Discussion What is the purpose of This Entire Website?

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Take care of yourself.
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(I don't know if this post belongs here, mods can move it somewhere else if they want but I didn't see a better place for it. This type of thread used to go in IS but IS is dead as fuck, I don't have posting perms in there, and I would want non-badged users to see this anyway.)

Expansion of the Community​

When I was reading that sample teams thread, something that stuck out to me was this unspoken belief that we, the Content Creators of smogon.com, should do our best to help newer players get better at the game. Don't get me wrong, I agree with this, but we should be asking ourselves why we believe this.

When I think of improvement resources in other games, I think of books, video calls with top players, and profitable YouTube channels--in short, money. But there has never been any money in this place, so what do we get out of supporting new players? The only reason I can really think of is that we want to expand the community and gain more perspectives both inside and outside the game. Essentially, this is competitive Pokemon working as a friend-generating machine, with the new players then going on to make their own resources, supporting both older players and even newer ones. Thus, the quality of play, resources, and discourse improves exponentially over time......right?

C&C​

As someone who's worked in C&C in the past, I want to start off by saying that I truly have no ill will for anyone involved in the C&C process, from writers to QC to GP to mods. All of them are working hard and I respect that.

Analyses and spotlights have a horribly restrictive structure, work within a modular framework unhealthy to both writer and reader, acknowledge "the meta" yet ignore the actual people playing, and are so brittle they have to be rewritten every couple months. With this in mind, it's no wonder that historically most analysis writing has been done by a revolving door of teenagers writing boilerplate in an effort to produce work they can be proud of.

What I mean by "modular framework" is that there are only so many interesting or useful things you can say about a single Pokemon without considering the full team surrounding it (the "Team Options" section, providing little information as to how the full building process should actually work, might as well be called "Good Buddies"). Once you're familiar with what each mon does, even the best-written analysis will not be of much help.

The use of LLMs in analyses has been strictly prohibited, as every Smogon Brand(tm) Content must contain high-level, human-generated, and accurate information about how Heatran loses to Water-types, but the funny thing is that the type of writing we're asking for isn't actually too far off the sorts of things LLMs can produce. The only thing they're really missing is meta knowledge and airtight game mechanic information, and considering how that could logistically work is a fun thought experiment. That said, if such a model could be created, I'm still pretty sure that we could find more helpful things for it to do than write analyses.

I won't say that we should get rid of analyses or anything. They are legitimately helpful for those who are completely new, and the downsizing which has happened lately isn't too far off from what I would prescribe. Those currently in C&C will likely have more relevant and helpful perspectives than me as well.

Why play competitive Pokemon?​

I assume some of you, in response to the earlier question of "Why should we provide high-quality resources", thought something along the lines of "this helps new players, and I like to help people". To this, I offer the following anecdote taken from a post about teaching Pokemon that I wrote a couple years ago:

so i was playing hypixel skyblock on minecraft (a game no one should play btw, the grinding is absolute hell) on a pretty new profile, and twice a random lobby player gave me a pretty decent weapon. this was seen as a "nice" thing to do. so yeah i have my good weapons now, and my next objective is...get better weapons. there was no meaningful difference in terms of gameplay, i was just kind of picked up and dropped into the middlegame.

I certainly don't believe that improvement resources in a competitive game are directly comparable to progression resources in an MMORPG, but you should stop here for a minute and ask yourself how exactly you think those two things differ. I'm serious. Do that right now.

-

Now, to me the essential difference seems as follows: as you progress in an MMORPG you gain new ways of playing, but as you improve in a competitive game you gain new ways of thinking, which can then facilitate new ways of playing. People are drawn to competitive games because inventing entirely new ways of thinking is fun. As players improve, they see the game differently, build and play using rigorous and personal processes alien to even other strong players, and can even identify and change their own outlooks when they fail. Even if meta knowledge itself is both ephemeral and useless outside the game at hand, the process of mastery can be profoundly transformative to one's self.

Getting back on topic, this means that the role of improvement resources is to help players think for themselves in many new ways. How can we do that?

Sample Teams​

I do think the way samples are structured currently doesn't encourage players to think for themselves, so I really do understand where peng was coming from in their OP. However, making the samples less viable isn't a great solution to this. I won't dwell on this case as others in the thread made many good counterarguments.

I think samples should be more like RMTs. If they're meant to help new players learn the tier, they should include information regarding how and why they were built, and maybe also have some demonstrative replays. This shouldn't be too much of an ask, as most of the effort that goes into RMTs relates to the mons themselves (this is actually a lie, 90% of the effort is finding songs and images for all the mons). This change would also mean that sample submissions could be taken more seriously as contributions to the site.

