3-2 zone/2-3 zone percentages Topic

Posted by Benis on 1/29/2020 6:19:00 PM (view original):
"the game just randomly decided to give assists or not, after made shots."

I'm trying to uunderstand how you're saying this works. So you're saying that a team with bad passing would have the same number of assists (or maybe assists/FGA) as a team with awesome passing?

Where does passing come into the equation? How does the game determine WHO passed the ball. Or is it a cumulative passing "score" that is a weighted average by position?
Only because I want to interject and not because I have legitimacy in speaking for gil, but if I understand gil's various posts on this topic/issue -- passing improves FG%, which improves the total number of made shots, which then triggers the asst analysis/award. But a low passing team would have lower FG%, but they still might have asst awarded because of the (albeit fewer in total) made shots.

So now I can get called out if I am not understanding correctly.
1/29/2020 6:26 PM (edited)
I’m not sure I understand what gil is saying here. I go back and forth on two interpretations, one I mostly agree with, and the other I don’t.

1) Assists are correlated with things like good passing (especially guards), but are not themselves the source of “good open looks”. Assist totals and FG% are affected by passing; passing, especially in guards, can increase FG%, reduce turnovers, and thereby increase assists. Agree. I think this is probably what he’s getting at, but that just might be because I agree with it.

2) Assists have no relationship to the outcome of each possession, ie in line with what dogg seems to say above, you could take away all the assists and the outcomes of each possession would remain the same. I don’t agree.
1/29/2020 6:23 PM
Posted by 2xRedRaider on 1/29/2020 6:26:00 PM (view original):
Posted by Benis on 1/29/2020 6:19:00 PM (view original):
"the game just randomly decided to give assists or not, after made shots."

I'm trying to uunderstand how you're saying this works. So you're saying that a team with bad passing would have the same number of assists (or maybe assists/FGA) as a team with awesome passing?

Where does passing come into the equation? How does the game determine WHO passed the ball. Or is it a cumulative passing "score" that is a weighted average by position?
Only because I want to interject and not because I have legitimacy in speaking for gil, but if I understand gil's various posts on this topic/issue -- passing improves FG%, which improves the total number of made shots, which then triggers the asst analysis/award. But a low passing team would have lower FG%, but they still might have asst awarded because of the (albeit fewer in total) made shots.

So now I can get called out if I am not understanding correctly.
Right, that's what I think he's saying as well.

But the part that doesn't make sense is the last part about who's passing rating is used. If the game uses the PG's passer rating to influence the shot then why wouldn't the assist go to the PG? It's not 100% of the time that a made basket warrants an assist but I would think that there would be a RNG run where you take into account the passer rating used to influence the shot and THEN another RNG on whether that player is awarded the assist based upon their passer rating (and position probably)

Because if the PG's passer rating is used in the RNG to influence the success of the shot then why would it just randomly give the assist to the Center?
1/29/2020 6:30 PM
Posted by shoe3 on 1/29/2020 6:23:00 PM (view original):
I’m not sure I understand what gil is saying here. I go back and forth on two interpretations, one I mostly agree with, and the other I don’t.

1) Assists are correlated with things like good passing (especially guards), but are not themselves the source of “good open looks”. Assist totals and FG% are affected by passing; passing, especially in guards, can increase FG%, reduce turnovers, and thereby increase assists. Agree. I think this is probably what he’s getting at, but that just might be because I agree with it.

2) Assists have no relationship to the outcome of each possession, ie in line with what dogg seems to say above, you could take away all the assists and the outcomes of each possession would remain the same. I don’t agree.
I agree with 1 and 2.
1/29/2020 8:57 PM
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.

Edit: Fixed a typo.
1/30/2020 1:56 AM (edited)
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
I think that as well.
1/29/2020 9:00 PM
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
Yeah that sounds right. Curious about the position weighting...
1/29/2020 9:27 PM
Posted by Benis on 1/29/2020 9:27:00 PM (view original):
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
Yeah that sounds right. Curious about the position weighting...
I don't think you realize it, but you just responded to shoe...lmao
1/29/2020 10:53 PM
Benis do you have a shot chart. I just had one of my best classes scouted and its to result of my math. I think everything is window dressing with a hard cap.
1/29/2020 11:00 PM
Posted by thewizard17 on 1/29/2020 10:53:00 PM (view original):
Posted by Benis on 1/29/2020 9:27:00 PM (view original):
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
Yeah that sounds right. Curious about the position weighting...
I don't think you realize it, but you just responded to shoe...lmao
I am not shoe.
1/29/2020 11:11 PM
Posted by mrslam34 on 1/29/2020 11:11:00 PM (view original):
Posted by thewizard17 on 1/29/2020 10:53:00 PM (view original):
Posted by Benis on 1/29/2020 9:27:00 PM (view original):
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
Yeah that sounds right. Curious about the position weighting...
I don't think you realize it, but you just responded to shoe...lmao
I am not shoe.
I thought that was your other name. My bad.
1/29/2020 11:22 PM
Posted by thewizard17 on 1/29/2020 11:22:00 PM (view original):
Posted by mrslam34 on 1/29/2020 11:11:00 PM (view original):
Posted by thewizard17 on 1/29/2020 10:53:00 PM (view original):
Posted by Benis on 1/29/2020 9:27:00 PM (view original):
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
Yeah that sounds right. Curious about the position weighting...
I don't think you realize it, but you just responded to shoe...lmao
I am not shoe.
I thought that was your other name. My bad.
Oh phew! I thought I was going to have to start typing Mr. Poopshoe from now on.
1/29/2020 11:25 PM
Posted by Benis on 1/29/2020 11:25:00 PM (view original):
Posted by thewizard17 on 1/29/2020 11:22:00 PM (view original):
Posted by mrslam34 on 1/29/2020 11:11:00 PM (view original):
Posted by thewizard17 on 1/29/2020 10:53:00 PM (view original):
Posted by Benis on 1/29/2020 9:27:00 PM (view original):
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
Yeah that sounds right. Curious about the position weighting...
I don't think you realize it, but you just responded to shoe...lmao
I am not shoe.
I thought that was your other name. My bad.
Oh phew! I thought I was going to have to start typing Mr. Poopshoe from now on.
Do it.
1/29/2020 11:31 PM
Posted by mrslam34 on 1/29/2020 8:58:00 PM (view original):
I always thought the process was something like this, although I could be wrong:

