inspiring thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=4822716
play by play link: http://goallineblitz.com/game/game.pl?game_id=1925915&mode=pbp
issue summary: game tied, offense with 1 time out left in field goal range, last 15+ seconds of regulation just ran out without the timeout being called
Originally posted by PBP
Cambridge Erudite Dicks 2:20
2:20 4th & 8 OPP 36.5 Punt by P Kick You In The Paris, 32 yd (out of bounds)
2:14 1st & 10 OWN 5 Dakotah Hayward rush up the middle (2 yd gain) [Monster Hit tackle: Jay Paris]
2:00 2nd & 8 OWN 7 Michael Bishop pitch to Darion Sharpe to the right (9.5 yd gain) [tackle: Kelly Paris]
1:44 1st & 10 OWN 16.5 Dakotah Hayward rush up the middle (2 yd gain) [tackle: Kpizzle Paris]
1:24 2nd & 8 OWN 18.5 Jose Elway 2.0 sacked by Paris Stomper (7 yd loss)
1:19 3rd & 15 OWN 11.5 Defensive Timeout Called: Paris Smexies (#1)
1:19 3rd & 15 OWN 11.5 Jose Elway 2.0 pass to Tommy Thompson up the left side, caught (6 yd gain) [diving tackle: Jay Paris]
1:15 4th & 8.5 OWN 17.5 Defensive Timeout Called: Paris Smexies (#2)
Paris Smexies 1:15
1:15 4th & 8.5 OWN 17.5 Punt by Francois Bonaparte, 50 yd, fielded by One Night Stand (16.5 yd return) [tackle: .Asante. .Samuel.]
1:06 1st & 10 OWN 49 Ms.Pass Happy Paris pitch to Blame Paris II to the right (25 yd gain) [tackle: jay beau]
0:43 1st & 10 OPP 26.5 Blame Paris II rush up the middle (1.5 yd gain) [diving tackle: Shadow Crusher]
0:21 2nd & 8.5 OPP 25 Ms.Pass Happy Paris pass to Miss Sweet Britches Paris, hurried by Geoffrey Dick, up the right side, caught (3.5 yd gain) [tackle: Jayron Todd Hosley]
5th Quarter
Currently, the clock logic is set up such that if Paris had a field goal in their AI with 21 seconds left, the clock would have run down and the FG would have been attempted with 1 second left. In the current sim, that would have been Paris' best option. This is a big improvement over the old days in which the team would have already burned their third timeout long ago, and they would have to kick the FG with 21 seconds left, enough for the other team to return a kickoff and maybe throw a bomb or two to get into FG range.
There is still room for improvement here, though. A team should be able to run a play on 2nd down with 21 seconds left and then still use their last timeout afterward. This seems pretty obvious to me.
I think what the sim is doing is this:
-Play begins: 21 seconds left
-Play ends: 17 seconds left
-Sim checks AI based on the time, score, timeouts, downs, etc
-Sim checks the timeout logic based on the AI output, time, score, timeouts, downs, etc
-Timeout logic is to not call a timeout with 17 seconds left, which makes sense because the offense would rather kick a FG with 1 second left than with 17 seconds left.
-Sim does some RNG and decides it needs maybe 20 seconds to get the next play off.
-20 seconds ticks off, quarter ends
I believe that the problem here is that it's not checking again with 1 second left or with any other amount of time left. But it should.
Here's another reason the "Set your AI to kick a FG and it will run the clock down to 1 second" method is not a good enough answer here. It only works when the clock is running. If Paris were in the exact same situation with 21 seconds and 1 timeout, only the clock were stopped, they don't have a good option in the current sim. They pretty much have to kick it with 18 seconds left, even though it's second down and they still have a timeout left. That just ain't right. It's a no-win situation for the play-caller there.