Game Analysis​

Recently I've been making game analysis posts (example) and while there's a lot of effort involved, this has felt like some of the highest-quality competitive writing I've ever done. Going back to the theme of helping players think in many ways, when you're really getting into the guts of playing Pokemon you'll introduce a highly personal decision-making process which other players can understand and in some cases disagree with.

Game analysis should be at the core of our resources, not the periphery. I just opened up the OU metagame discussion thread and saw this awesome post + replies. To me, the fact that analyses of single Pokemon are placed front-and-center, yet analyses of games and of the broader meta are left to rot away in threads like this, feels completely backward. An outdated Pokemon analysis is of little use, but an outdated game analysis still holds water; even if the specifics have become irrelevant, the underlying thought process is what counts.

Another great thing about game analysis is that it allows for appreciation of the playerbase. If you're looking, you can spot moments in almost every game where the players made measured maneuvers, hit reads at just the right time, or acted on almost imperceptible long-term plans. This is also incredibly good for social media posts!! If you can explain why xavgb sacrificing his Garganacl was a genius play in language the average player can understand, this puts you on par with BKC, who gets thousands of views on unedited but nonetheless engaging videos. This kind of thing gets people thinking.

Every Pokemon analysis should include one or more high-level replays of the Pokemon in question doing something (even if no commentary is included). Metagame thread OPs should link to high-quality posts. If I'm getting into a new tier, I want to be able to find every game analysis anyone has ever done for it. Fuck it, bring back the warstory forum.

One last thing that I wanted to point out: I feel like we enforce a sort of faceless, voiceless "Smogon image" on official, outward-facing resources, which I think has had devastating consequences for said resources. This is not a solved game, and nothing interesting at all can be said if you do not embrace the subjectivity and eccentricity of your playerbase. The problem is that no one can advocate for sets not unanimously agreed to be viable without being policed and having their skill level or commitment to making "good content" called into question. Some of the most bland, noncommittal, conformist writing I've ever seen has come out of a website for young people without any financial incentive. Make it make sense!

Tiering​

In case you didn't notice, we have a new Tiering Policy Framework, which is mostly the same as the old one. My main issue with the Tiering Policy Framework is that it basically says "This is how Smogon works" without really giving a rigorous reason for why we do things the way we do. Some luck is okay, but too much is bad? Some team matchup is okay, but too much is bad? How has this masqueraded as some sort of bastion of objectivity? All we're doing here is giving players ammunition to talk past each other in suspect threads: "I think this element causes too much luck and team matchup!" "I disagree, I think this amount of luck and team matchup is perfectly fine!" Neither side really ends up reaching the other.

To start off, we need to take a closer look at metagames that are very distinctly not Smogon. I remember having a surprisingly illuminating experience playing Shitmons in 2021. This is not a balanced metagame--it doesn't take a genius to see that Beldum is practically uncontested--but playing a metagame with such flagrant disregard for balance was not something I'd ever done before and I think everyone should at least try it. If we understand these extreme metagames (typically a much easier ask than understanding standard ones), we can much more easily make statements on what we want from this game and why we want it.

I only played a couple games of Shitmons, so I would say my understanding of all this is pretty low and I don't really have any answers. I do, however, have a few questions. Answer My Questions. Play Fishmons and MIA BH (shoutout Nihilslave) for ten years.
  1. A game is considered "solved" when you can consistently maximize your odds of winning with either an unchanging pure strategy (always bring X team) or unchanging mixed strategy (40% chance to bring X team, 60% chance to bring Y team). Is it desirable for a metagame to be solved? Why or why not?
  2. Are more unbalanced or uncompetitive metagames generally closer to being solved? Is this always the case, or are there cases where a very unbalanced metagame is unsolvable?
  3. Consider the metagame NU + Arceus. Due to Arceus's extreme versatility, it's difficult to come up with a specific winning strategy. Can a more vague strategy such as "Limit opposing Arceus with X and Y measures, and build around any good Arceus set" be considered a solution? If this strategy is generally sound, does this limit the amount of ways in which you can think about the game? Does "use viable Pokemon, and knock out all 6 opposing mons" limit the amount of ways in which you can think about the game?
  4. Monotype is a very unique metagame. Sorry if I'm wrong on this, but I've gotten the impression that Monotype teams are generally easier to build than non-Monotype ones due to the matchups you need to cover. However, this doesn't tell the whole story: your selections will naturally be limited when you're pulling from only 1/18 of the pool. If every type had as many viable options are there are viable OU Pokemon, would Monotype be easier or harder to solve than OU? Could such a metagame even be stable, or would the vast majority of options quickly become unviable?
  5. If you use the mixed strategy of taking one of the 17 sample teams at random, is BW OU a solved metagame?
  6. Are the people playing whichever hax-removal mod is currently in fashion playing an objectively better game than we are? Ok, I hear you, you say those things can't be objective. Are they playing a subjectively better game than we are?
  7. Let's introduce another word, "complexity", and define it as "the amount of computation it takes to solve a game". So if a metagame is easily solved, it isn't complex, and vice versa. If complexity is desirable, is more complexity more desirable? Why or why not? Is there any limit? If so, why is it there?
  8. Let's introduce a completely hypothetical character, Sally. Sally has won three different team tournaments which awarded custom avatars in years other than those in which she won. Sally is calm and rational. Should Sally be awarded a custom avatar?
  9. Can an in-battle position be more complex for one player than for the other?
  10. Can a battle become more complex over time?

