--- name: mechinterp-ability-semantics description: Reference for ability family semantic groupings and gameplay meanings --- # MechInterp Ability Semantics Reference This skill provides domain knowledge about ability semantic groupings in Splatoon 3. Use this reference **AFTER** forming hypotheses to validate interpretations against gameplay semantics. ## When to Use This Skill 1. After observing patterns in enhancers/suppressors 2. When interpreting what a feature "means" strategically 3. To check if observed groupings match known semantic categories 4. To avoid missing obvious semantic interpretations **IMPORTANT**: Form hypotheses from data FIRST, then check this reference. Don't use this to guide initial exploration. ## Semantic Groupings ### Death-Mitigation (Death-Accepting) Abilities These abilities provide value **when the player dies**. Players using these implicitly accept that dying is part of their strategy. | Ability | Effect | Strategic Implication | |---------|--------|----------------------| | `quick_respawn` | Faster respawn after death | Aggressive trading, accepts deaths | | `special_saver` | Keep more special charge on death | Death is acceptable, special matters | | `comeback` | Stat boost for 20s after respawn | Deliberately plays for respawn buff | | `respawn_punisher` | Punish enemy deaths, accept own | Very aggressive, kill-or-be-killed | **Interpretation**: If these are **suppressed**, the feature likely encodes "death-averse" or "survival-focused" builds. ### Mobility Abilities Enhance movement speed and repositioning. | Ability | Effect | Strategic Implication | |---------|--------|----------------------| | `swim_speed_up` | Faster movement in ink | Rotation, flanking, escaping | | `run_speed_up` | Faster movement while shooting | Strafe fights, aggressive positioning | | `quick_super_jump` | Faster super jump | Rotation, escaping danger | | `stealth_jump` | Hidden super jump | Flanking, aggressive repositioning | ### Special-Focused Abilities Center gameplay around special weapons. | Ability | Effect | Strategic Implication | |---------|--------|----------------------| | `special_charge_up` | Build special faster | Special-centric playstyle | | `special_power_up` | Stronger special effects | Special investment, timing-based | | `special_saver` | Keep charge on death | Special preservation | ### Ink Efficiency Abilities Sustain ink output over time. | Ability | Effect | Strategic Implication | |---------|--------|----------------------| | `ink_saver_main` | Less main weapon ink usage | Sustained fire, painting | | `ink_saver_sub` | Less sub weapon ink usage | Sub-focused builds | | `ink_recovery_up` | Faster ink tank refill | Sustained pressure | ### Defensive Abilities Protect against enemy effects. | Ability | Effect | Strategic Implication | |---------|--------|----------------------| | `ink_resistance_up` | Reduced enemy ink damage | Frontline fighting | | `sub_resistance_up` | Reduced sub weapon damage | Counter-sub, defensive | | `intensify_action` | Squid surge, squid roll buffs | Evasive maneuvers | ### Aggressive/Slayer Abilities Abilities that enhance kill potential. | Ability | Effect | Strategic Implication | |---------|--------|----------------------| | `ninja_squid` | No ripples while swimming | Flanking, ambush | | `stealth_jump` | Hidden landing marker | Aggressive rotation | | `thermal_ink` | Track damaged enemies | Hunting, finishing kills | | `respawn_punisher` | Punish enemy deaths | Commit to kills | ### Situational/Utility Abilities Niche or situational effects. | Ability | Effect | Strategic Implication | |---------|--------|----------------------| | `opening_gambit` | Strong start-of-game buff | Opening rushes, early aggression | | `last_ditch_effort` | End-of-game buff | Clutch plays, overtime | | `comeback` | Post-death buff | Death-accepting aggression | | `tenacity` | Special charge when team disadvantaged | Team support | | `object_shredder` | Damage to non-player objects | Objective control | | `drop_roller` | Roll on super jump landing | Safe aggression, repositioning | | `haunt` | Track killer after death | Information after death | ## Semantic Oppositions Some ability groupings are conceptually opposed: | Concept A | vs | Concept B | |-----------|-----|-----------| | Death-accepting (QR, SS, CB) | | Death-averse (survival builds) | | Special-focused (SCU) | | Paint/efficiency-focused (ISM, ISS) | | Aggressive (ninja_squid, SJ) | | Defensive (IR, SR) | | Frontline (RSU, ninja_squid) | | Backline (SSU, QSJ) | ## Interpretation Patterns ### Pattern: Death-Mitigation Suppression **If observed**: `quick_respawn`, `special_saver`, `comeback` appear as suppressors (low high_rate_ratio) **Interpretation**: Feature encodes builds that **avoid dying**. Players with high activation prioritize survival over respawn efficiency. **Example label**: "Death-Averse Special Build" or "Clean SCU Stacker (no death perks)" ### Pattern: SCU + Opening Gambit Enhancement **If observed**: `special_charge_up` + `opening_gambit` both enhanced **Interpretation**: Feature encodes aggressive opening special rushes. Get special fast, use it early. **Example label**: "Opening Special Rush" or "First Special Aggression" ### Pattern: Mobility + Slayer Enhancement **If observed**: `ninja_squid`, `stealth_jump`, `swim_speed_up` enhanced **Interpretation**: Feature encodes flanking/slayer playstyle. **Example label**: "Aggressive Flanker Kit" ### Pattern: Defensive Suppression **If observed**: `ink_resistance_up`, `sub_resistance_up` suppressed **Interpretation**: Feature prefers builds that don't need defensive abilities (perhaps ranged or support). **Example label**: "Backline Support (no frontline abilities)" ## Common Misinterpretations | What You See | Naive Interpretation | Better Interpretation | |--------------|---------------------|----------------------| | SCU dominant | "SCU detector" | Check for suppressed abilities to understand WHAT KIND of SCU | | Death perks suppressed | "Anti-death feature" | "Death-AVERSE build" - players who don't plan to die | | Mobility enhanced | "Mobility detector" | Check if specific mobility type (flanking vs rotation) | | Single weapon class | "Weapon-specific" | Check ability patterns - might be playstyle, not weapon | ## Checklist for Semantic Validation After forming a hypothesis, verify: 1. [ ] Does the enhancer pattern match a known semantic group? 2. [ ] Does the suppressor pattern match an opposing semantic group? 3. [ ] Is the interpretation consistent with gameplay strategy? 4. [ ] Could there be a simpler explanation (pure token detection)? 5. [ ] Does the weapon distribution support the semantic interpretation? ## See Also - **mechinterp-investigator**: Overall investigation workflow - **mechinterp-overview**: Now includes bottom tokens (suppressors) - **token_influence_sweep**: Experiment type for detailed influence analysis