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Paradigm Paralysis (delineating between good and great; incompetent and prodigious)

Vermanubis

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Link to original post: [drupal=5193]Paradigm Paralysis (the line between good and great; incompetent and prodigious)[/drupal]



I was recently asked a good question: what separates the poor from the good from the great? (in terms of ability/skill/talent/whatever)

I think talent is determined by how efficient your thought model is for the given task, or rather, how you think about/approach it. After all, the task is an application of information, and how effectively you wield that information determines the success or failure. Think about it: your brain is essentially an enormous Boolean logic network (much like a computer), so everything ultimately reduces to information and how it's processed. There's nothing irreducible about talent or skill, especially in Smash.

With that in mind, people who're apparently talented for no good reason just have the inheritance of a suitable model for whatever it is that they're good at. Some talented Smash players who got good, but not national-level could be argued to be people who approached the construction of relevant thought models a certain way, but said way capped and reached its potential, and they never thought or bothered to reconstruct that model by virtue of what I call paradigm paralysis--being stuck in one particular mode of thinking.

Visualize this concept as two lines. Bad models, i.e. ones where information isn't processed in an efficient way could be analogized as two lines that intersect and subvert early on and can only compute certain problems and get stuck on others. Good models can be said to be lines with higher slopes, so their limit is higher. Great models can be said to be parallel lines, wherein the process of amending the thought model never ends by virtue of an active effort to examine preexisting ones, identify problems, and adapt. This would be my argument for why national level players are, above all else, consistent.

Talent and skill are available to anybody with enough dedication; it just depends on you being observant and being able to identify your thoughts so you can interface with you how think. If someone is talented, it isn't because they were gifted the sacrosanct birthright of Olympus, rather, because they either worked to create a superior thought model through which they understand the game via systematic reprogramming, or were indeed lucky enough to have a certain cognitive predisposition that suits the successful application of Smash, making the process more implicit and smooth. Either way, "talent" is an insidious and deceptive concept. If you consider the essence of information, you'll see all this to be absolutely true.

Hopefully reading this and finding it to be sound will encourage people who don't think they "have it in them" to adjust their frame of mind and persevere in light of the prospect that talent can be earned just as much as it can be inherited.
 

B.A.M.

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PAHAHAHAHAHAH WHAT IS THIS CRAP?


TL;DR.


I mean who whats to hear this and have a paradigm shift? Who whats to get better? Screw that. Im throwing this well thought out OP into the trash clutter edifice that is my mind. Pfft.





EDIT: Honestly this is awesome verm. Great write up for the entire community.
 

Dr. Tuen

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I'd note that there are certain bits of natural talent that can help inherently. Reaction time and memory come to mind of the top of my head. Reaction time can be trained, but some people do have a natural starting advantage. Memory is a bit more difficult. Say in my line of play, I'd need to memorize the characters who can be chained straight to jab 3 with ZSS. Very useful, right? There's no way. I have memory issues that have been present all my life. I'd have to carry around a notepad to reference before a match.

Changing models without research or a mass amount of practice will be difficult. So I'd say that focus on those things would be paramount to a person's model amendment. The step towards model amendment goes something like [cognitive dissonance] --> [acceptance/rejection] --> [research/experience/practice] --> [adjustment].

Cognitive dissonance would be a loss, or something that doesn't seem to work as you'd like it to. If the next step is rejection, then nothing else happens. You need to accept that this dissonance is a thing to move on to the next step which either involves mass testing (practice) on the dissonant bit or research towards a solution. Then you adjust your model.

Problem is, in high level matches, this has to happen during the set. Adjustments and ideas need to be player-specific...

Anyways, I have to go. I do a lot of research on how students generate models in the field of engineering, so some of this seems to be able to apply.
 

Vermanubis

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LOL BAM.

Thanks, dood! <3


I'd note that there are certain bits of natural talent that can help inherently. Reaction time and memory come to mind of the top of my head. Reaction time can be trained, but some people do have a natural starting advantage. Memory is a bit more difficult. Say in my line of play, I'd need to memorize the characters who can be chained straight to jab 3 with ZSS. Very useful, right? There's no way. I have memory issues that have been present all my life. I'd have to carry around a notepad to reference before a match.
In the grand scope of things, intellect and efficiency obviate lightning-fast reaction time. They <do> help, but players such as M2K have been, to my knowledge, noted to have poor reaction time. As for memory, that'd of course be a huge help, but given that, as I said before, everything is reducible to assortments of information, which means there are compensatory avenues.

Changing models without research or a mass amount of practice will be difficult. So I'd say that focus on those things would be paramount to a person's model amendment. The step towards model amendment goes something like [cognitive dissonance] --> [acceptance/rejection] --> [research/experience/practice] --> [adjustment].
Never said it was easy. :p Some people's thought models are inherently compatible with a given breed of concepts, and others' have to be manually ameliorated. The terrific thing about human minds though, is counterfactual reasoning, so all it takes is one instance of error to trigger profound adjustments. As I said though, it takes hard work to develop a meta-model through which one can more directly interface with how they think and to create more efficient individual models.


Problem is, in high level matches, this has to happen during the set. Adjustments and ideas need to be player-specific...
One can develop individual models for certain styles of play, and in situations where the opponent's adapted to one particular method. It's algorithmic in nature, in that which those who can develop more generalized models of the situations such as reducing it to a small handful of defining properties, and potential options in response to that. Instead of trying to discretely process all the information coming your way, developing a model that processes algorithmically lets the player typify rather than having to consistently play keep-up. I find that an explicit outlining of the properties of a given play-style allows for more understanding and lets the person focus on the important information rather than overload with the bulk. Some people's brains can keep up like that, but those with less "RAM," so to speak, can develop these mental algorithms.

It all simplifies to recognition and observation rather than an inherently superior intellect. Having the right approach/model allows people to improve past a certain point, and by recognizing the properties of something, you can identify it and manipulate the information into a usable package. In high-;evel matches, decisions do need to be made on the fly, but having an efficient model allows those decisions to be more informed.

Anyway, thanks for giving some input, Tuen. Much obliged, sir!
 

Dr. R.O.Botnik

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I'd note that there are certain bits of natural talent that can help inherently. Reaction time and memory come to mind of the top of my head. Reaction time can be trained, but some people do have a natural starting advantage. Memory is a bit more difficult. Say in my line of play, I'd need to memorize the characters who can be chained straight to jab 3 with ZSS. Very useful, right? There's no way. I have memory issues that have been present all my life. I'd have to carry around a notepad to reference before a match.
If you're that bad at memorizing stuff (or any really big problem for you), wouldn't it be better to just main a character that doesn't require you to do that Unless, of course, you're using that character to get over your hurdle or something.
 
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