Conclusion​

In some respect I think the friend-generating machine is the only pure part of the whole community process and this website and game are but polluted machines that get in the way. Such machines will always be at least a little bit polluted (this website maybe more than a little bit), but what I aimed to do here was reduce the pollution--empty signifiers, unmaintained mechanisms beneath the surface, and worst of all, people not questioning any of it--so that the machine could run more efficiently and waste less people's time.

You're free to disagree with any or all of the post and write it off. My arguments are pretty imperfect and I'm not good at appealing to large crowds of people. But if you take anything from this post, take this: science and philosophy and mathematics must not be things which are locked up in some sterile ivory tower. You would do well to practice them regularly in every space which is important to you, even if you aren't formally trained in them. And it's healthy to ask yourself what you are really doing here.

Thank you for reading.
 
…I don’t even know how to respond to most of the post, but this:
One last thing that I wanted to point out: I feel like we enforce a sort of faceless, voiceless "Smogon image" on official, outward-facing resources, which I think has had devastating consequences for said resources. This is not a solved game, and nothing interesting at all can be said if you do not embrace the subjectivity and eccentricity of your playerbase. The problem is that no one can advocate for sets not unanimously agreed to be viable without being policed and having their skill level or commitment to making "good content" called into question. Some of the most bland, noncommittal, conformist writing I've ever seen has come out of a website for young people without any financial incentive. Make it make sense!
Putting aside that weird part about writing, the whole reason we require sets to be viable is because it’s a massive drain on resources to write an analysis for every random set that one or two people throw out there on a whim. C&C is still an unfortunately slow process, even only focusing on viable sets, and if we add a deluge of sets that will see use once in a blue moon, we wouldn’t even be able to write analyses for all the viable Pokemon before the next generation.
 
i usually don't post on policy review but i've actually thought quite a bit about why we play mons so i'd like to respond

to try and answer your initial question (why we play mons), you touch upon its ability to form a community and help people make friends due to a shared interest. this is one of the cores of any community, a feeling of a tightly knit community working towards a shared goal. i think this is important and undoubtedly a reason why some people start to play mons and still play mons to this day, because of their friends. however, i would instead argue that we play mons (for the most part) because we enjoy it. we've all seen people who complain and whine and cry about hax or bad matchups or act fishing or whatever, but at the end of the day, they're still playing the game (unless you're lavos and have a major crash out) because they enjoy it ultimately despite its flaws.

this is also the main reason we create resources. both generally and for smogon specifically, people enjoy a challenge. in a competitive game like mons, we enjoy being pushed to our mental limit in builder and in play, outsmarting and outexecuting our opponents, and winning. i think mons is an imperfect competitive game due to the existence of luck + gf being anathema to balancing everything but the most broken stuff, but that's part of the appeal of mons in the first place. that and well, it's the most popular video game franchise in the world barring Mario so we all played it as kids. but that's off topic. because we enjoy a proper competition, we want to play other people around our skill level. someone first starting a tier, even if they're a solid mons player, is going to have a tough time learning it. resources are intended to ease newer players into that competitive state so we can get that challenge. this might seem like a bit of a reach considering that the current version of resources doesn't imply this, but i believe that whoever started the idea of readily accessible resources in competitive games was thinking a little selfishly. it's not like people can have only one reason for doing something anyway, there were probably a lot of reasons that went into and still go into the creation of resources (ex: as a pu analysis writer and qc team member, i do it cause i like writing about mons i use a lot and want to help people know more about them), but my current hypothesis is that we're all inspired in part by the desire for a challenge, which has influenced smogon culture, competitive culture in general, and the creation of our resources.

