return to table of content

Mario meets Pareto

ihaveajob
16 replies
19h41m

Beautiful presentation. I love when visualizations serve the goal and not the other way around. Tufte would be proud.

vavooom
9 replies
14h25m

The switch from 2D to 3D was so seemless and beautiful I actually gasped.

superMayo
4 replies
10h40m

Thanks a lot! That was my goal. It's a trick I learned: if you zoom in from a distance, everything appears flat. The effect is achieved by zooming out while simultaneously moving the camera closer to the subject!

KeplerBoy
1 replies
9h47m

Could you not just use a parallel projection (which should be the default for this kind of 3d scatter plot)?

superMayo
0 replies
2h40m

Yes, I could have been using THREE.OrthographicCamera(), however, it makes the effect way less cinematic, and most importantly, it makes the depth harder to see (particularly for a scatter plot).

oneeyedpigeon
0 replies
8h50m

I love how that transition is relative to the scroll position rather than working off a breakpoint. Did you consider doing the same thing with the first bar chart? I think it would be nice to slowly reveal the standings :)

smlacy
0 replies
13h14m

Maybe it was 3D the entire time. :)

pcchristie
0 replies
14h3m

Yep same, I let out an audible "nooooo....".

ndr
0 replies
12h13m

Same. What a beautiful plot twist.

helboi4
0 replies
9h40m

Honestly, I was so impressed.

Fnoord
3 replies
16h45m

Bugs out for me in Firefox at around 2/3. Works fine in Safari.

My kid (6) crashes all the time, and she is naturally attracted to picking Peach. I'd say because of that, a character with high acceleration is going to be better. Though she also just likes to push the gas.

Though we're playing the one from GBA on Analogue Pocket. Which is probably a lot less advanced as the one in question here (a game for Wii U from 2012), it does resemble Wacky Wheels quite a lot.

djbusby
0 replies
15h54m

Gotta teach the kid about using the brake and the "poomp" slide (called boost after N64) on the corner. I race Mario but when she's on, mine (8), can get me on the 150 tracks (switch). I'm still crushing on the 200 tho (for now) ;)

denkmoon
0 replies
13h40m

FYI Mario Kart for the Switch has a handful of accessibility options that help less experienced/younger/elderly players stay in the game and on the course without taking away from the fun.

captn3m0
0 replies
14h22m

Bugged out for me around 2/3 on Firefox/iOS (which is really Safari) with Lockdown mode.

wgx
1 replies
12h57m

would

Tufte is still alive!

ihaveajob
0 replies
5h11m

Of course, but I'm not inside his head :)

davemp
15 replies
5h4m

This great visualization/article highlights one of my pet peeves with current game design--options for the sake of options.

I feel like the common trap for designers is to put too much stock in tag lines like "Over 700,000 different builds!"

You're dumping a combinatorial explosion of overhead onto players. If all those choices don't significantly enhance the core game experience, you as a designer as wasting people's time. Doubly so if most of the choice space can be safely eliminated by savvy players. The internet exists after all and someone is going to do the math. Why would you gate the competitive portion of your game behind convex optimization problems? Certainly not to make things more fun.

Some examples of these trends are load-outs in FPS games. Every gun now has tradeoffs for sights, barrel, under-barrel, magazine, ammo, etc. and these choices only come after you've chosen a class/weapon. When the core of an FPS is tactical positioning and aim, these options feel like a cheap gimmick in order to milk slightly more time out of players. Franchises like Halo and Battlefield fell for this trap and have completely ruined their reputations.

You can still give players choices that _add_ to the core gameplay like counterstrike does with the round economy. If the entirety of a choice you're giving a player happens in a menu, that should be a red flag. The game design industry needs to less emphasis on statistics/combinatorics and more on gameplay/narrative.

pksebben
4 replies
4h42m

Gameplay and narrative don't hook into that acquisitive gambler's streak nearly as well as "all the unlockable things".

I do agree with you, generally, that this is a bit of a cheap trick and far too ubiquitous. However, there is something to be said for giving the player "things to do" like unlocking content. It does add to the experience to have a sense of "this is why I'm still playing".

kibwen
3 replies
4h12m

Indeed, like it or not, the idea that the game of Mario Kart (for example) is exclusively the part where you drive around the track is both simplistic and naive. It comes across as a values statement of the following form: "good games are only concerned with moment-to-moment mechanical execution and tests of reflexes, and not any of that other Skinner-box frippery". But (again, whether we like it or not), for a lot of people the frippery is crucial to the enjoyment of the game. (And these are hardly the only two reasons people play games, e.g. there's socialization, mastery, etc.)

