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Mario meets Pareto

mayerowitz.io

21–30 of 184 posts

Re: Mario meets Pareto

#22

One thing this should mention is what game version it uses. Updates frequently change the stats and thus what builds are “best”.

The first paragraph mentions this: "In Mario Kart 8, ..."

If this was more than a tool for teaching multi-objective optimization, I'd like to see how the Pareto front changes over Mario Kart releases!

Re: Mario meets Pareto

#23
post #8

Wait, Bowser and Wario are the fastest? I thought it was the other way around. I guess it's reversed from Mario Kart 64.

It’s exactly as in Mario Kart 64! Remember, heavy characters have the higher top speed, but light characters have the higher acceleration !

It was similar in the original Mario Kart of the SNES. I clearly remember always choosing toad or koopa because they "felt" the more average to me. Donkey Kong was difficult to handle and also had slow acceleration, same with bowser.

Re: Mario meets Pareto

#24

Do professionals use different builds per map? For example, a map has long straightaways (favoring top speed) vs a map with more sharp turns (preferring acceleration)?

If you look at the first place (after clear cheaters) time trials for different tracks, you'll see different choices but clear patterns. The main mode of the game has you race a set of four different tracks, and the online mode throws in all of the tracks; So in those modes the choices are going to be more constrained towards an average good.

For my part, I got the best rank in single player on all pre-DLC tracks with only toad and the default kart, so it's a part of the game you can entirely ignore if you're not competing against other humans.

Re: Mario meets Pareto

#26

Earlier quoted context omitted.

It’s exactly as in Mario Kart 64! Remember, heavy characters have the higher top speed, but light characters have the higher acceleration !

I distinctly remember that the light characters had the highest top speed in Mario Kart 64. And according to this table, I'm right: https://tasvideos.org/GameResources/N64/MarioKart64#:~:text=...

That'd make the heavy characters completely useless, once you're behind, there's no way to catch up anymore!

Re: Mario meets Pareto

#27

Do professionals use different builds per map? For example, a map has long straightaways (favoring top speed) vs a map with more sharp turns (preferring acceleration)?

Tends to just be yoshi on one of two karts for nearly all tracks on 150cc because miniturbo speed is the same as top speed of the fastest build in the game.

Re: Mario meets Pareto

#28

Well... that was a seriously impressive presentation. I already knew about Pareto efficiency/the Pareto frontier, but now I'll never be able to forget it. And I'll think of Mario Kart (and poor Koopa being dominated) every time.

If it was Pareto efficient, Koopa would do better too.

Re: Mario meets Pareto

#29
post #8

Wait, Bowser and Wario are the fastest? I thought it was the other way around. I guess it's reversed from Mario Kart 64.

Yes, but higher-speed characters have lower acceleration and less mini-turbo, which disadvantages them in many situations.

Re: Mario meets Pareto

#30
Couple points:

1. Skill absolutely matters, more than the kart, etc. that you pick. Watch some expert players on YouTube playing with weird builds and you'll see that they are still able to do well even when playing with significant disadvantages.

2. In practice, you don't really need to know the value of the hidden mini-turbo stat because higher acceleration == higher mini turbo. For 99% of players, acceleration can just be used as a proxy for mini-turbo.

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