for c&c work i think the format works mostly. i think the analyses of the olden days about random unviable mons like bw ou unown are funny and i would like to see more of them when it comes to actually bad mons, but writing in a format not only gives the writer a clear set of guidelines to work with and follow, but also gives the reader a clear way to read and decipher the information we write up. it's important to remember that c&c work is voluntary and constantly happening all over the site, even if we don't interact with every single c&c section. we kind of need a set format that everyone can follow so things don't get too confusing and crazy.

as for sample teams and game analysis i completely agree. sample teams should ideally go more into depth about how specific mons are used and some (very simple) game plans for certain situations. we shouldn't be giving them the lines for every mon, but for someone completely new just starting out, giving them a team, telling them how it works, and explaining how each mon can help them win is very important. you can give a newer player the best team ever in a solved meta, but they still won't win consistently unless they recognize what it does and how it works. i also love game analyses; even though i disagree at times with the conclusions made by them, i love reading them even for metas i don't play because i love that kind of analysis, and I think a few in-depth game analyses for starting players would be very useful in helping them understand how specific playstyles play or how to beat specific playstyles outside of general advice.

as a final note, i really appreciate the time you spent on this post. i can tell it's gonna get ragged on a bit because the title is kinda not good (as someone who sucks at making titles I can relate), but your concerns and arguments are very much in good faith, and i also appreciate the ability to tackle the more philpsophical questions of mons.

tl;dr we play mons because we enjoy it and enjoy competition. c&c work does need improvement but the general format we have is fine due to our size. we should have higher quality sample team write-ups and start including game analyses in our resources.
 
Every Pokemon analysis should include one or more high-level replays of the Pokemon in question doing something (even if no commentary is included).
I agree. I tried to get a pilot program started in ADV here but didn't have the bandwidth to follow through.
Discord testimonies:
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Not gonna long post because I feel a second haha react bomb coming but I agree with the premise here obviously. We’re not teaching people how to fish, we’re just giving them fish. Some of the ideas above to make our resources more interactive are good, and this was really the root of what I was trying to get at with my post yesterday

I stand by my previous suggestion of thinking sample teams should be slightly less plug-and-play, have them slightly unfinished (literally just a coverage move or a couple of EV spreads blanked out) but have text below guiding the way to complete them, but appreciate I am in the minority here. The suggestions in this thread around replays in samples + analyses are good ones, too.

The most frustrating thing about the post yesterday was being characterised as somebody who just wants noobs to fail, and possibly I drew too much attention to tournament upsets giving off that impression. In reality anyone that knows me knows I put significant time into team and ingame help with new players in discord and forums. I just don’t think handing out the finished article in a contextless copypaste has the effect we intend.
 
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I think sample teams could be improved to be a better learning resource for new players, something similar to what Siatam has done with the GSC OU samples seems like a great idea for each forum. I imagine this takes a lot of effort so to make it more achievable you'd probably have to cut the number of sample teams but with more focused analysis on each sample. This seems more productive than throwing 20 different teams at people with no context. I have changed my mind and do think that they probably shouldn't be made artificially worse by removing EVs or move sets though, instead we should list different options for EVs and movesets.
 
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The reason why we get really great posts about the game in the OU forums but no one wants to write C&C analyses is because posting some big long dissertation in the OU forums gets you a lot of Likes. Which, sure, isn’t as cool as being paid Money, but… we’re Video Gamers- We like to see numbers increase and we all know that a user’s Smogon React score is indicative of how good they are as a person.

Going through the entire, very lengthy process of writing a C&C analysis only gets you your name in the credits, which isn’t even a perennial thing. I sort of lost a lot of my motivation to do analyses after writing a bunch and eventually having my name stripped from the site after the set got out-dated and had to be re-written. I suggested once I believe that we should have a “past contributor” credit on each analysis.

Also we need to acknowledge that Smogon is not the first part of the competitive Pokemon pipeline. I would bet 99% of new players find out about Smogon because their friend is hosting a tournament or a draft league or they stumble onto Pokemon Showdown, and come to Smogon from that. I dont really know where I am going with this point But I wanted to say it anyway.
 
Not gonna long post because I feel a second haha react bomb coming but I agree with the premise here obviously. We’re not teaching people how to fish, we’re just giving them fish. Some of the ideas above to make our resources more interactive are good, and this was really the root of what I was trying to get at with my post yesterday

I stand by my previous suggestion of thinking sample teams should be slightly less plug-and-play, have them slightly unfinished (literally just a coverage move or a couple of EV spreads blanked out) but have text below guiding the way to complete them, but appreciate I am in the minority here. The suggestions in this thread around replays in samples + analyses are good ones, too.