And even in the case of the OP, concluding that most items are useless is not a substantiated conclusion. As the OP notes, a Pareto frontier is N-dimensional, and the number of points lying on the frontier grows exponentially as we expand to consider all the other variables. Just because a meta exists among "top players" doesn't mean that's the only valid choice; different people can optimize for different things (and even top players are frequently irrational, lazy, and/or cargo-culting).

davemp
2 replies
3h2m

Indeed, like it or not, the idea that the game of Mario Kart (for example) is exclusively the part where you drive around the track is both simplistic and naive. It comes across as a values statement of the following form: "good games are only concerned with moment-to-moment mechanical execution and tests of reflexes, and not any of that other Skinner-box frippery". But (again, whether we like it or not), for a lot of people the frippery is crucial to the enjoyment of the game. (And these are hardly the only two reasons people play games, e.g. there's socialization, mastery, etc.)

I don't think my comment was implying any of this.

I was mostly trying to say something along the lines of "solving NP-hard problems isn't good gameplay" rather than discuss micro-transactions, progression systems, or variance/competitive purity.

kibwen
1 replies
2h21m

> I was mostly trying to say something along the lines of "solving NP-hard problems isn't good gameplay"

Consider that Tetris is NP-hard. :) Giving the player optimization problems is one of the fundamental pillars of game design. For many, it's more fun to make a deck of cards in Magic or Hearthstone than to actually play the deck against an opponent.

davemp
0 replies
1h16m

I'm not here to argue about semantics. The first line of my OP said "options for the sake of options" and then "choices don't significantly enhance the core game experience". The comment you're replying to said "something along the lines of" to encourage readers not to get hung up on the exact wording.

I'd appreciate a bit of a more charitable interpretation of my responses.

Given the context, a more charitable interpretation would have been something like:

"solving NP-hard problems isn't good gameplay...*in and of itself*"

Giving the player optimization problems is one of the fundamental pillars of game design.

Yes, but this is not what I'm talking about at all. I don't know how you're interpreting my position as being against optimization problems in games.

Consider that Tetris is NP-hard. :)

Would you consider that the choices that make Tetris NP-hard significantly enhance the core game experience?

How about MtG or Hearthstone?

---

Please respond to the strongest plausible interpretation of what someone says, not a weaker one that's easier to criticize. Assume good faith.

https://news.ycombinator.com/newsguidelines.html

Cthulhu_
3 replies
4h59m

It depends on why you play though; the "combinatorial explosion of overhead" is only a problem if you're trying to min/max, if you play for fun it's more "What character do I like" or "What wings do I find pretty".

The most important thing: Don't tell others how to play. Don't tell them "you should pick X because it's the best" unless they explicitly ask for it. Let people play their own way, and don't push how you play games onto others.

davemp
0 replies
3h26m

I don't think we're on the same page.

It depends on why you play though; the "combinatorial explosion of overhead" is only a problem if you're trying to min/max, if you play for fun it's more "What character do I like" or "What wings do I find pretty".

Exactly. These choices don't affect players in the same way.

The most important thing: Don't tell others how to play. Don't tell them "you should pick X because it's the best" unless they explicitly ask for it. Let people play their own way, and don't push how you play games onto others.

I definitely agree with you here.

As a designer, you're defacto telling people how to play by designing choices like this. You're punishing casual, competitively natured players with >700,000 options because they care about performance.

If you don't derive fun from winning the trade-offs are mostly irrelevant and you can simply ignore most of the problem, choose a configuration based on fewer/simpler dimensions (I'm going to pick yoshi and the egg kart because that's awesome), and avoid most of the decision space. This type of player probably wouldn't care if all the configurations performed the same or more likely could be annoyed that their desired configuration performs strictly worse. (If the choices meaningfully affected gameplay, like having an ability to lay eggs or something, that's different).

On the other hand if the dedicated, competitive players are going to solve the optimization problem and coalesce configurations down ~10 choices. The problem space is also irrelevant to this type of player.

