Posted by tmacfan14 on 10/26/2022 8:11:00 PM (view original):
Posted by gillispie on 10/26/2022 7:03:00 PM (view original):
Posted by npb7768 on 10/26/2022 5:31:00 PM (view original):
From what i remember in the forums years ago, the HD engine *does attempt* to soften first half blowouts. Generally.
So if a dynamite team is playing a horrible team, generally but with infrequent exceptions, the point spread at the half isn't too outrageous.
Like, on occasion i might be crushing a sucky Sim opponent 22-2 or 35-5... but by the first half buzzer, the sucky team will at least climb to say 18 points.
In the second half the HD engine let's you go wild. I only remember a couple of occurences being mentioned where Sim teams scored fewer than 10 points in a half, and both were in the second half.
This softening comes into play regarding Sim upsets, because if the human team has a decent but not overwhelming roster over the Sim, this softening keeps the Sim in the game. And then a string of bad luck in the 2nd half can screw the human.
So HD Sim manipulation does exist on a certain level.
this is partly correct. the sim attempts reversion to mean on a bunch of different items, like an individual player's field goal attempts. a player who should shoot about 50%, who starts 0 for 10, is going to roll a significantly better then even coin, on his 11th fga. this type of effect comes into play on a bunch of different game stats (its published exactly what, somewhere).
the above will cause an effect sort of like... attempting to soften first half blowouts. but that is a loose translation at best, and then you are drawing conclusions off it that end up being wrong. a better translation is, if a team is under or over performing, then over time, the sim pushes them back towards 'average'. that is relative to each team's inherent goodness, though, not about the overall margin in the game.
example: if team A is on average going to wreck team B, by 30 points per half, and they are up 15 points at 10 minutes - the game is not trying to soften that. if the first team is up 30 at half, roughly, everything is going as 'it should', and the sim engine is not pushing up or down for half 2. its not about the margin at half, its all about how team A is performing relative to the real expectations on team A, and how team B is performing relative to the real expectations on team B.
this is still a generalization... what is actually happening is what i said in the first paragraph. but its reasonable to think of the net effect as pushing teams to what their performance should be. its not about keeping games close or not close. but you could say... if a game should be close, then the sim tries to keep it close (generalization, but a fair one). if a game should be a blowout, then the sim tries to make it a blowout.
Okay so im guessing, or hoping, that everything like fatigue is factored in after this "real expectation" is produced. For instance, if an awesome shooter started 0/5 but was now tired, would the sim first maybe change like a 50 percent chance of his shot going into lets say a 75 percent chance, then factor in fatigue afterwards? Or factor too many shots taken in one lineup, things like that.
Really in any way you'd like to share your knowledge of real expectations that the sim may have, I'd love to hear it. I thought the PBP itself was in question to have important each individual event was so now my brain is a bit mixed up I will admit. Wasn't that the theory as you can just generate non play by play games in modes such as dream teams in this site? I swear I read you say that the PBP was a lot of window dressing?
Please send help if you can, thank you as always
i tried to use the term that would be least confusion, but probably erred... anyway my understanding is, when a dude goes to take a shot - after everything is considered - a coin gets flipped. the odds have already been calculated, based on everything the sim engine does - distance to the basket, ratings, the quality of the defense, the works. some coin gets flipped, say the guy is 55% - the coin flips a 0.2, which is under .55, so the guy makes the shot. well, for feedback, the sim engine writes down, 55%, 1 shot made. let's say after 5 shots (feedback takes a while to kick in, probably? hopefully? not really that sure), the odds were 55%, 40%, 60%, 50%, 45%, then on average, the guy should have made 2.5 shots. let's say he really made 4 shots. the engine has just kept track of this - the 'real expectation', along the way.
then, when the guy takes his 6th shot, the engine figures the coin to flip like it always did / does, outside of feedback, and let's say its 55%. because of feedback, the engine goes well, this guy is making too many - so let's only give him a 50% chance. then, the coin gets flipped, let's say it comes back .52 - well, now the guy doesn't make the shot, when he would have pre-feedback. the feedback helps compensate a bit for the guy shooting hot earlier. if instead the coin flipped a .25, the guy makes the shot no matter what - so in this example, the feedback effect would be modest.
note it may be weird to call this a coin flip but in actual programming you basically just call the RNG and get a value 0-1. if you were a 55% to make it, you check if its under .55. so sorry if the explanation is strange in this regard but just thinking of it as a coin flip is perfectly reasonable, a weighted coin flip. it really makes no difference.
anyway. by this method, fatigue, everything, would be factored in. the engine is adjusting on the guy's real expectation. side note - when the game has no feedback, keeping track of the expectations and outcomes is fairly straight forward. still easy to make a mistake, but fairly straight forward. keeping track of the expectations and outcomes properly when you are applying feedback along the way, definitely more error prone. that is one area that would be pretty ripe for issues IMO. but if that is causing unrealistic sims, i think its a mistake, not by design.
a lot of pbp info can be meaningful, i think when a team makes a shot, that definitely happened so to speak. even if the pbp is generated after the game is over, just to make things interesting, it still can reflect some good info. substitutions and when fouls happened, who is getting double teamed, that stuff all seems to reflect what happened. some of the linguistic flair if you will, doesn't actually differentiate between different things happening. but i think even stuff like long 2s are probably getting their wording from underlying events that occured in the sim engine flow. i probably said something like, the pbp is half window dressing... but i think there is stuff in there that can provide insight. a lot of the pbp window dressing frankly relates to limitations in individual player stats, some stat are really meaningful while others are basically garbage, and the pbp works to represent all the stats - so its basically partly tainted even before it adds its own wording flair. still useful, though.