The most frustrating thing about the post yesterday was being characterised as somebody who just wants noobs to fail, and possibly I drew too much attention to tournament upsets giving off that impression. In reality anyone that knows me knows I put significant time into team and ingame help with new players in discord and forums. I just don’t think handing out the finished article in a contextless copypaste has the effect we intend.
Considering how afaik even tournament players just have their friends build teams for them I feel like your stance is disingenuous at best and outright hypocritical at worst.

Also, speaking as a person who struggled a lot in several subjects in high school without direct tutoring and still doesn't really know how to teambuild, I am low-key offended at the idea of leaving sample teams unfinished and having the players just figure out what to do. There are too many variables to consider and choices to make that could easily lead to confusion and mistakes even with written instructions. Working backwards with an already finished team and giving a detailed analysis would make far more sense.
 
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Fascinating, I thought this post was a joke but it looks like it's serious. This can be easily answered by spending a couple minutes in Pokemon Showdown or in Rate my Team threads.
Most of the playerbase are individuals who casually log in to get some quick Pokemon game wins, don't own a 300$ switch or play with their favorite Pokemon. So they all gather together like toddlers in a playground playing baseball. Eventually one of them seeks out help to get better than the others. Smogon is there to provide it, and running a sample or a team with good sets on low ladder can be akin to giving the child a nuclear-powered baseball.
So he either goes on to unilateraly stomp on every other toddler in the playground or crash out because he can't pilot it and both case scenarios bring a tear of joy to my eye. Everybody is happy.
 
the answer the fasten the process of making analysis' is AI, but I don't think people are ready for that conversation yet.....
Ah yes, let's use the wasteful plagiarism machine that literally makes people stupider and isn't even reliable because it has no concept of context. Surely this is a good and not morally bankrupt idea.
 
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What I mean by "modular framework" is that there are only so many interesting or useful things you can say about a single Pokemon without considering the full team surrounding it (the "Team Options" section, providing little information as to how the full building process should actually work, might as well be called "Good Buddies"). Once you're familiar with what each mon does, even the best-written analysis will not be of much help.

Team options should def be replaced, but with what I am not smart enough to figure out on my own. They only really tell you about a mon making a core with 1 or maybe 2 other mons in rare cases and just adding good partners as you read the analysis will end up with you having a bad team. One idea I thought of is showcasing teams built around a mon that show off its partners and explain the teambuilding process, very similar to what most rmts do, to give readers the opportunity to see ideas behind good teams with the mon, this would be bad for more unstable metas like lower tiers that have bans well into the generation though, but it sounds great for oldgens + ubers and ou after they stabilize from dlc. How to improve team options can honestly be its own pr thread though.

the answer the fasten the process of making analysis' is AI, but I don't think people are ready for that conversation yet.....
I fully agree. I made an analysis for Kingambit in SV OU in only a couple seconds, with useful comments like how it checks Flutter Mane, appreciates Wish passing from Clodsire, appreciates Poltergeist (not Polteageist) as a teammate, and is crippled by Prankster Encore and Dondozo Haze.
 
Ah yes, let's use the wasteful plagiarism machine that literally makes people stupider and isn't even reliable because it has no concept of context. Surely this is a good and not morally bankrupt idea.
Team options should def be replaced, but with what I am not smart enough to figure out on my own. They only really tell you about a mon making a core with 1 or maybe 2 other mons in rare cases and just adding good partners as you read the analysis will end up with you having a bad team. One idea I thought of is showcasing teams built around a mon that show off its partners and explain the teambuilding process, very similar to what most rmts do, to give readers the opportunity to see ideas behind good teams with the mon, this would be bad for more unstable metas like lower tiers that have bans well into the generation though, but it sounds great for oldgens + ubers and ou after they stabilize from dlc. How to improve team options can honestly be its own pr thread though.


I fully agree. I made an analysis for Kingambit in SV OU in only a couple seconds, with useful comments like how it checks Flutter Mane, appreciates Wish passing from Clodsire, appreciates Poltergeist (not Polteageist) as a teammate, and is crippled by Prankster Encore and Dondozo Haze.
You dont just ask AI “write a [insert pokemon] analysis for me”, you give the info required to make an analysis. it cheapens time on having everything worded nicely and cohesive. you provide the information and context it needs and then it writes a nice paragraph for you. seems to me that would fasten the process of analysis’, giving more time and energy for other analysis’ to be pushed out.
 