But posing this problem negatively affects competitive people who aren't dedicated to the game. Now they have to consider an intractable problem while their friends are waiting on them so they can actually play the game. I know this because I've sat there plenty of times while friends scroll through all the different options wheels/karts/gliders/characters for minutes until they gave up and said something like "Whatever, I just want to race".

So why not just give 10 performance profiles and the same combination of cosmetic choices as before?

cableshaft
0 replies
4h14m

Yeah, especially for a game like Mario Kart, I'm not too obsessed with making sure I'm picking the most efficient combination of things. I'm picking what I think looks cool or has the most fun personality (in the case of characters) for me in the moment. For that, having more choices is (mostly) better.

Even something like Counter-strike, where a lot of the differences are pretty subtle, I liked having a good amount of choices just to play a couple rounds with a gun that feels slightly different and see how well I do. I had my preferences but I played with them all.

That being said I do think there's something to be said for not just dumping a bunch of options on a player and be like "you figure out how you want to play", even though I've been guilty of that in a couple past games I've designed, thinking more options is better.

Like I remember on of my sequels to a game I tried all sorts of ideas for how to change up options, and instead of pinning down that "okay the hand size is going to be 5 tiles, and if you place next to an ally tile you'll bump them up by X amount, and you can choose what set of numbers the tiles can be (like 1-5, or 1-10, or 1-20)... with my new sequel I've mostly pared it down and I'm taking away game options, because I bet almost no one did anything but use the defaults anyway. At least before I hid them in an options menu you had to choose to open.

ToValueFunfetti
0 replies
1h53m

In Mario Kart in particular, you might explicitly not want the fastest/highest acceleration cart (kart?) as a new player, especially if you're a younger or older player. Going fast is a handicap if you can't stay on the track at those speeds.

sizzle
1 replies
2h48m

That’s why my go-to Mario kart is the N64 version. No bs just pick a character and go

goostavos
0 replies
1h4m

Nah, Mario Kart 8 is great. You don't _need_ to min/max every stat. Actually, you specifically have to press a specific button to even see the stats at all. Otherwise, everything just appears to be cosmetic.

For the most part, once you've got your kart dialed it. It is still "pick your character and go". It's one of my goto games for "I want to do something for a few minutes to unwind" (which usually ends up with me more frustrated and on edge than unwound haha).

pphysch
0 replies
2h11m

In the ARPG/Diablo genre, Path of Exile is one of the worst offenders. Each character progresses through a 2D locally-connected graph of over 1300 passive skill nodes, of which you only get to pick about 100, where the "undo" action is expensive or impossible.

That said, the sheer amount of options leads to a class of expert players and build-makers that normal players can rely on. I just wish the game itself provided more tools for navigating it (like an ingame build-guide system).

hinkley
0 replies
2h8m

Worse than that, it makes marks of some players. The serious player doesn’t just have experience and technique working for them, they can now start with a character that can beat the newbie with one hand tied behind their back.

We all know that guy you can’t play games with because he sucks all the fun out of it for anybody else. As a game seller this isn’t just bad, it’s stupid.

cout
0 replies
4h31m

I have not played many recent games but Scorched Earth was always one of my favorites. The economy allowed you to discover new weapons as you progressed in skill. I do agree as the number of combinations increases that seems like it would take away from the novelty of getting a new item. After all, novelty seeking is what we want, not mindless optimization.

Storyline is nice but if I want to watch a movie I'll pop in a DVD and get popcorn. Cutscenes get in the way after the first play through. Timeless games have some storyline but let you enjoy the game even if you skip the cutscenes.

OOPMan
0 replies
2h11m

This is why I preferred Shadow Warrior 2 to Borderlands. Millions of randomly generated guns sounds nice, except they're mostly trash. I'd rather have the 70 hand-crafted options in SW2.

modeless
13 replies
19h23m

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

thiagotomei
6 replies
19h18m

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

posix86
3 replies
18h40m

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

willcipriano
0 replies
16h41m

It's not a big difference and you can't be at top speed for long.

re
0 replies
17h5m

Heavy characters in Mario 64 have tighter handling than lighter characters and can cause them to spin out when bumping into them.

coryrc
0 replies
18h18m

Yes, except for items and doing better in the pack.

xtracto
0 replies
18h52m

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.

xanderlewis
1 replies
19h21m

I'm not sure, but it kind of makes sense as a choice, since acceleration and speed should be negatively correlated and since Bowser and Wario are both massive they should accelerate more slowly than others (given constant force). So they get to have the highest top speeds to compensate.

cout
0 replies
3h31m

In a real kart a heavier driver would have lower top speed and acceleration, in exchange for better handling (more body weight means you can more easily shift weight to the wheels that need more traction, unlike a car where the driver's weight is insignificant).

