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Forum > Suggestions > Dealing with Lopsided Offenses and More Game Day Control = Performance Based Input Triggers
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yello1
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Add to the AI settings that trigger an Input (ie in addition to down and distance score time etc) settings that reflect game performance to that point as measured in other distinct parameters.

For instance

Average Yards Per Carry. This AI would trigger based upon the average yards per carry to this point of the game* of the offensive team in question (ie your team if its your OAI, the other team if its the DAI). A preceding Less Than or More Than drag down window would modify the value selection box wherein you would enter a value of 0.0 to 9.9.

Percentage Run or Passes. This AI would trigger based upon the average percentage of time the offensive team in question has run or passed to this point in the game. A preceding Run or Pass drag down window would modify the value selection box wherein you would enter a value of 0 to 99,

Percentage Runs Inside or Outside. This AI would trigger based upon the average percentage of Run plays that the offensive team in question has Run inside or outside. A preceding Inside or Outside drag down window would modify the value selection box wherein you would enter a value of 0 to 99.

Percentage Runs Right or Left. This AI would trigger based upon the average percentage of Run plays that the offensive team in question has rushed to the Right or Left compared to over all Running Plays called to this point in the game. A preceding Inside or Outside drag down window would modify the value selection box wherein you would enter a value of 0 to 99.

Runner Position Percentage This AI would trigger based upon the average percentage of Run plays that the offensive team in question has rushed with the selected Depth Chart Position compared to over all Running Plays called to this point in the game. A preceding drag down window listing all the possible rushing positions (QB, RB, FB, QB1 etc) would modify the value selection box wherein you would enter a value of 0 to 99.

Sacks and Hurries This AI would trigger based upon the number of sacks and or hurries that have been inflicted upon the offensive team in question to this point in the game. A preceding Less Than or More than drag down and Sacks or Hurries or Sacks And Hurries drag down window would modify the value selection box wherein you would enter a value of 0 to 99.

Position Energy This AI would trigger based upon the current energy of chosen players on a selected Depth Chart Position of the AI controller's team. A preceding drag down window listing all the possible throwing, receiving, rushing or selectable blitzing positions (QB, RB, FB, TE, WR, LB, CB, FS, SS, QB1 etc AND combinations thereof which would measure based on the lowest value of the combined positions) and also a Starter or Position Average or Position Highest and Position Lowest would modify the value selection box wherein you would enter a value of 0 to 100. Selecting Starter would base the trigger on the energy of the starting player in the selected depth chart position. Position Average would base it on the average energy of the players in the selected depth chart position. Position Lowest or Highest would trigger based on the Energy of the player in the selected position with the lowest energy or the highest energy accordingly. So if the DC has energy levels of starter 80 and two back ups with 70 and 90, then Starter would use 70, Average would use 80, Highest would use 90 and Lowest would use 70. Combined Position combinations would be passer and receiver or receivers, HB and FB, HB FB TE, all Receivers, Linebackers and CBs, LBs and FS or SS, FS and SS, etc.

Position Morale Like Energy but as to Morale.

Completion Percentage Similar trigger for passing completion percentage.

Passing Distance Similar trigger for passing plays distance, short, medium, long as defined in the Play Book and Scouting pages, or if an optional box is used by a player set average completion distance.

Gotta run but you get the idea. Any performance measure one could come up with could be included.

OPTIONS

Minimum Play Count Trigger All of these Performance based triggers could have a minimum play count box that does not trigger the AI if the number of plays to be measured is not higher than the Play Count Trigger. If the number of relevant plays that would be calculated in the Performance check is not higher than the PCTrigger then the Input would not be triggered. This would protect you from having a run defense AI trigger based upon the first two plays of the game or only two rushes.

Down and Distance and Time All of these selections could be made more customized yet by adding after each four optional windows would follow that would limit the percentage calculation by Down, Distance and Formation and whether the calculation should be limited to the Game Half or current Quarter. So if you wanted to base it on how much he ran in the I Formation, or how much he ran on First Downs, or Third and Shorts, you could do that too. This would add greater control but might be less informative given the lower numbers to base your data upon.

Less Than More Than where applicable added flexibility would be had by having a less than or more than modifier drag down.

* At This Point In The Game might be best substituted with Through The End of the Last Quarter, or Last Half, in order to reduce how often the data has to be "scouted" with the scouting routines. Or the data could be compiled real time using new routines.

Edited by yello1 on May 3, 2012 09:59:39
Edited by yello1 on May 3, 2012 07:47:33
 
doobas

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What would be the reason for this? It almost seems like you want to be able to set the triggers for the auto adjust.

doobas™
 
yello1
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Originally posted by doobas
What would be the reason for this? It almost seems like you want to be able to set the triggers for the auto adjust.

doobas™


The reason's are numerous.

First off its to deal with mono-assaulting offenses. If the other team is going to run it all game long, it lets you adjust your defense to shift to an all run D if you wish to set up for that in your AI. Similarly if you have set up for an all run D given the state of the sim and the other guy comes out throwing, you can have a trigger that shifts to a passing D.

Secondly its to fill in holes in the autoadjust that autoadjust can not reliably do. If your AI has a hole in it, and lets say QB1 is running all over your butt due to a broken play or due to the OAI having slipped in a rushing QB at the last second, it would let you set up a trigger that puts in a package that spies the QB1 slot.

Thirdly its because the Auto Adjust really just doesn't work very well and can have unintended and unlikely outcomes. So if your packages are just outright not working, it lets you abandon the whole input and go with another run heavy or light offense or defense instead.

