Posted by Trentonjoe on 5/8/2019 5:04:00 PM (view original):
Posted by gillispie1 on 5/8/2019 3:41:00 PM (view original):
Posted by kcsundevil on 5/8/2019 2:21:00 PM (view original):
I doubt the engine is sophisticated enough to know the difference between a 12 foot jumper and a 14 foot jumper.
I've always assumed there are 5 or 6 categories a shot can fall into (dunk / bunny, paint, mid-range, 3, desperation, etc) and the PBP applies window dressing from there.
i could be mistaken but im almost positive feet from the basket is a parameter to the functions that do the scoring technology. that's not really something i expected, but something seble explained to me at some point. so i do think it knows the different between a 12 foot jumper and a 14 footer, although its more or less a random decision of whether or not its 12 or 14 feet in the first place.
So does the scoring formula weigh perimeter more and lp less for every foot from the basket? Or are there two distinct formulas used, one lp/ath based and the other sod/per?
i have to make an educated guess as a programmer - knowing there is feet as a component, im assuming its both. it would be overly difficult to craft 1 formula that works well from 0 to say 22 feet or whatever. i would guess it actually breaks down into 2 or 3 formulas, each of which basically weighs per more and lp less as you get further from the basket.
what's interesting to think about is how the game decides which type of shot to play. it basically looks at per and maybe lp (maybe more, but i think its really per driven), and then decides where the player is going to be willing to take a shot from. i believe the game selects who takes a shot, before ever selecting where that shot is taken from, but i may have forgotten / gotten mixed up on that. anyway, from there i think it basically selects where you would want to shoot from - a decision you get some control over with the +/- setting, but its limited - a high per guy on -2 won't really drive much more, he just takes really long 2s.
anyway, for a long time i was thrown by how little value having good in both lp/per was compared to just one with a little of the other, like for example how a low 70s lp + per d2 player will perform, its just not that much better than like a 1 lp / 70 per player. i think the reason is because like all equations in HD, you really have a maximum - or something like a maximum, where extra stats add almost no value. its kind of like how a 90 spd/per/bh guy in d1 is vastly better than 81 spd/per/bh but marginally to negligibly worse than 99spd/per/bh (just talking scoring). well, with the closer 2 point shots, i think you get into really serious diminishing returns sooner than folks would naturally assume, including myself - so i think basically what ends up happening a lot of times when you add lots of lp or per to an already-good player, is they just end up being open to taking a wider range of shots, and end up being pretty good across that range of shots, but in total, they may not really end up being any better than a guy who specializes in 3s (actually they are often worse than that because of how efficient 3s are in this game) or a guy who specializes in close 2s, and takes those optimal shots at a higher % clip than the other guy, who is willing to basically take any shot even though not all are his best shot.
i think i made that last bit hard to follow - just saying like the guy who has less skills but has a specialty shot, who takes 50% of his shots that way and 50% non-optimal shots, end up almost as good (and sometimes better) than the guy who has more skills, but takes their best shot 25% of the time and 75% other shots, because the engine looks at roughly all shots as near-optimal and viable for this player.
5/9/2019 9:27 AM (edited)