So here's my suggestion:
The sim should always check the offense AI with 1 second left in the 4th quarter if the offense still has 1 or more timeouts left. That way, if the team is tied or trailing, and the AI output with 1 second left is anything other than a punt or kneel, the timeout should be used.
play by play link: http://goallineblitz.com/game/game.pl?game_id=1925915&mode=pbp
issue summary: game tied, offense with 1 time out left in field goal range, last 15+ seconds of regulation just ran out without the timeout being called
Originally posted by PBP
Cambridge Erudite Dicks 2:20
2:20 4th & 8 OPP 36.5 Punt by P Kick You In The Paris, 32 yd (out of bounds)
2:14 1st & 10 OWN 5 Dakotah Hayward rush up the middle (2 yd gain) [Monster Hit tackle: Jay Paris]
2:00 2nd & 8 OWN 7 Michael Bishop pitch to Darion Sharpe to the right (9.5 yd gain) [tackle: Kelly Paris]
1:44 1st & 10 OWN 16.5 Dakotah Hayward rush up the middle (2 yd gain) [tackle: Kpizzle Paris]
1:24 2nd & 8 OWN 18.5 Jose Elway 2.0 sacked by Paris Stomper (7 yd loss)
1:19 3rd & 15 OWN 11.5 Defensive Timeout Called: Paris Smexies (#1)
1:19 3rd & 15 OWN 11.5 Jose Elway 2.0 pass to Tommy Thompson up the left side, caught (6 yd gain) [diving tackle: Jay Paris]
1:15 4th & 8.5 OWN 17.5 Defensive Timeout Called: Paris Smexies (#2)
Paris Smexies 1:15
1:15 4th & 8.5 OWN 17.5 Punt by Francois Bonaparte, 50 yd, fielded by One Night Stand (16.5 yd return) [tackle: .Asante. .Samuel.]
1:06 1st & 10 OWN 49 Ms.Pass Happy Paris pitch to Blame Paris II to the right (25 yd gain) [tackle: jay beau]
0:43 1st & 10 OPP 26.5 Blame Paris II rush up the middle (1.5 yd gain) [diving tackle: Shadow Crusher]
0:21 2nd & 8.5 OPP 25 Ms.Pass Happy Paris pass to Miss Sweet Britches Paris, hurried by Geoffrey Dick, up the right side, caught (3.5 yd gain) [tackle: Jayron Todd Hosley]
5th Quarter
Currently, the clock logic is set up such that if Paris had a field goal in their AI with 21 seconds left, the clock would have run down and the FG would have been attempted with 1 second left. In the current sim, that would have been Paris' best option. This is a big improvement over the old days in which the team would have already burned their third timeout long ago, and they would have to kick the FG with 21 seconds left, enough for the other team to return a kickoff and maybe throw a bomb or two to get into FG range.
There is still room for improvement here, though. A team should be able to run a play on 2nd down with 21 seconds left and then still use their last timeout afterward. This seems pretty obvious to me.
I think what the sim is doing is this:
-Play begins: 21 seconds left
-Play ends: 17 seconds left
-Sim checks AI based on the time, score, timeouts, downs, etc
-Sim checks the timeout logic based on the AI output, time, score, timeouts, downs, etc
-Timeout logic is to not call a timeout with 17 seconds left, which makes sense because the offense would rather kick a FG with 1 second left than with 17 seconds left.
-Sim does some RNG and decides it needs maybe 20 seconds to get the next play off.
-20 seconds ticks off, quarter ends
I believe that the problem here is that it's not checking again with 1 second left or with any other amount of time left. But it should.
Here's another reason the "Set your AI to kick a FG and it will run the clock down to 1 second" method is not a good enough answer here. It only works when the clock is running. If Paris were in the exact same situation with 21 seconds and 1 timeout, only the clock were stopped, they don't have a good option in the current sim. They pretty much have to kick it with 18 seconds left, even though it's second down and they still have a timeout left. That just ain't right. It's a no-win situation for the play-caller there.
So here's my suggestion:
The sim should always check the offense AI with 1 second left in the 4th quarter if the offense still has 1 or more timeouts left. That way, if the team is tied or trailing, and the AI output with 1 second left is anything other than a punt or kneel, the timeout should be used.
Edited by TrevJo on Dec 28, 2011 19:27:43
Edited by TrevJo on Dec 28, 2011 19:27:25
Edited by TrevJo on Dec 28, 2011 17:28:51
Edited by TrevJo on Dec 28, 2011 17:15:55
Edited by TrevJo on Dec 28, 2011 17:14:35






