But they seem to have ignored kart physics and made it more like a car, where bigger cars might accelerate slower but can accommodate a more powerful engine.

CapnCrunchie
1 replies
19h22m

They have the highest top speed. It was that way in Mario Kart 64 as well. They have the worst acceleration though.

thiagoharry
0 replies
19h18m

Yes, but with their poor acceleration, and given how chaotic some Mario Kart races are, it is hard to achieve their maximum speed.

SrslyJosh
0 replies
18h38m

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

jmholla
9 replies
18h2m

I always knew those little red tires were the best. Sadly, this misses the most important thing to me: style. And my love of Zelda. So I'm afraid I'll personally have to disregard all of this.

VelesDude
4 replies
17h23m

There are no grounds on which I can disagree with you.

hypercube33
3 replies
16h45m

But you can add that as a dimension to the chart!

sspiff
2 replies
12h8m

Hard to quantify into numbers, no?

I like Luigi more than Mario. But do I love Mario like a 6 and Luigi like an 8?

Cthulhu_
1 replies
4h58m

Time for binary sort or an elimination chart; take every character, compare them to another, sort them as to which one you prefer. Then assign a number to each one of them.

thaumasiotes
0 replies
3h48m

Preferences don't tend to work that way. You know how, if you use a sort function that accepts a user-defined comparator, the documentation will have dire warnings about making sure that the comparator gives consistent results?

The procedure you're suggesting here doesn't comply with those warnings. Sorting will not terminate, or will yield different results from attempt to attempt.

aidenn0
1 replies
12h39m

In the original MK8, the Triforce tires and Hylean gliders were pretty good, but the stats in MK8 Deluxe for them are not nearly as good.

pushedx
0 replies
7h13m

Also keep in mind that the 3.0.0 patch for Deluxe changed a bunch of stats.

kzzzznot
0 replies
1h51m

Well I always pick Koopa, who is apparently the worst. Although in my group of friends I win the most by far… I’ll keep with him to keep it fair :)

bovermyer
0 replies
5h12m

You're just optimizing for a different outcome. You could still apply this thinking, just with "Zelda adjacency" as the primary metric.

xanderlewis
6 replies
19h22m

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.

redman25
1 replies
4h46m

I wonder if Koopa does better with different customization?

dwringer
0 replies
2h26m

One thing I noticed is if you set the graph axes to "Speed" and "handling" and the weight slider about 3/4 toward "handling" then Koopa becomes the only member of that 2D slice of pareto front. I suppose this could be a benefit depending on the course design. At least, it's an example of how looking at only 2 dimensions can be limiting.

laborcontract
1 replies
9h48m

These are the sorts of articles that a lot of news sites and digital publications dream of when pitching venture capitalists to cultivate this as a new sort of medium. But I've always found that the most compelling stuff, the most compelling digital presentations are often emergent. I think designing around it as a goal is impossible and often comes off as contrived and annoying. However, there are a times like this where it's just stunning as in, "yes, please hijack my scroll, go ahead".

georgesimon
0 replies
8h28m

From what I understand of Svelte, it was built by a working data journalist with the dream of enabling these type of rich media articles. So yeah, 'emergent' and 'uncontrived' are in the DNA of this article and the tech beneath it.

throwaway598
0 replies
18h38m

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

teekert
0 replies
11h8m

Playing with Koopa is MK on hard mode, and you can feel better about winning. You'll be like Piccolo or Rock Lee keeping their weights on while training ;)

wcrossbow
6 replies
10h39m

Nice article! The resulting Pareto front really highlights how hard game design is. You can get millions of possible combinations but the reality is that only a handful of them will ever happen in a competitive environment.

