I've been trying both, and I had a lot more of success as DC when gameplanning(or setting up my Defense AI) against formations than against certain situations. I think it makes everything more simple and effective. Thoughts?
Seano
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I gameplan for both. Have a basic setting for formation, then specific outputs for certain situations, eg 3rd/4th and long, 3rd/4th and short, etc.
Deathblade
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Have your base gameplan based on formation.
Have situational inputs also based on formations.
Have situational inputs also based on formations.
Seano
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Originally posted by Deathblade
Have your base gameplan based on formation.
Have situational inputs also based on formations.
This is what I tried to say. Didn't quite get there. ;-)
Have your base gameplan based on formation.
Have situational inputs also based on formations.
This is what I tried to say. Didn't quite get there. ;-)
Painmaker
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Doesn't matter which you use as your primary structure, so long as you use everything and every input is in logical order. Each input should specify formation, down-and-distance, score, and time remaining (could go further with timeouts remaining but it offers relatively little gain for the additional work). That's a lot of inputs to manage though. 
Thread hijack: A little while ago I made an Epic Suggestion to simplify the AI interface so you could apply principles for each situation in isolation, rather than needing a separate input for each specific combination of circumstances. This could be a big factor in GM burnout, and result in more teams using effective AI to keep games competitive between a larger number of teams than it is currently. Would love to see something easier to manage coming down the pipe, even if it takes a coupla seasons. Right now it's just too cumbersome to adjust a robust AI, let alone create one.
Back on topic: if you must pick only one, I'd pick formation-based AI because it's probably more effective than situation-based alone. But you're giving up a lot of capability to run such a reduced set of inputs. Including both formation and down-and-distance (i.e., each formation for a given down-and-distance range, or each down-and-distance range for a given formation) probably gets you 75% of the effectiveness of the full AI I described earlier without multiplying your number of inputs by the number of score situations you want to consider, plus copying and modifying it for each quarter.

Thread hijack: A little while ago I made an Epic Suggestion to simplify the AI interface so you could apply principles for each situation in isolation, rather than needing a separate input for each specific combination of circumstances. This could be a big factor in GM burnout, and result in more teams using effective AI to keep games competitive between a larger number of teams than it is currently. Would love to see something easier to manage coming down the pipe, even if it takes a coupla seasons. Right now it's just too cumbersome to adjust a robust AI, let alone create one.
Back on topic: if you must pick only one, I'd pick formation-based AI because it's probably more effective than situation-based alone. But you're giving up a lot of capability to run such a reduced set of inputs. Including both formation and down-and-distance (i.e., each formation for a given down-and-distance range, or each down-and-distance range for a given formation) probably gets you 75% of the effectiveness of the full AI I described earlier without multiplying your number of inputs by the number of score situations you want to consider, plus copying and modifying it for each quarter.
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