You dont just ask AI “write a [insert pokemon] analysis for me”, you give the info required to make an analysis. it cheapens time on having everything worded nicely and cohesive. you provide the information and context it needs and then it writes a nice paragraph for you. seems to me that would fasten the process of analysis’, giving more time and energy for other analysis’ to be pushed out.

Without getting into the many ethical problems that surround AI like this (which I could go on a huge tangent about but that’s not what this thread is for), it’s also just not good in the first place. It doesn’t even do what it’s “supposed” to do well, it’s very often super inaccurate, spouts wrong or irrelevant information and basically always requires human review and a ton of fixes. It’s not good at writing anything either.

There’s also the fact that Smogon is naturally a community driven website run by real people. Using AI for anything is a massive insult and spitting on the hard work of the analyses, the hardworking artists who help get new 3d renders for Showdown, and many many more people.
 
You dont just ask AI “write a [insert pokemon] analysis for me”, you give the info required to make an analysis. it cheapens time on having everything worded nicely and cohesive. you provide the information and context it needs and then it writes a nice paragraph for you. seems to me that would fasten the process of analysis’, giving more time and energy for other analysis’ to be pushed out.
seems to me if you have the information and context for an article you're most of the way to writing it yourself anyway. . .
 
Realistically even if AI was 100% ethical (it isn't) and you provided all the "correct" information, you'd still have to proofread it which is what GP would normally do. You also have QC for multiple eyes to make sure a new player is getting the information that'd be most helpful to them - you can yap for days about how Deoxys-Speed in AAA is good and how many things it beats and how many options it has, but the goal is to get a player started and then they can build on the knowledgebase they have with experience from actually playing the metagame (which no amount of reading can substitute for). QC exists to not just correct misunderstandings about a Pokemon's role in a metagame or phrase that role better, it exists to unify the takeaways you wanna provide to newer players so that they can have a decent start.

Using AI cheapens this. For one, currently, no AI writing an analysis actually plays the game. There's certain nuances about a Pokemon's role in games that can be written into an analysis by a human that put months/years of work into heightening their skill level that AI can't capture. It's why we don't let just anyone write an analysis, as liberal as Smogon is with approvals. The other thing is that even if you include all the nuances you can think of, there's still stuff you'll miss that QC can catch and add on, or you'll be too verbose and QC can trim it down to whats necessary/GP can adjust the phrasing to maintain/better the message while still making it clear.

GP and QC isnt there so people can feel special - there's a reason the process is so exhaustive. Even if you use AI for your initial writing (and again, you shouldn't be writing analyses if you don't have the info and if you do you won't need AI), QC and GP have a very important role so to try and ease their workload by using a substandard replacement is a terrible idea.
 
Realistically even if AI was 100% ethical (it isn't)
I believe we should dedicate the rest of the thread to discussing the ethicality and practicality of using AI to write Pokemon analyses, because the OP is structured too poorly and lacks focus for productive dialogue. But this, we can duke out in the halls of Policy Review.

Ethicality of AI Usage Nonspecific to Smogon
Generative AI presents several ethical challenges, including misinformation, bias, intellectual property issues, and environmental concerns. These systems can generate realistic fake content—such as deepfakes or misleading articles—that may be used to deceive or manipulate. They also risk amplifying societal biases found in their training data, leading to unfair or discriminatory outputs. Furthermore, training large AI models often requires significant computational resources, contributing to high energy consumption and carbon emissions, raising environmental sustainability concerns. Ethical use of generative AI demands transparency, fairness, responsible data use, and efforts to minimize its environmental impact.

It's important to keep these issues in mind when deciding whether to use Generative AI for production of content!


Ethicality of AI Usage Specific to Smogon
Many of the ethical issues are not applicable to Smogon, in no particular order:
- Misinformation: that's what QC is for
- Bias: QC will make sure that the AI does not unduly favor the role of Rotom in any metagame
- Intellectual Property Issues: usage of any modern C&C article/analysis as training data is completely permissible per this post
- Amplifying Societal Biases: QC will make sure that the AI does not unduly denigrate any tier, especially pertaining to its viability (or lack thereof) in SPL and SCL
- Environmental Sustainability Concerns: It's true that training an AI does take a lot of computational resources, but after that, the energy usage for queries is quite minimal. There's a more detailed breakdown of numbers here, but in short, I assure you that my personal dedication to only running, biking, or using public transportation offsets any impacts the environment incurs should Smogon choose to use it for analyses. Because I am too broke to buy a car, I will keep this commitment until I win the lottery or the end of 2026, whichever comes first!