KeplerBoy
2 replies
6h17m

Keep in mind that the pareto front is not a two-dimensional line, but a surface in a some high dimensional vector space. In every game there are many, many aspects to min/max. As others pointed out even Mario Kart doesn't boil down to speed and acceleration.

In a sufficiently complex game every build is on the pareto front as it optimizes some specific cost function.

wcrossbow
1 replies
5h57m

I was refering here to playing competitively, that is, playing with the only goal of winning. Of course, it is perfectly acceptable to play for style or to manage a podium with the worst configuration or anything you fancy [].

However, if your one and only goal is winning I suspect that the high dimensional vector space will end up not looking so high dimensional once you account for the correlations between the different features you use. This is already clear from the very strong correlation between speed and accelaration.

[

]I myself have played MK64 a lot and sometimes the goal was simply to see the world burn, standing on a corner with a shell waiting for the what would've been the winner of the race. Fond memories.

kibwen
0 replies
4h2m

> playing with the only goal of winning

Even if you're only optimizing for race times, in the case of Mario Kart, the choice of track will have a huge impact on the optimal kart selection. Tool-assisted speedruns pick different karts for different tracks.

CGamesPlay
1 replies
10h28m

That doesn’t mean that the other combinations are worthless. Presumably there’s value in the cosmetics, plus the puzzle aspect of creating and optimizing the builds along the different dimensions. Surely there’s a meta-Pareto-front of the balance between usefulness of each combination in competitions and amount of fun it adds to the game!

kibwen
0 replies
4h4m

Seconded.

As a game designer, you want to add silly and suboptimal things to your game. Don't fall into the trap of thinking that every decision must be perfectly balanced and equally weighty, because your game will turn out bland and textureless. And beyond the considerations of "optimal" play, putting suboptimal options into your game can serve as both a way of naturally selecting difficulty without having to implement ungainly difficulty sliders, and also accommodate fun/silly challenges for people who just want to mess around.

littlelady
0 replies
5h18m

Agreed! But it also depends on the goals for the game--- min-maxing isn't the only way to play and not everyone is super competitive.

LarsDu88
6 replies
12h11m

This is seriously the most impressive visualization I've ever seen. What tool did the author use to do this?

superMayo
1 replies
10h46m

Author here. I'm using Svelte, which is great for interactive applications. For the event handling I'm very influenced by what https://mlu-explain.github.io/ does. The 3d plot is made with Threejs through the Threlte wrapper. One challenge was animating the 20k points in the 3d plot, which is handled by a custom vertex shader.

simple10
0 replies
2h10m

Thanks for sharing the tech stack. It's a really impressive site.

hantusk
0 replies
11h53m

more specifically it's using the svelte wrapper of three.js called Threlte: https://threlte.xyz/

0cf8612b2e1e
6 replies
19h16m

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)?

nonethewiser
1 replies
17h57m

The breakdown is actually bagging vs. front running tracks. Bagging favors speed and front running favors mini turbo.

Bagging means purposefully being far from first to get good items which allow you to come back hard.

brrrrrm
0 replies
17h41m

to add to this, "bagging" tracks are determined by how many shortcuts they have (ones that require good items to take, such as mushrooms or stars).

prmoustache
0 replies
12h8m

"professionals"? This is Mario Kart we are speaking about, not formula 1 or counter strike.

Madmallard
0 replies
18h39m

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.

Laremere
0 replies
18h48m

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.

CameronAavik
0 replies
15h34m

For time trials, yes that is true. There are also other concerns such as that the speed stat is actually comprised of 4 different stats that have different values depending on the terrain: Ground, Air, Water, and Anti-Gravity. Some tracks that have a lot of water and so for that you would be better going for a kart that has high water speed. There are other less important statistics at play too that aren't mentioned here such as handling, traction, and also the hitbox of the vehicle is also important since it might change how tightly you can hug a turn against a wall or how wide you have to steer to collect coins.