Fourthly its to prevent another autoadjust problem of running your own plays too often. If you have something in your AI that you want to have run a limited amount of time, and the auto adjust gets drunk and runs it too many times, you can use this to make an absolute cap on it to prevent it screwing you up (like the time a 2% chance D play cost me half a dozen touchdowns).

Fifthly there are other things you can do with the concept that I ran out of time to post. Things like keeping player energy up, spreading the rotation around, chaining or separating plays etc. Will add them later.





 
doobas

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Sounds like you want it to react in real-time to what is being called against you. Which will no doubt be really hard to do.

You could always learn from your mistakes, and iron out any holes in your AI from game to game.

-1 to the OP.

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yello1
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Originally posted by doobas
Sounds like you want it to react in real-time to what is being called against you. Which will no doubt be really hard to do.

You could always learn from your mistakes, and iron out any holes in your AI from game to game.

-1 to the OP.

doobas™


Learning from your mistakes against a single team doesn't do you any good till you meet them next season....

As for it being really hard or real time, no it wouldn't be real time. It would be more like quarterly or half time adjustments since this would be most effective with more than a couple of plays data triggering it.

And getting it right might be hard, making it useful would require some coaching effort yet. But in terms of logic and flow charting I just put it out there for those concepts, its no harder than that. Coding wise all of that data is already compiled with the scouting tools. It would merely require the scouting tool routines to be applied during the game. That might be a drag on run time, and as such you might limit the "At This Point in The Game" to "At The End of the Most Recent Quarter" or even "Most Recent Half" to make them actual halftime adjustments. But it should still be comparatively "easy" to do since the tools are all there. Edited OP accordingly.

But something should be done. Much of the dissatisfaction in GLB arises from game results not being what players expected. Surprises are fun to a point but not to the point where it pisses away your season with a blown game. This tool gives players more control and more control is a good thing to reduce frustration and increase satisfaction.

Bort should check out this video and make sure we are getting grapes when we expect them, or otherwise we are unhappy monkeys flinging cucumbers or worse

http://www.youtube.com/watch?v=HK8Mp3OJYjk
Edited by yello1 on May 3, 2012 07:51:48
Edited by yello1 on May 3, 2012 07:50:31
 
Bane
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Originally posted by yello1
Learning from your mistakes against a single team doesn't do you any good till you meet them next season....



clearly shows how often you have reached the post season

Originally posted by yello1


But something should be done. Much of the dissatisfaction in GLB arises from game results not being what players expected. Surprises are fun to a point but not to the point where it pisses away your season with a blown game. This tool gives players more control and more control is a good thing to reduce frustration and increase satisfaction.


You mean like you expected a team to run 1 certain thing, and they flipped a script and did the exact opposite?

Just seems that your suggestion would over complicate something that already confuses some people.

*something being the AI

Edited by Bane on May 3, 2012 10:12:13
 
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Sounds to me like the OP would like a completely new aduto-adjust.

I dont do defense - but on the offensive side of the ball -- the auto-adjust serves me pretty well. I'm opposed to this suggestion as I think the current auto-adjust is working just fine.

-1 for the reason stated above (not because it's Yello )
 
merenoise
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-1
 
Guppy, Inc
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why do you keep trying to add crap when you dont even understand the current sim?
 
yello1
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Originally posted by Bane
You mean like you expected a team to run 1 certain thing, and they flipped a script and did the exact opposite?

Just seems that your suggestion would over complicate something that already confuses some people.

*something being the AI



Yeah, its all about me. Good point.

The sim is perfect.

 
yello1
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Originally posted by Guppy, Inc
why do you keep trying to add crap when you dont even understand the current sim?


I do not understand it because it is arcane and illogical crap that doesn't do what it is supposed to do.

My suggestions are to improve it into something that makes sense and works.
Edited by yello1 on May 3, 2012 12:16:44
 
spartan822
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Guppy, Inc
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Originally posted by yello1
I do not understand it because it is arcane and illogical crap that doesn't do what it is supposed to do.

My suggestions are to improve it into something that makes sense and works.


and yet, you are the only one that ever thinks so. its just 1 dumb idea after another pushing good ideas off the front page. since you have so many "suggestions", why do you play? you NEVER see the stupidity of your own ideas before you post them. suggestions is supposed to be about at least partially well thought out ideas, its not your personal forum to discuss what you think is wrong with glb.
 
yello1
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Originally posted by Guppy, Inc
and yet, you are the only one that ever thinks so. its just 1 dumb idea after another pushing good ideas off the front page. since you have so many "suggestions", why do you play? you NEVER see the stupidity of your own ideas before you post them. suggestions is supposed to be about at least partially well thought out ideas, its not your personal forum to discuss what you think is wrong with glb.


I am the only one that thinks so?

That the sim is crap? Thats clearly not the case.

Or that my ideas would fix it?

If the latter, well its hard to understand genius if you are on the other side of that particular bell curve.
 
Guppy, Inc
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Originally posted by yello1
I am the only one that thinks so?

That the sim is crap? Thats clearly not the case.

Or that my ideas would fix it?

If the latter, well its hard to understand genius if you are on the other side of that particular bell curve.


as usually, try to deflect from your dumb idea. no one said the sim wasnt crap. even you have to admit that your ideas rarely ever get more than a few +1s. even when everyone agrees the sim is broken, all you get are -1s after -1s. the fact that you think you are anywhere near being a genius just proves how delusional you are.
 
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