Posted by nachopuzzle on 3/6/2014 6:06:00 PM (view original):
It's been know for a while that the engine will provide compensation for a team in the 2nd half if it determines they have largely underperformed in the first half (or at least this is how I understand it). My question is if anybody knows what metrics/factors the engine uses to deduce whether or not a team is underperforming...such as team ratings in comparison to their opponent, or team statistics in comparison to that of the opponent, or something completely different?
it doesn't work in the way you are suggesting. rather, it uses the true expected value of certain outcomes to assess performance. it is not relative to the other team, either. let me give you an example:
say you have taken 20 2 point shots this game. the engine clearly has to know the chance of the ball going in on each shot - for example, the first shot you might have 55%, so it creates a random number from 0-1, and if the number if under .55, you make the shot. now, after 20 2pt shots, suppose the expected value was 10pt shots made (50%), but you have only made 5 (25%). now, on your 21st shot, you will get some benefit to help the outcome move back to the norm - to reduce the chance of extreme variations. say on shot 21, you have a 45% chance, well the engine may now give you the make if the RNG produces anything under a .5 (50%).
the numbers here are, of course, hypothetical - but the mechanism is not. this is how feedback is introduced, and although their implementation may vary from what is described here in the details, it all boils down to the same thing.
somewhere, you can find a list from seble of some things (it may be complete or not) to which feedback applies. these are independent - evaluated in their own right. i don't know if they are on a team or player level, in some cases, it may be one or the other, or heck, even both (i kind of doubt its both). fouls and shooting are at least two areas to which feedback applies.