ok so ive actually come up with a way to work out the ratio of the 4 offensive skill sets in determining whether or not a specific shot type will go in.
Note that this will only take into account a specific shot type AND it can only take into account the 'chances of it going in' part. This will not help determine the 'chances of the Game Engine selecting that player to make that shot' part. Make sense?
ok.
So its a 4unknown simultaneous equation. With the unknowns, being the factor in which each skill is used in determining how its used for a specific shot type.
eg: Driving layups!
JSw + JRx + DRy + ISz = FG% (for driving layups).
And what I can do is actually just have a rolling set of data from players and pump it through a spreadsheet.
SO for instance, if i had Player X, I know his stats, and then I can take the FG% from 4 different games and end up with 4 equations.
Player X has JS = 15, JR = 11, DR = 15 and IS = 4.
Then i get his FG% (of driving layups) from 4 games, which is 50, 25, 33, and 45
Then my 4 equations end up like so.
15w + 11x + 15y + 4z = 50
15w + 11x + 15y + 4z = 25
15w + 11x + 15y + 4z = 33
15w + 11x + 15y + 4z = 45
SO problem is, is that equation won't give me the correct numbers because of the other factors which are:
- Offense selected
- Defense select of the opponent
- OPpositions player stats? (eg: OD/ID/SB?)
- Players gameshape
- Stamina?
etc
BUT, the beauty about it, is that if i start building a catalogue of data, I can eliminate some of those extra factors and start to get cleaner results.
eg: Capture the Gameshape, capture the offense/defense, and then standardise the data - that is, only use Strong Gameshape and Base Offence vs M2M.
Then i could even show that relationships between the factors and selected offenses, which could potentially lead to showing that (for example) Base offence utilises more DR than IS on a driving layup.
I wonder how much data id need though, thats the question. This could be a season long data collection exercise.
Thoughts?