking to these same rules was excruciatingly painful, but it seemed to pay off in the end with an Amiibo at lv50 that was capable of crushing me regularly in these altered rules of engagement.
But of course, the real test comes from the Best-of-Five series. In this, the New-Gen Amiibo was pitted against the old victor: Generation 3. Gen 3 hadn't been used in any fights since it won its Best-of-Five against Gen 2, and I was interested in two things in this matchup. Firstly and most importantly, I was wondering how it would handle the more aggressive, melee-oriented playstyle of the New-Gen Amiibo. Secondly, I was wondering how long it would take the New-Gen Amiibo to start using projectiles as a result of observed behaviour and how extensive that use would be. I found my answers; check out my match notes below!
Game 1: Gen 3 took frst stock very early. Its projectiles are overwhelming the New-Gen Amiibo. The New-Gen Amiibo did begin using a few more projectiles as a result of this match, particularly after scoring a kill with a Charge Beam shot. Its fondness for up-smash often was overwhelmed by Gen 3's f-smash, but Gen 3's aerial approaches were almost always punished by it. Blast from the past: Gen 3 failed to punish a broken shield. At least the New-Gen Amiibo training seems to be more practical with its projectiles. Surprisingly, with the pros seemingly outweighed by the cons, the New-Gen Amiibo wins the first game by 1 stock (60%).
Score: 1-0
Game 2: New-Gen Amiibo's took the first stock very early. Its projectile usage starting to melt into Gen 3's usage, but somehow more effectively. Watched a whole minute go by with neither Amiibo being able to hit the other... very odd. New-Gen Amiibo WINS the second game by one stock (3%).
Score: 2-0
Game 3: Gen 3 took the first stock very early because of a poor recovery by the New-Gen Amiibo. It's picking up more of Gen 3's less-tasteful habits now and, with only a few exceptions, the two seem to be playing almost identical. The New-Gen Amiibo seems to maintain the advantage, though; even that early stock loss didn't slow it down much and it retook a slender lead with its second stock. Gen 3 reversed it in the end to WIN the third game by one stock (133%).
Score: 2-1
Game 4: New-Gen takes a hard-won first stock in the game three whole minutes in. Had to pleasure of watching the two Samus' f-air each other at the same time and recoil from the hit, only to do it again, also simultaneously, as they fell. My amusement was intense. Less amusing was the growing reliance of the New-Gen Amiibo on projectiles. On the other side, Gen 3 began to effectively incorporate some of the New-Gen's successful strategies (like air approaches covered with up-smash) into its own moveset. Was intrigued to see Gen 3 short-hop to bair three times in a row, even though New-Gen dodged back each time. In the end, New-Gen WON the game by two stocks (187%). If this were a real best-of-five tournament, New-Gen would have won at this point 3-1; a first in this experiment.
Score: 3-1
Game 5: New-Gen Amiibo took a very early stock off Gen 3 through off-edge play, much to my delight. Was surprised to see Gen 3 engage in some up-smash juggling; I would have thought that the New-Gen Amiibo (or any Amiibo at lv50) would avoid that situation. In spite of the New-Gen's growing reliance on projectile play, it's becoming clear that it's by far the more capable melee and aerial combatant. This seems to give it an edge over Gen 3 on a relatively consistent basis. At the end, New-Gen WON the game by one stock (3%).
FINAL SCORE: 4-1. The New-Gen Amiibo has defeated Gen 3.
There are a number of reasons why this might have been the overall result, some of which are extremely flattering regarding my superior, personal Amiiibo-training techniques (the secret is to hate everything about yourself while you deny yourself character tools that make for better gameplay). For those who would leap to that conclusion, I appreciate your faith in me!
However, I believe the answer is far simpler and inherent to the experiment itself. It has been shown in other threads that Amiibo that are trained by human opponents and Amiibo trained by lv9 CPU opponents are not equal and the human training wins out. I would theorize that, while the intention of the experiment was to create through generational learning a situationally-perfect Samus Amiibo, it was this very goal and method that produced an INFERIOR Amiibo.
Only half of the Amiibo generations in this experiment (Gen 1 and New-Gen) were trained by my hand directly. By contrast, Gen 2 and Gen 3 learned their behaviours entirely from their digital compatriots. No CPU and no Amiibo moves like a human does, and they can't do the things that a human can do. I would theorize that Gen 2 and Gen 3, in learning from Amiibo and not a human player, were stunted in their capabilities and played at a reduced level.
This would seem to contradict the findings of the experiment, though; Gen 2 surpassed Gen 1 in its Best-of-Five matches, as did Gen 3 to Gen 2. However, one must consider that the New-Gen Amiibo, trained from lv1 by a human player, then went and demolished very handily the Gen 3 Amiibo... arguably the most powerful and capable of the experiment until that point.
The data we can extrapolate from this is very simple: an Amiibo will learn well from another Amiibo, but specific training that comes from a human player will trump this. Even when it comes into contact with other Amiibo and begins to take on untrained characteristics, a human-trained Amiibo will retain enough of its training to have a serious advantage over its fellows.
Even with this data, I'm not sure I'm quite finished yet. As it stands, I'm tempted to extend the Best-of-Five challenge and take it to a more extreme number, like fifteen. This will give the Amiibo a chance to normalize, and see if the teaching I did can be swept away by simple exposure to an inferior Amiibo.
That said, I would be thrilled to hear any thoughts or theories of your own! Let me know what you think, and what experiments you've run or would like to see run.
Until next time, be awesome dudes and dudettes and get Smashing!