In practice when playing online however, you won't know what track is about to be played, and so the meta right now prioritises mini-turbo stat much higher than speed. Having a high mini-turbo can also overcome the lack of speed by performing additional mini-turbos even on straight sections. Also when playing online you also will be hit by items a lot and need to try dodge other items being thrown at you, and for that having higher acceleration helps too.

amarshall
4 replies
19h24m

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

jdmarble
1 replies
18h56m

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!

rafd
0 replies
15h50m

Mario Kart 8 is now frozen, no more patches to come.

brrrrrm
1 replies
17h48m

that one doesn't have mini-turbo, which has largely superseded acceleration as a stat (it correlates but isn't 1:1)

mikepurvis
0 replies
16h33m

Indeed. MK8 courses are absolutely loaded with mini turbo opportunities— every drift, jump, or bump in the road is a chance to get that little boost. I’m not at all surprised it can make the difference in competitive play.

sequoia
0 replies
17h42m

I don't think it's fair to disparage this article. The other one is perhaps good for a "deeper dive" but I'd say TFA is better overall at illustrating the concept.

fredsmith219
3 replies
19h18m

My 9 yo is better than me at Mario Kart but not by much. This knowledge may make the difference for me. Thank you!

wheelinsupial
1 replies
18h4m

In case you aren't aware, you can select a few builds and quickly compare the stats using: https://mk8dxbuilder.com/

Another thing is the coins. Collecting them gives you a speed boost for each coin you collect.

sph
0 replies
9h27m

In summary: the difference between raw talent and experience.

Your kid has likely better reflexes and motor skills than you have, but on your side you have experience and wisdom accumulated over the years :)

jhatemyjob
2 replies
16h12m

God I am so disappointed, I thought he disassembled Mario Kart 64 into C and refactored the codebase. Fuck my life

superMayo
0 replies
10h29m

So sorry I've disappointed you, but don't fuck your life plz

keithalewis
0 replies
11h5m

No, just go get one. Don't be a PL obsessing over a video game.

bandrami
2 replies
12h32m

I haven't played this series since the SNES 30 years ago. Do the different characters still get different power-ups from the cubes? Because that was always what I picked based on.

sspiff
0 replies
12h11m

The items you get are the same, but maybe the frequencies are different? I never heard of that being the case, only that the weapons you get depend on your position in the race (you get better weapons when doing worse in the race).

But I also didn't realize this was the case on SNES. I only ever played the SNES version as a young kid, and it was a Japanese NTSC version on a PAL television through a cartridge adapter and it was pretty janky.

baku-fr
0 replies
12h1m

This is the case on Mario Kart: Double Dash!! (GameCube), on the Arcade GP series and Mario Kart Tour (smartphone).

In all other games, character choice doesn't affect item distribution.

HiJon89
2 replies
6h16m

Really cool analysis and visualizations! Although there’s an interesting wrinkle with Mario Kart 8 + 200cc - most players don’t want speed over a certain level because you’re too fast to control. So rather than trying to maximize absolute speed stat you may want to minimize the delta from your optimal speed stat

kzzzznot
0 replies
1h18m

Exactly. Handling and Acceleration are the most important factors at 200cc.

Acceleration because when (not if) you get hit/crash, you need to be able to catch up quickly.

cout
0 replies
4h24m

That sounds not so different from building a race car irl. There's no point in a big engine if you have to brake so early that you get passed in the corners. Plus all that braking will cook the brakes. It's often letter to have a lower top speed and never have to slow down.

Etherlord87
2 replies
9h6m

You have a lot of options to choose from. How to pick the truly best option? Let me show you a method, in which you arbitrarily pick 3 out of 6 attributes and then use an artificial, unintuitive interface to choose an optimum trade-off between them. And once you do, my super-amazing method will tell you what combination to use, easy!

OK I might be an old bitter cynic, but the beginning got my hopes up for something clever. The only value I see here is explaining the Pareto frontier, but it doesn't take a genius to independently figure out, if you have 2 attributes, and someone else has one of the attributes at least equal, and another higher, that someone else is a better pick…

Of course, what the article doesn't even touch, is that some attributes could get worse results as they get higher: imagine having an acceleration and speed so high that you effectively can't steer your car.

Also a pedantic argument could be made on the cosmetics possibly actually affecting performance…

lkirkwood
0 replies
8h43m

Not entirely sure what you're looking for.

If you don't want to use the "artificial, unintuitive interface" (bit rude IMO) you could just google "best mario kart setup".

The selection of attributes is not exactly arbitrary. AFAIK speed has always been by far the dominant stat in mario kart, then acceleration. Choosing e.g. better handling at the expense of speed is an immediate disadvantage. If your problem is that this doesn't help you to choose atteibutes in the general case, take it up with the chaos of the natural world...

