Lol, first time I've posted in Stark Mountain in a while.
Anyways, I've been thinking about prediction, and I was wondering what you guys thought of taking a "payoff matrix"-oriented approach to prediction, rather than predicting aggressively or conservatively. In this path, you would assign certain outcomes high or low payoffs, and use them to make your move, or decide if you wanted to predict to begin with.
Here's an example: The enemy team, an offensive Ubers team, has a Scizor and a Kyogre (who is Scarfed, btw). You, the stall player, have a Blissey and a Forretress. Stealth Rock is up on both sides. Right now, it's Kyogre v. Blissey on the field. The Kyogre poses no substantive threat to Blissey, since it is Scarfed.
You have two choices: switch to Forretress or use Wish. The opponent also has two choices: switch to Scizor or use Surf.
So let's make a payoff matrix for this situation.
You switch, Opponent switches: Very High payoff for you. 1 layer of Toxic Spikes can mean gg against a stall team in Ubers.
You switch, Opponent attacks: Very Low payoff for you. After all, you just got Forry butchered.
You use Wish, opponent attacks: Medium Payoff. The opponent might try to get in Scizor on your Protect, you can switch next turn to heal Forry, blah blah blah. Basically, nothing happened this turn, what matters happens next turn.
You use Wish, Opponent switches: Low payoff. I mean, the opponent can use U-turn on your switch to scout out your team and do residual damage, or get a sweeper in for free.
So what should you do? Well, if you switch, you can get a good or a bad payoff. If you don't, the net result is a poor payoff. So the matrix would advise switching.
But how about this: let's make it Scizor+Kyogre vs. Groudon+Blissey. Remember, Stealth Rock is already up. Therefore, the payoff of getting Groudon onto the field is lessened by far, since he can't do anything besides a weak attack.
So the revised payoff matrix dictates that you should stay in with Blissey, since switching doesn't give you any good payoff, and a potential for a very bad one (Kyogre using Surf on Groudon).
Criticisms of this model:
-Your opponent might also run this matrix, and thus predict your outcome, thus leading to a prediction game anyways and defeating the purpose.
-This payoff matrix approach only works in relatively simple situations, or in endgames.
-There are many external considerations, such as stall-based teams deriving generally lower payoffs than offensive teams for good plays.
So what do you think? Is it useless, or somewhat helpful to approach games from this perspective?
Anyways, I've been thinking about prediction, and I was wondering what you guys thought of taking a "payoff matrix"-oriented approach to prediction, rather than predicting aggressively or conservatively. In this path, you would assign certain outcomes high or low payoffs, and use them to make your move, or decide if you wanted to predict to begin with.
Here's an example: The enemy team, an offensive Ubers team, has a Scizor and a Kyogre (who is Scarfed, btw). You, the stall player, have a Blissey and a Forretress. Stealth Rock is up on both sides. Right now, it's Kyogre v. Blissey on the field. The Kyogre poses no substantive threat to Blissey, since it is Scarfed.
You have two choices: switch to Forretress or use Wish. The opponent also has two choices: switch to Scizor or use Surf.
So let's make a payoff matrix for this situation.
You switch, Opponent switches: Very High payoff for you. 1 layer of Toxic Spikes can mean gg against a stall team in Ubers.
You switch, Opponent attacks: Very Low payoff for you. After all, you just got Forry butchered.
You use Wish, opponent attacks: Medium Payoff. The opponent might try to get in Scizor on your Protect, you can switch next turn to heal Forry, blah blah blah. Basically, nothing happened this turn, what matters happens next turn.
You use Wish, Opponent switches: Low payoff. I mean, the opponent can use U-turn on your switch to scout out your team and do residual damage, or get a sweeper in for free.
So what should you do? Well, if you switch, you can get a good or a bad payoff. If you don't, the net result is a poor payoff. So the matrix would advise switching.
But how about this: let's make it Scizor+Kyogre vs. Groudon+Blissey. Remember, Stealth Rock is already up. Therefore, the payoff of getting Groudon onto the field is lessened by far, since he can't do anything besides a weak attack.
So the revised payoff matrix dictates that you should stay in with Blissey, since switching doesn't give you any good payoff, and a potential for a very bad one (Kyogre using Surf on Groudon).
Criticisms of this model:
-Your opponent might also run this matrix, and thus predict your outcome, thus leading to a prediction game anyways and defeating the purpose.
-This payoff matrix approach only works in relatively simple situations, or in endgames.
-There are many external considerations, such as stall-based teams deriving generally lower payoffs than offensive teams for good plays.
So what do you think? Is it useless, or somewhat helpful to approach games from this perspective?