"Chess engine"-style analysis of Smash Melee is impossible. Melee is an imperfect-information game; it is played in continuous-time (kind of); and, depending on definition, the set of legal moves is a bit larger than chess's. Our strategies for "solving" the game must immediately diverge from e.g. min-max tree searching.
MESS aims to act as an analysis and training tool that measures and explains the mixup, and thus determines the best strategy in a situation rather than the best move.
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Contributors who provided help writing custom Gecko codes:
- Aitch
- Altafen
Indispensable code, resources, or projects:
- UnclePunch's "boot to custom match" code
- altf4's libmelee
Contributors who provided suggestions and inspiration on the project:
- placeholder for long list of friends :)) <3