Posted by ozomatli on 11/30/2020 4:42:00 AM (view original):
Wow, herculean effort here. Really impressive. I love this topic because it is so misunderstood in our community and this does a great job trying to get to the bottom of it.
I'll admit I haven't had time to go through it all in detail but can share some context that may be helpful for discussion and analysis from my time playing LIVE in the early 00's. For context, LIVE used the same engine simulated games of SLB use, but a difference was that you got the actually see the Fatigue % of a pitcher change in-game.
- Pitchers are not at 100% until they hit their IP/G allocated PC. Instead, pitchers start dropping below 100% immediately. Pitchers with high IP/G in real life may stay in the upper nineties for quite some time, but definitely not 100. Pitchers with low IP/G fall below 100 after a single pitch.
- In-game fatigue is not linear. As implied by the above point, a pitcher with good IP/G may stay in the upper nineties for a while, but the closer they get to their real life IP/G equivalent pitches in the game, the faster they will fatigue. I don't have great intuition around how/when the slope increases but it was always gradual. Each 10% goes away faster than the previous one.
- In-game fatigue is based not only on IP/G but also season usage. The closer a pitcher is to their sim-allocated pitch total for the season, the quicker they will fatigue in-game. This may or may not also be related to simply how far along in a season it is (# of games played by the team) — I think this last part is unlikely though.
This is excellent, and I did play a ton of live back in the day, and remember seeing the fatigue % drop, but couldn't remember at all the whens and hows of it. I do think in-game fatigue may still be linear in its displayed value just because we thought for years that pitch-based and appearance fatigue were not linear, but as we've broken those down, they've turned out to be very straightforward, though appearance fatigue does use modifier. Even the effects of fatigue, which admin says is the same across all fatigue types was assumed to be not linear, but the more I play with it, the more I'm convinced it is incredibly linear and simply applied as a multiplier on the base stats used in the decision tree (i.e., 70% fatigue = OAV*1.3). In-game fatigue is probably similarly linear, but may have a modifier or a baseline change to accelerate the effect. To your last point, appearance fatigue has a modifier based on season usage in regards to total pitches related to allocated pitches, so I wouldn't be surprised if in-game fatigue had a similar modifier used as the accelerator, but that it was still linear once that multiplier is added.
When I update the post with a link to the google sheet of data, I'll change the wording on in-game fatigue and the combined fatigue to better reflect that this is a percentage of the allocated pitches for the pitchers IP/G and not the true in-game fatigue %; which, without live-play, we may not be able to nail down exactly.
these charts still shows the relationship of in-game fatigue and performance, and to the point above, I believe shows a fairly linear effect.
Thanks for the input, Mike, great points to help better communicate this topic.