This article solves a problem people have (not knowing what setup to pick) in a very stylish way (subjective) and teaches the reader something along the way (what a Pareto frontier is).

Not a particularly constructive comment if you ask me.

Scarblac
0 replies
8h53m

I thought it was a clever relatable way to explain the concept of the Pareto frontier. And that of the 703560 builds, you can pick just 14 and choose among those depending on what you prefer was a surprise to me.

Buttons840
2 replies
16h52m

How to calculate a Pareto front world take me some thought.

I wonder, in practice, does defining my preferences and weights and then using a genetic algorithm find the optional solution? That would take me less thought, because I already know exactly how to define a score function and use a random API.

swaits
0 replies
16h44m

Yes, indeed. There are quite a few “nature inspired metaheuristic algorithms” which do exactly this. When I say “quite a few”, I mean countless.

Look up NSGA and NSGA-II for a good starting point. Then Kagi your way deeper into the rabbit hole.

eggdaft
0 replies
11h58m

If by “optional” you mean “optimal” then no, a GA is not guaranteed to find the optimal solution in the general case.

throwawayk7h
1 replies
19h13m

Something not mentioned in this analysis is that after summing the stats from the different components, the value is rounded down, giving 7 possible outcomes per stat.

rvba
0 replies
11h21m

Why is it rounded down?

themoonisachees
1 replies
11h52m

If the creator happens to come by here:

Very cool and I see the vision

Unfortunately on firefox for Android 13 on my nothing phone (2a) almost all on-screen assets flicker non-stop. I thought I was a style decision at first but now that I'm further down it's very clearly a bug.

Still very cool, learned about pareto efficiency from a video about this exact topic a few years ago that only computed the pareto front for accel and speed because they couldn't represent higher dimensions well. Maybe same author?

superMayo
0 replies
10h36m

Thank's for the info, will fix asap !

stefanlindbohm
1 replies
12h46m

Love the application and visualization!

Having spent the past year building a journey planner algorithm, which heavily builds on pareto optimality/sets, from scratch, I was waiting for the full set of pareto optimal solutions. I.e. all kart combinstions that are best in at least one way.

Should be doable by iterating through all possible stats and merging[1] into a set for each one. We might get a lot of solutions, but it should be somewhat managable.

Has anyone tried this?

1: Merging is to take the new entry and 1) removing any existing entry that is dominated by it, and 2) adding the entry if it is not dominated by any existing entry.

ndr
0 replies
12h16m

Isn't this what the last part of TFA covers?

quibono
1 replies
19h24m

I really like the article and the presentation!

With that in mind, is this style of presentation (i.e. different elements jumping out or moving into focus as you scroll down the page) easily doable OOTB with any JS libs? Or is this pretty much a custom job?

swyx
0 replies
12h13m

keyword you want is “scrollytelling”. lots of tutorials here and on youtube. easy to start hard to master like with most things.

petesergeant
1 replies
16h25m

This is great, but like many casual players I’m very wedded to my character but not their build. Be great to pin the character and then get the best build for them.

superMayo
0 replies
10h32m

I hope your character is not Koopa

micheljansen
1 replies
10h55m

This article was way more interesting than the title suggested. Well done!

andai
0 replies
4h50m

The submission originally had a much more descriptive title, but it was changed to match the article's title as per the rules.

kqr
1 replies
5h35m

A portfolio with low risks and high returns? [...] Of course, if you already know the exact weights

Or! In this case, it reduces to a one-dimensional optimisation thanks to the structure of the problem.

What we're optimising in portfolio selection is not the return of a single investment, but of a lifetime of investments. And thanks to compounding, that is a function of both risk and return. So we can find the optimal allocation without making any tradeoff: https://two-wrongs.com/the-misunderstood-kelly-criterion.htm...

gizmo
0 replies
1h42m

Not quite, because one big input is the ratio of your investments to your annual savings. Large drawdowns are bad late in life, early in life they're not such a big deal. Kelly prohibits very profitable bets when they come with considerable risk of ruin (because you lose out on any future compounding when you zero out your wealth), but that is too conservative when you're young and your portfolio is small relative to your income.

