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Forum > Goal Line Blitz > Tactics Discussion > Questions about percentages in AI
Casper139
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If I have an input, and wish to have 4 possible outputs weighted differently, and I want at least 1 of the options to be used, how would I set up The percentage. I am not sure of how it determines the play call. Here are a few possible ways it works. if anyone knows please tell me.

In my example, my input has four out puts I want 2 to be weighted heavily to be used and 2 to be weighted less.
Do I:

INPUT
40% output 1
40% output 2
10% output 3
10% output 4
In this example, Does this mean it starts from the top, and rolls 40%, if hit it uses 1, if miss rolls again, if hit uses 2, if miss rolls 3, etc. and if it gets no matches it reverts to basic AI?

INPUT
25% output 1
25% output 2
50% output 3
100% output 4
In this example, Does this mean it starts from the top, and rolls 25%, if hit it uses 1, if miss rolls again, if hit uses 2, if miss rolls 3, etc. and if it gets no matches it will always use input 4?

INPUT
40% output 1
40% output 2
10% output 3
10% output 4
In this example, Does this mean it starts from the top, and rolls 100%, and like a percentile die, what ever number it lands on, it picks that play? So a roll of 82 of 100 would equal input 3?

QUESTION 2
If I want to call a specific blitz, lets say a 4-3 where both OLB fire. If I put max 2 blitzers with 100% on each, they will both blitz every time that play is called. Is this correct?

QUESTION3
If I want to do the say thing as above but blitz a max of 1 OLB, and put 100% on each, will it choose the 1st LB in the list or roll
between the 2?

Thanks for all info in advance.


 
Sigmaforce
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Question 1:
The AI will choose one of the outputs everytime. For situation 1, let's just say it assigns 1-40 as output 1, 41-80 as ouput 2, 81-90 as output 3, and 91-100 as output 4. I then generates a random number, wherever it falls into is the one that it goes with. (I suppose this is the third input scenario you mention)

Question 2:
That is how I understand it, yep. If all the other blitzers are on 0, then definitely. (not sure if the sim checks in any order, and once it reaches its max blitzers (in this case 2) it would stop or not.

Question 3:
I suppose this I don't know, as referenced above, but my instinct would say that it chooses the first LB on the list.
Last edited Aug 6, 2008 14:22:56
 
IronPirate
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In regards to the Question 3; That would mean that if you set the "% Blitz" for both players to, lets say, 50, it would then roll on the first, and if missed, roll on the second. That way there is a little more Randomness in the blitzing?
 
Forbin
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You're over thinking. It's quite simple, really.


When you've inputs of 40%, 40%, 10% and 10% as in your first example, here's how it works:


A die with 100 sides is rolled.

If the die comes up 1-40 then output #1 is chosen. If the die comes up 41-80 then output #2 is chosen. If the die comes up 81-90 then output #3 is chosen. If the die comes up 91-100 then output #4 is chosen. It's really that simple.


For your second example:

A die with 200 sides is rolled.

If the die comes up 1-25 = Output #1. 26-50 = Output #2. 51-100 = Output #3. 101-200 = Output #4.


To simplify matters, simply keep your outputs so that they equal 100%. The percentages will remain constant and true.



Question #2:
That is correct, only IF you have one of the following conditions as true:
1) All other boxes are set to 0 (NOT BLANK)
2) The basic AI is set to 0% blitz

Question #3:
If you set both to 100%, they will each have a 50/50 chance of blitzing, but only 1 will blitz on any given play, as long as the conditions are the same as listed above in my answer to Question #2.
 


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