[0] A redshell wall break is when you point your vehicle near a wall to break a redshell without using a defense item. [1] Drifting style is either inward or outward. Inward drift has more intuitive controlls and is way better for intermidiate players, but pro players dislike it because is removes various difficult tricks.
One aspect for developers that I see quite often is the assertion that "We can't have X without giving up more Y", most commonly "we can't have more security without giving up on user experience". With the Pareto idea in mind, we can see that that statement is true, if and only if you are in fact on the Pareto frontier of security and user experience already.
However, many times these confident pronouncements are being made when the system under question is quite evidently not on the Pareto frontier in the first place and indeed you can get more of one without giving up the other.
Making it more tricky is that in business, you can never discard "money" as a dimension, so unless you're taking "money" as one of the dimensions in the original comparison you want to do, it sneaks its way in. Or, a composite time/money, or "cost to business", or some other similar concept, time & money aren't orthogonal and don't need to be treated as two separate dimensions in general, though you can if you want. Which puts you into the 3D case, and as the page says, that grows the frontier quite a lot, which is good in some ways and bad in others. Nevertheless, in my opinion it is still often the case that even in that space we are often making "tradeoffs" without checking that we're on the Pareto frontier in the first place.
you know how japanese oni would roll human souls into soba noodles? [1]
that's what modern corporate software company management does :)
[1] i learned about this from the very funny gintama funeral episode
One should keep in mind though that not all problems have a neat solution. Many spaces have multiple efficient points that still need to be chosen from, and many pareto optimization problems actually become NP hard computationally when the problem is large enough.
I ended up using a divide-and-conquer style approach, where I 1) pruned items that weren't on the Pareto frontier individually for each slot, 2) took the two slots X and Y that had the least items after pruning and grouped them by calculating Z:={x+y|x∈X,y∈Y}, 3) pruned items that weren't on the Pareto frontier in Z, and 4) repeated steps 2-3 until there was only one group remaining, comprised of the full Pareto-optimal item builds.
This ran in a couple of seconds, as opposed to the other solutions I tried that took somewhere between minutes and years. The downside was that including set bonuses into the model took extra work.
for super mario kart speedruns go with bowser/dk: https://www.speedrun.com/smk/runs/zp68nr8m
That seemed to hold up for Mario Kart 8 too going with Bowser at the edge of their pareto frontier, https://www.speedrun.com/mk8
needing acceleration is a skill issue
(Mario Kart World, which isn't covered in this article, has a more standard speed vs acceleration trade off but in that game high-max-speed (heavy) combos have even worse problems due to the way the rail grind mechanic was implemented and what seems to be an unforeseen interaction with the coin curve see e.g. https://www.youtube.com/shorts/sPyur6BkiOs)
Also, miniturbo is the single most important stat in the game, not top speed
If you're playing normally (with other people and items), even the most skilled player can't avoid getting hit by some universal items and will benefit from acceleration.
Hence, as the author notes, the balanced build with Peach being favored among competitive players.
People do speedrun the individual tracks solo in other categories.
A "Pareto front represents the set of solutions where no solution outperforms any other solution in the set at every objective, and every solution not in the set is outperformed by at least one solution in the Pareto front in every objective"
In general Wikipedia isn't a great way to learn new concepts; it's a good reference when you're already familiar with something and need to brush up on it.
When my oldest was first trying Mario Kart, his uncle came over and played against him blindfolded (and still won). It was very entertaining to watch.
One, that more of something is always better, e.g. it is always better to have more speed.
Maybe, but what if having too much speed causes you to run off the track and perform worse? It could be that there is actually a peak in the utility of speed that declines as it increases.
There could also be important relations between attributes that make determining a Pareto frontier impossible or at least more difficult. For example, some pairs of attributes work best when they are a specific ratio, and increasing one or the other will actually decrease utility unless the other is increased at the same time.
I'm reminded of two things that in a way support your premise with the second example being more relevant. Both are outside what’s being discussed exactly, more about knock-on effects maybe, anyway:
The first is that Angry Birds found the speed of launching birds into structures was important for engagement: it cannot be too fast.
The second is from a commenter somewhere who said they had or worked on software that took ten minutes to boot in the morning, which is when employees made coffee and talked and brainstormed. Everyone was disappointed when after refactoring, the software booted immediately.
OG credit to: Henry Hinnefeld 2015: https://hinnefe2.github.io/python/tools/2015/09/21/mario-kar...