The article even hints at this by observing that the discounted sum of future salaries are part of your current wealth. Which is exactly correct and also -- if you're young -- the most significant variable by several orders of magnitude. Curiously, the author understands this but doesn't care.

james_a_craig
1 replies
10h51m

A dissenting opinion on the design - for me, this presentation was like watching a video to find information; too slow paced, and it made me impatient the whole time. The original notebook format was far better in that regard. The layout within each section is beautiful, but the animation and the scroll-sensitive layout (vs. just having a series of static diagrams) makes it unpleasant for me to read.

The content's excellent and it was fascinating to see how the differences between characters and karts play out though!

atomicUpdate
0 replies
52m

the animation and the scroll-sensitive layout (vs. just having a series of static diagrams) makes it unpleasant for me to read.

I totally agree; I don't understand the fascination HN has with these types of sites. It all feels like extraneous design just for the sake of it, rather than actually making anything easier or better to understand.

Mulderns
1 replies
8h19m

If I'm optimizing for 'weight' is it supposed to be heavier or lighter? At the moment it seems the more weight I put on 'weight' the heavier the build is.

po
0 replies
6h3m

Pretty sure weight mostly affects how badly you're knocked by other players when they hit you. So heavier is better (although it's often correlated with slow acceleration or poor handling). You want an EV... heavy as hell but with amazing acceleration.

y1zhou
0 replies
15h33m

This is so neat! MOO has been a integral part of my work yet it has never occurred to be that Pareto optimization could be applied in kart picking.

trojanalert
0 replies
8h46m

This is so darn good!

samwho
0 replies
9h4m

This is superb. Really great work!

neokrish
0 replies
11h42m

This is absolutely brilliant! Bookmarked and I’m sure I’ll be revisiting this and sharing this broadly!

michael-online
0 replies
19h30m

This excites me to consider using it as a design tool. When trying to design a game with a more large pareto front of fun and viable builds.

martijnarts
0 replies
19h33m

Excellent article! Super approachable and relatable, making it very good at explaining a useful model.

It immediately has me looking for other places to apply this. This'll be top of mind for a while!

jeroenvlek
0 replies
8h49m

This is the kind of content I'm here for. Thank you, superMayo!

jeffbee
0 replies
18h43m

Missed a unique opportunity to title the article: It's-a-me, Vilfredo!

jbjbjbjb
0 replies
19h22m

I was disappointed by the lack of a radar chart

frankvdwaal
0 replies
7h39m

From the site:

"all elements on the frontier are not equally good."

Peach is just as good as Daisy, for example, so I'd say: "Not all elements of the frontier are equally good."

evilc00kie
0 replies
13h50m

tl;dr: use peach with teddy buggy, roller tires and the cloud glider.

dluan
0 replies
17h2m

Now this is ~~pod racing~~, uh, game theory

dancemethis
0 replies
6h19m

_The_ Pareto? The thin-voiced lawyer who was the victim of Brazil's best prank call in the 80s?

No, A Pareto, the excellent economist.

countvonbalzac
0 replies
19m

What I wish this article had was a simulation that generated the best kart for each variety of stats. The article doesn't really address that different karts suit different driving styles, so as a Mario Kart lover I was hoping there would be a list of the best karts for each of a variety of different driving styles.

But this isn't _really_ about Mario Kart I suppose...

bombcar
0 replies
19h20m

I did not know the drivers and carts made a difference at all.

blauditore
0 replies
8h39m

When buying a bike, I kind of used this method by looking at the cost-vs-spec-level plot on 99Spokes. Although it should be taken with a grain of salt, as spec level is a heuristic and not always very accurate. Found a nice MTB for a good price that way, but struggled with other types of bicycles.

batterylow
0 replies
5h35m

Nice analysis and visualisation! I used a Pareto approach for my exercise and a project I’m working on - https://limitgym.com

anArbitraryOne
0 replies
9h35m

I once messed with using linear programming to approximate this, and I have to say you did an excellent job explaining it!

Worth noting that the tires and gliders are independent, so one can first find their pareto frontiers, then combine that with those of the drivers for all dimensions

SrslyJosh
0 replies
18h35m

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.

SignalM
0 replies
18h29m

Very cool love the design of the site and now I know which cart to win with

Saba21
0 replies
11h41m

Cool, great!

AtlasBarfed
0 replies
6h37m

Mario kart doesn't have weight as a metric for speed in turns?