1. Team passing (weighted by position) impacts whether a shot attempt is made. Better passing leads to a better overall FG%.
2. If a shot is made, RNG determines whether whether to award an assist.
3. If an assist is to be be awarded, RNG determines which player is given the assist (obviously weighted by passing skill and possibly position).

If this is anything close to correct, the actual awarding of the assist is window dressing in that the decision about whether the shot is made is determined prior to the assist decision. However, passing is very important both to avoid turnovers and increase FG%.
this is a good, concise summary of the situation. for the folks who i confused, sorry! (probably because i suck at writing!). i want to talk about the beginning of an offensive possession - i think this will provide context and hopefully illuminate the situation.

- when an offensive possession starts - simplified - the first major thing that happens is the game calls the RNG to decide which player has the ball. this isn't like, a totally random function or anything - the odds on who gets the ball is based on distro and many other things, but you do need to roll the dice to pick a player.

- once a player is picked, he can't pass. most of the time, he shoots - occasionally, he'll turn it over or there will be a foul. but there is no passing - a player is chosen and he basically shoots straight away.

- when the player shoots, in essence what the game is doing is computing an offensive score and a defensive score, comparing them to get a % chance for a made shot, and then the RNG is called to decide if he makes or misses. the offensive score is almost entirely based on the shooter's ratings - things like per, lp, ath and speed - but a small (less than 10%) part of the score is based on the passing and IQ of team mates. for a little more than half of the existence of HD, even that small factor didn't exist - the rating of the team mates (including passing and IQ) had zero impact on the shooting %.

- so, for most of the existence of HD, a shooter's team mates had NO impact on his shooting %. for example, suppose there is a big man taking a shot against a defender, and his PG and SG both have a whopping 100 bh and pass, with a+ iq - and that big man has a 54% chance to make the shot. well, if you redid the shot but gave the PG and SG 50 bh and 50 pass, and c- iq - the big man would STILL have a 54% chance to make it! as a result - we know that no matter how the sim engine worked, for most of the existence of HD, assists were 100% window dressing.

- in today's game, if a C is shooting, the PG, SG, SF, and PF's passing and IQ are combined and have a small impact on the C's shooting %. however, its not like someone passed the C the ball. there's no action for something like, a PG drives, draws 2 defenders, and find the wide open C three feet from the basket. there's no action at all - the C's shooting % just gets a small tick up if the rest of the team's pass/iq are good (its possible the C's pass/iq factors in as well, we don't know that detail).

- in both the old HD and today's HD, after a made shot, an RNG is called to decide if an assist happens. like the rest, this isn't a totally random factor - it looks at ratings like bh, pass, iq, and makes a guess at what a realistic rate of assists would be for a team like this - the goal is to make the window dressing look realistic, so of course a higher passing team is going to have more assists! this is why assists look kind of real, why teams who would assist more (if assists existed in the sim engine) have more assists.

- anyway, if the outcome of that RNG is: yes there's an assist, then the game calls another RNG to decide which player gets the assist - weighting players based on position and ratings like pass, iq, etc.

- two important things to take away there. first, the assignment of the assist does not tie back to any action by any player, it is simply a made up number designed to look realistic even though the sim engine otherwise has no concept of assists. two, the assignment of an assist is not even related to the contribution each player is making to the shooting % of the shooter - those two functions were built independently and basically have nothing to do with each other. it just happens that both rely on similar attributes, like passing, so the assist numbers probably look halfway decent. that's their job - after all, window dressing isn't dressing if it looks like garbage!
1/30/2020 12:09 AM
by the way, just to provide a bit of history. before HD existed, WIS had a game called sim basketball (or something, and it probably still exists), where you could make up teams from historical NBA players and sim those teams against each other. i never played it, but the sim engine for that is the basis for the HD sim engine.

well, there was a nice writeup (it might still exist) of the sim basketball engine, and the way it talks about assists is exactly how i describe, that they are total window dressing. well, about 11 years ago, a young coach gillispie (who was more obsessed with this game than a junkie and their heroin) wondered how similar the sim basketball engine was to the HD engine. after some analysis, i concluded they were basically identical, and that HD assists were also total window dressing.

i forget how it happened, but this topic came up on the forums and i paid a lot of attention due to my interest in the subject matter. such a lively conversation was spawned that admin was called upon to provide some clarity, and he confirmed that 1) the HD sim engine was built on the sim basketball engine (so, most of that write up applied), and 2) assists were window dressing.

i kind of miss those days - the days before 2.0, before the crazy messy release of potential. there was a good community of veterans who were pretty interested in understanding how this thing worked, what made it tick. it was definitely a less divided time, more of a collaborative effort to crack the code.
1/30/2020 12:18 AM
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