Experiment: Training an amiibo with -200 stats
Apr 7, 2016 22:52:24 GMT
Cloud, gabidou99, and 4 more like this
Post by Roflcopter on Apr 7, 2016 22:52:24 GMT
Greetings, everyone.
Having acquired a Powersaves device, I naturally had some fun creating some overpowered abominations, but I also had some fun with the other side of the spectrum, giving amiibo a -200/-200/-200 stat setup is crippling to say the least, but I wondered if and how this could apply to amiibo training.
Initially, I had planned to train my 2 marios, one with the stats being negative, and the other with stats being normal, but my 8 Bit classic mario can't get backups with the device, and neither can Dr. Mario. Instead, I shall be using 2 instances of a Little Mac amiibo. I can't make them fight eachother like I initially wanted to, since they're technically the same amiibo.
As to why one would want to cripple an amiibo's capabilities when training is rather simple. Modifying the stats in a negative manner reduces capabilities in a way that could possibly promote behavior that is qualified as "good" from the amiibo training community. Allow me to explain.
For the consistency of training, I have used a level 9 CPU to train the amiibo Little Mac. Training amiibo this way is NOT recommended, and it is highly advisable that you train them yourself. Each amiibo used timed rounds. Being 1 match of 99 minutes. 1 match of 21 minutes, and a final match of 10 minutes. This gives us a total of 130 minutes for each amiibo to get level 50. Their only opponent has been the CPU. Once both amiibo were level 50, the amiibo with -200 stats was set to 0/0/0, and both had a 3 minute warmup match against the CPU, after which they fought a final 3 minute match. The replays of these final matches shall be below.
This is the match of the -200/-200/-200 amiibo, after being set to 0/0/0 and having a warmup match, serving as adaptation, due to a massive stat change.
Here's the match of the Vanilla amiibo, nicknamed VANILLA. Timed matches being the same as the -200 one, although the warmup served for optimization rather than adaptation.
After seeing those videos, I've noticed a few differences between the behavior of both of the amiibo, despite their "trainer" doing the same things.
Overall, I would conclude that the negative stats do have an impact on the amiibo's behavior if they're set like so during the initial stage of the training, but that it could have odd effects on certain characters. Despite having the same score at the end of the match, the amiibo having negative stats during training favored a grounded defensive playstyle, while the vanilla one trained in the same situations took a more aggressive and occasionally aerial method of combat. It was effective on Little Mac, making him more defensive. Little Mac, however, is meant to be grounded, which could make it seem more beneficial for him. If an amiibo shouldn't be always on the ground, perhaps simply altering the attack and defence stats during training would work, but I haven't tested that yet...
It's unorthodox and easily the oddest way to train an amiibo so far, but if it helps them get the right mindset about defence and possibly reduce jumping, could it possibly be useful?
Having acquired a Powersaves device, I naturally had some fun creating some overpowered abominations, but I also had some fun with the other side of the spectrum, giving amiibo a -200/-200/-200 stat setup is crippling to say the least, but I wondered if and how this could apply to amiibo training.
Initially, I had planned to train my 2 marios, one with the stats being negative, and the other with stats being normal, but my 8 Bit classic mario can't get backups with the device, and neither can Dr. Mario. Instead, I shall be using 2 instances of a Little Mac amiibo. I can't make them fight eachother like I initially wanted to, since they're technically the same amiibo.
As to why one would want to cripple an amiibo's capabilities when training is rather simple. Modifying the stats in a negative manner reduces capabilities in a way that could possibly promote behavior that is qualified as "good" from the amiibo training community. Allow me to explain.
- By lowering the Defence and Attack, offensive and passive strategies are rendered nearly completely useless, as damage dealt will be very low and damage taken as well as knockback taken will be increased by a large amount. This encourages the amiibo to play defensively, since other tactics will not function.
- By lowering the Speed stat, the amiibo's jumping capabilities are lowered to the point of jumping giving nearly no altitude and movement in the air being nearly null. Jumping therefore naturally puts the amiibo in a great amount of danger, much more so than in regular situations, encouraging the amiibo to stay on the ground.
For the consistency of training, I have used a level 9 CPU to train the amiibo Little Mac. Training amiibo this way is NOT recommended, and it is highly advisable that you train them yourself. Each amiibo used timed rounds. Being 1 match of 99 minutes. 1 match of 21 minutes, and a final match of 10 minutes. This gives us a total of 130 minutes for each amiibo to get level 50. Their only opponent has been the CPU. Once both amiibo were level 50, the amiibo with -200 stats was set to 0/0/0, and both had a 3 minute warmup match against the CPU, after which they fought a final 3 minute match. The replays of these final matches shall be below.
This is the match of the -200/-200/-200 amiibo, after being set to 0/0/0 and having a warmup match, serving as adaptation, due to a massive stat change.
Here's the match of the Vanilla amiibo, nicknamed VANILLA. Timed matches being the same as the -200 one, although the warmup served for optimization rather than adaptation.
After seeing those videos, I've noticed a few differences between the behavior of both of the amiibo, despite their "trainer" doing the same things.
- -200, compared to VANILLA, had a much more defensive playstyle. He did occasionally get a bit more on the aggressive side, but overall he focused more on blocking and counterattacking than being the one going on the offensive.
- -200 hardly jumped, preferring to stay on the ground. VANILLA, on the other hand, occasionally tried to approach via the air, a futile tactic for their character. The negative speed likely caused the disadvantaged amiibo to jump less.
- Oddly enough, the negative amiibo used Counter more often, and was seemingly less prone to activating it when used by the CPU. The adaptation to counters might have been due to them being more devastating because of the negative defence stat.
Overall, I would conclude that the negative stats do have an impact on the amiibo's behavior if they're set like so during the initial stage of the training, but that it could have odd effects on certain characters. Despite having the same score at the end of the match, the amiibo having negative stats during training favored a grounded defensive playstyle, while the vanilla one trained in the same situations took a more aggressive and occasionally aerial method of combat. It was effective on Little Mac, making him more defensive. Little Mac, however, is meant to be grounded, which could make it seem more beneficial for him. If an amiibo shouldn't be always on the ground, perhaps simply altering the attack and defence stats during training would work, but I haven't tested that yet...
It's unorthodox and easily the oddest way to train an amiibo so far, but if it helps them get the right mindset about defence and possibly reduce jumping, could it possibly be useful?