Practicality of AI Usage Specific to Smogon
I think we would be doing a disservice by not acknowledging the potential benefits of AI usage before weighing it against the costs (see above). I've never written an analysis myself, but I have read quite a few in my time and there are a couple problems:
1) Boring
As mentioned in the OP, writing style is standardized and the structure is rigidly enforced. Once you've read a couple, you start to get the feeling that you've read them all. This problem is not particularly important since analyses aren't written for reading pleasure, and especially the reading pleasure of anyone that's not completely new.

2) Incorrect/Outdated
QC generally catches factual inaccuracies, but the role of a Pokemon is subjective and in constant flux, so it's possible that the writer got it "wrong," or maybe they got it right but a tier shift the next month made the analysis outdated information. This is particularly prevalent in lower tiers, where such shifts are more likely to happen.

I do not anticipate usage of AI solving 1), and realistically I think that's a much different conversation anyway, but it would shorten the turnaround for getting a new analysis up for 2).

As to whether AI would output anything accurate, I'm no ChatGPT expert, but I believe it could. Analyses typically don't go into much more detail than how the subject fares against top metagame threats and teamstyles, as well as good partners. This information could easily be fed and updated in already extant resources like the VR, sample teams, role compendiums, etc. This would also put higher emphasis on having these resources be updated, which I think is more important for players that know the basics but are trying to break into the intricacies of a specific tier.

Furthermore, as someone that does some professional writing, my experience is that the hardest part is getting words on the page. After that, editing it and making tweaks is the easy part. The cases for which this doesn't apply would be people with weaker writing skills and people for whom English is not their first language...but then, wouldn't the availability of AI as a tool broaden our pool of potential contributors to such people?

For inaccuracies that still happen, QC would be on hand to catch them as they do now, but I think having someone assigned to an analysis is still a good idea for a first pass readover. If the accuracy of the AI is high enough, this should result in a more efficient process compared to the status quo. I do not personally think the costs of using AI, ethical or otherwise, are so high that any increase in efficiency should be easily overlooked.
 
(I was in the middle of drafting up this post when the above was posted)

I believe we should dedicate the rest of the thread to discussing the ethicality and practicality of using AI to write Pokemon analyses, because the OP is structured too poorly and lacks focus for productive dialogue.

This won't go anywhere. AI discourse in general is so incredibly polluted at this point that if no one is actually programming anything, both sides will talk past each other and nothing interesting will happen. The point about the OP being too broad or poorly structured is perhaps fair (if only there was a better forum for this...), but also I did post a bunch of questions to kickstart dialogue and no one has answered them yet.

Anyway, the reason I brought up LLMs in the OP was to illustrate how restrictive the analysis structure is. I believe that if the only difference between human writing and LLM writing is accuracy regarding the subject, and the form of the two is the same, then the writing is busywork and is not an engaging process for the author.

Consider commonly used lines like "[coverage move] hits [list of meta-relevant Pokemon]", "[Pokemon]'s primary use is to wall out opposing offensive threats over the course of the game", and "[Pokemon] should be brought in via slow pivot to punch holes in the enemy team with Choice Band-boosted attacks". All three are by all measures useful and easily understood lines, and QC/GP teams would be right to encourage their use. However, I believe that writing for free, about something with no real-world relevance, and on top of that being railroaded into reusing the same sentence structures over and over again, is not a dignifying experience and it would be worth automating away if we had the means.

I think that focusing too much on current LLMs misses the greater point at hand and I don't believe the current discussion about them is productive, especially since nobody involved has (to my knowledge) worked on any relevant technical projects. We can talk about the efficacy and ethics and all that in Cong. The point I'm interested in discussing here is whether analysis-writing is a fun and engaging process, which I argue it isn't. If you disagree, share your perspective!
 
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This won't go anywhere. AI discourse in general is so incredibly polluted at this point that if no one is actually programming anything, both sides will talk past each other and nothing interesting will happen. The point about the OP being too broad or poorly structured is perhaps fair, but also I did post a bunch of questions to kickstart dialogue and no one has answered them yet.
My point is that the rest of it won't go anywhere either so let's at least talk about this. But since I'm already here...

A game is considered "solved" when you can consistently maximize your odds of winning with either an unchanging pure strategy (always bring X team) or unchanging mixed strategy (40% chance to bring X team, 60% chance to bring Y team). Is it desirable for a metagame to be solved? Why or why not?
It's not desirable for a metagame to be solved because that probably means some element(s) of the metagame are so powerful that the risk/reward for innovating is skewed so heavily towards risk that nobody wants to try for the reward.

