Posted by bpielcmc on 11/23/2021 6:11:00 PM (view original):
Man how I love your paragraph responses Gill! I mean this genuinely.
Two threads to follow but I'll break it up:
On BLK: if what TJ said is true (and I believe it) "Cosmetically, once the event tree decided a shot is blocked (which is after if it is a make or miss)." This means that the shot has already been missed so, even if a higher BLK makes it higher that a shot is labeled as a block vs labeled as a miss, the BLK function of shot-blocking is irrelevant because it hasn't turned any otherwise made shots into misses or lowered the number of shooting opportunities. Therefore only shot altering is of any importance? Unless... are blocked shots more likely to be rebounded by your own team?
On press:
Does anyone know then what are the frontcourt defense differences between FCP and HCP/M2M?
thanks! i know there's sometimes a limited audience for these things, but i feel like there are pretty many HD fanatics out there other than myself! plus i do it for myself really, i learn immensely via putting things out there. both from that internal process of integrity checking, consistency checking that happens when one verbalizes things, and from other folks poking holes or raising interesting questions.
anyway - i agree what TJ said is true too. there's sort of a lot of potential for confusion around wording on this one... this is very typical of all this TSF decision stuff, and where we talk sim engine mechanics. there's sort of two ways to look at this, conceptually and mechanically. conceptually, a player might block a shot, but he might have also altered it, causing a miss - so one shouldn't look at block stats and conclude the value of blocking. that was my point earlier (although i did exactly that as a rookie, which is part of why i ignored blocking entirely on my first generation of really good press teams - and it didn't hurt me. but that was luck / circumstance!).
mechanically, the actual block stats, like so many others, are distributed in a way, at a time, disconnected from the actual point of meaningful decision making. however, this doesn't inherently make those stats meaningless garbage. they could be essentially perfect, in spite of the disconnect, although in HD that is rarely the case (because they assign the stats to make the box score look realistic, or at least, are influenced by that desire). what probably is happening is, there's a formula around that make/miss, that is factoring in blocking. maybe X extra big man blocking is necessary for 2% of the total shots to become a miss, in some specific scenario, but then later, only 1% of total shots are called a block when stats are assigned. essentially, the make/miss formula is going to be factoring in block towards a missed shot, but without distinguishing between how that blocking is helping - via a full block, or via an altered shot.
in that sense, is it really appropriate to call that full 2% of the total shots becoming a miss, purely a function of blocking's shot-altering? probably not - the blocking impact in the make/miss decision was set to account for both contributions of blocking, even if its happening in one place. they might even be doing two calculations there, one for odds of a shot block, one for odds of a shot alter, but it all happens in that one state, before the key make/miss decision, and they just deal with the assigning of stats later.
with these algorithms and programming, you can often do equivalent things, or from a macro level, equivalent-enough things, by breaking stuff down many different ways, handling steps in many different orders. the game's order doesn't really have to make sense a basketball standpoint, for it to still work well. one of the absolute trickiest lines of inquiry in this game is, to what extent are these individual and team stats, which are applied after the key decisions have been made, 'real'? or 'window dressing'? the range is theoretically 0% to 100%. its about the connection between the way the stats are doled out later, and the way the stats get factored in at decision time. sometimes, like with assists 10 years ago, there was 0% connection - bh/pass had no impact on the fg% of team mates, and assists were just made up afterwards, completely disconnected from anything that happened earlier. other times, like with blocking, there is a relatively good tie (in my opinion), meaning the way the game distributes the block stats seems to mostly line up with each player's contributions to the team blocking effort that was factored in at make/miss time (although i agree with TJ that blk is more important at the 1-2 for shorter range 2s than the stats show, and than folks tend to believe - still, blk is definitely not a guard core in any system). it can get fairly complex, and its very hard for us to really know answers here, its a lot of speculation that requires an awful lot of context. and its very easy to be thrown off by underlying mechanical realities, its hard to think about this stuff and to make sense of it.