Posted by MikeT23 on 6/29/2010 11:12:00 AM (view original):
I actually understand what JS might be saying. That it's not a "tree of results". That the engine determines the exact outcome of the play without going thru options. That seems to be a very complicated way of doing it but I suppose it could happen. I just don't know how.
yeah something like that. Or, contact could work in TANDEM with splits. So BALL IN PLAY, but SPLIT+CONTACT<variable x, so RESULT=OUT.
The variable would be based on the defense allignment (infield shallow, guard lines, etc), the skill of the defense, skill of pitcher, and ballpark. The equation SPLIT+CONTACT was just an arbitrary formula, and if the game is based this way, it's probably more complicated than this. But this is just an extremely simple example just to get the point across. In this fashion, the engine could still use a tree, but contact combines with other ratings to determine whether or not a ball in play is a hit.
Contact could also be QUALITY of contact. What does that mean? Well, if you watch a baseball game, you'll hear the announcers talk about making "solid" contact or "good" contact. Barely getting a piece of the ball and popping up is the result of contact, but "bad" contact at that. Hitting the ball on the sweet spot and driving it is the result of "solid" contact. The sound of good contact compared to bad contact is audible whether you're at the ballpark or watching the game on TV. A high contact rating could very well be the skill of often hitting the ball on the sweet spot.
I'm just hypothesizing, I'm not necessarily saying that I believe this to be true.