Sparsely used disruptor strategies are a sign of a healthy metagame. If you want to look to nature for parallels, the mutation of hemoglobin that causes Sickle Cell Anemia increases resistance to Malaria in the population. Remove these aspects and you have a very stagnant, vulnerable situation for the metagame where the checks and balances fall out of usage, potentially resulting in a worse overall situation for the tier.

Are more unbalanced or uncompetitive metagames generally closer to being solved? Is this always the case, or are there cases where a very unbalanced metagame is unsolvable?
The definitions of unbalanced and uncompetitive per Smogon have a bit of overlap so for the sake of discussion, I'll put perhaps too rigid definitions.

Unbalanced: the power level of a mon, or maybe more than one mon, is so large that it invalidates the usage of anything else.

Uncompetitive: the relative skill differences between two players playing bears minimal relevance to the outcome of the game compared to RNG calls.

Both are generally closer to "solved" than a metagame that has dominant strategies, but also has sparsely used disruptor strategies that cyclically shift the norm.
Consider the metagame NU + Arceus. Due to Arceus's extreme versatility, it's difficult to come up with a specific winning strategy. Can a more vague strategy such as "Limit opposing Arceus with X and Y measures, and build around any good Arceus set" be considered a solution? If this strategy is generally sound, does this limit the amount of ways in which you can think about the game? Does "use viable Pokemon, and knock out all 6 opposing mons" limit the amount of ways in which you can think about the game?
Sounds like complex banning, which is heavily discouraged for reasons other than enjoyment/competitive balance. But even if you were to purely focus on the competitive balance aspect, for this example, no. This is a purely subjective opinion.

Monotype is a very unique metagame. Sorry if I'm wrong on this, but I've gotten the impression that Monotype teams are generally easier to build than non-Monotype ones due to the matchups you need to cover. However, this doesn't tell the whole story: your selections will naturally be limited when you're pulling from only 1/18 of the pool. If every type had as many viable options are there are viable OU Pokemon, would Monotype be easier or harder to solve than OU? Could such a metagame even be stable, or would the vast majority of options quickly become unviable?
This topic has been ripe for discussion in the Tournament Policy subforum. I would recommend checking out Rio Vidal and Star's posts there.

If you use the mixed strategy of taking one of the 17 sample teams at random, is BW OU a solved metagame?
I don't play BW OU and think that even if I took the best sample team against someone that does, I would lose. All it takes is for one thing to go outside of my limited knowledge of BW OU, and suddenly I'm playing at an informational disadvantage. It's not impossible to still win despite that, but on aggregate, I will lose. I think this is a good and desirable thing.
Are the people playing whichever hax-removal mod is currently in fashion playing an objectively better game than we are? Ok, I hear you, you say those things can't be objective. Are they playing a subjectively better game than we are?
There is skill in finding, calculating, and following objectively better win paths. Even if you might lose the current game you're playing from some unforeseen act of God, you will still win more games on aggregate. Obviously can't speak for subjectively, but objectively this would follow the better skill = better performance conclusion you would expect from a "better" game.

I think an interesting point to this is how much more important "sheet" record (overall performance in team tournaments) is considered than individual trophies/individual tournament performances. A strong "sheet" record trumps even multiple trophies.

Let's introduce another word, "complexity", and define it as "the amount of computation it takes to solve a game". So if a metagame is easily solved, it isn't complex, and vice versa. If complexity is desirable, is more complexity more desirable? Why or why not? Is there any limit? If so, why is it there?
Complexity in general is desirable, but infinite complexity is not desirable purely for barrier to entry, enjoyment, etc.

Let's introduce a completely hypothetical character, Sally. Sally has won three different team tournaments which awarded custom avatars in years other than those in which she won. Sally is calm and rational. Should Sally be awarded a custom avatar?
What?
Can an in-battle position be more complex for one player than for the other?
Easily. If I incorrectly think Bug Buzz penetrates sub in Gen 4 but my opponent knows it doesn't, and we're in a situation where it's my Butterfree that is 2HKO'd by Rock Smash outspeeding their 1% Primeape behind a sub that has 2 Rock Smash PP, for me, I think it's "click Bug Buzz for a 100% win," for my opponent, it's "does Bug Buzz break the sub, if it does, can I crit Rock Smash," or maybe Bug Buzz only has a chance to break the sub, or whatever else they might be thinking to calculate what their winning chances are. Or toss in Stone Edge with 1 PP to make it more complex.

Can a battle become more complex over time?
Yeah, you can choke a 100% win. Happens all the time.

Edit:
(if only there was a better forum for this...)
Ironically Cong
 
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