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From: GM-hrudey

This Post:
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259783.6 in reply to 259783.5
Date: 6/28/2014 5:03:46 PM
Overall Posts Rated:
32293229
What I want to be changed are those annoying last minute substitutions,when you are training and you find out that your player was replaced at the last couple minutes and you get no full training.

They also need to fix the last minute substitutions in intense close games.
Then your team loses because you started some reserve in case of injuries,
so that your minutes don't go through the roof.


If we were talking about changes, I think it would be ideal to have the ability to choose high level substitution patterns (play starters / play to win / rotate frequently) so we could actually pick who came in for injuries/foul outs when trying to manage minutes in a certain way.

This Post:
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259783.7 in reply to 259783.5
Date: 6/28/2014 10:20:31 PM
Overall Posts Rated:
766766
appreciate the comments.

Im trying to keep the thread non-change focused. which is why i didnt post it in suggestions.

Thanks for chiming in though, and ill take on board the comments about the substitution patterns in future discussions around the Game engine and what happens in the last few minutes of a quarter. ill actually bold that so i can remember.
Substitution patterns in final minutes

Im just trying to keep it narrow focused around what is implemented now, how it potentially works, what factors play a role ahead of other factors and generally, what evidence supports these theories.

Essentially its like a Game engine theoretical analysis thread :)

This Post:
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259783.8 in reply to 259783.7
Date: 6/28/2014 10:59:47 PM
Headless Thompson Gunners
Naismith
Overall Posts Rated:
719719
Second Team:
Canada Purple Haze BC
Bottom line
If a team is winning by a lot, even if you ask coach to strictly follow depth chart, he doesn't.
Grounds for firing I think when he does that several times a season with a high priced prospect
not to mention giving the minutes to a player and ruining said player's GS

This Post:
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259783.9 in reply to 259783.8
Date: 7/1/2014 3:11:41 AM
Overall Posts Rated:
766766
ok im going to jump around a bit here.

under the assumption that the engine successfully exits from part A (ie: half court), part B is entered. There are a few basic events that will happen here.
- Steal.
- Turnover.
- 3pt shot attempt.
- 2pt Shot attempt.
- Non-shooting foul.

The way that the GE enters into one of those events is going to be very much dependant upon the offensive selection vs defensive selection and i dont want to quite get into that just yet. i want to perhaps focus on something a bit more specific like, a simpel jump shot.

So lets say that the GE has decided that player X is going to shoot the ball (as a 2pt attempt) and lets just remove the fact of how he got there (eg: Drive/pass etc). Lets just say for simplicity that he is going to shoot the ball somehow.

However - the game engine will take into account some entry information. This would be:
- shot clock/Game clock (<time>)
- Driving to shoot or shooting off a pass (<shot_entry>)
- Self-created shot. *
Ive asterixed that last point because im not sure if its valid or not. I will just park it for now.

So you have a basic formula of <time> + <shot_entry>

Now lets look at the player stats - Player X has Jump shot + jump range definitely in play here. This is where im goign to get quite speculative. A normal Jump shot from say, 2ft inside the key, I would say has zero factor of inside shot. What about a pull up jump shot from just below the FT line? Does this take into accoutn inside shot? Lets say it does, and that sometimes, the factor against IS is zero.
So we have - JS + JR + IS. (ive corrected myself later down the page on here - just showing my working).

What about driving? Driving will defiantely be a factor of how the player drives in order to get into that position to take the shot, but does it influence the actual shot itself? Im actually thinking it doesn't.

So I think we have the player stats covered. Lets just ignore stamina and experience for the moment as well.

The factors which are applied against the JS, IS and JR skills will be a factor of the distance from the ring. <distance> Pretty easy. Except that i dont think it gets applied against JS.
So we have (JS + (<distance_factor>*JR + <distance_factor*IS>)).

As ive typed that, im thinking more and more, that IS is not part of the calculation. I think there will be two shot types - A jumpshot and a drive. Jumpshot will use JS and JR, drive and dunk/layup will use IS.

So its simply (JS + <distance_factor>*JR) - Pretty straight forward. Distance factor at just inside the 3pt line could be say, 0.5 and increases as youg et closer to the rim, and decreases as you get further out (that will be dealt with in 3pt shot). Higher JS and Higher JR will result in a higher net score. So literally, a 2pft Jumpshot, from 15ft out could be something like that
(15JS + (0.8)*12JR) = 24.6 - Actually I think the JR gets applied to the JS as a factor. So the formula is actually.

JS * <distance_factor>*JR) - in the above scenario again, it would be (15 * (0.8)*12) = 144


Last edited by Coach Regan at 7/1/2014 3:11:55 AM

This Post:
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259783.10 in reply to 259783.9
Date: 7/1/2014 3:20:39 AM
Overall Posts Rated:
766766
So lets explore that. Player X has 15 Jump shot, but instead he has Atrocious JR - So the number is 12. If we used Jump shot of 15 as the baseline and listed the scores that would come about from the list of Jump ranges, where the distance factor is 1.0 (ie; really close jump shot, distance).
So the formula being - 15 * <1.0>*Jump Range
and ive just listed every 2nd one in the table below.
<b> Jump Range - Net result</b>
1 - 15
3- 54
5- 75
7- 105
9- 135
11- 165
13- 195
15- 225
SO - what does this mean. Someone with atrocious Jump range is purely reliant on their jump shot for getting the shot in. Whereas someone with equal Jump Range to their jump shot gets an enormous benefit.

Is this right? ooooooooo questions - ok so im not sure What I can do though, is im going to analyse some of the game data using that game analyzer tool. For the above hypothesis, im going to look at the Jump shots taken by guys on my team, whom i know the Jump shot and Range. Shots not taken off of a drive. And ill see what i come back with. There will be some variance due to the differring defences played and OD of the opposition, but if i use the same players, and the same scenarios for a whole season of static statistical measures, I should be able to get rid of the noise from other factors. WE SHALL SEE!

This Post:
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259783.11 in reply to 259783.10
Date: 7/1/2014 8:20:01 AM
Overall Posts Rated:
323323
In your two posts I have never been shocked with the amount of data you put in.
Where did you get all this data?

This Post:
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259783.13 in reply to 259783.12
Date: 7/2/2014 2:21:23 AM
Overall Posts Rated:
766766
thats awesome feedback thanks for that, ill spend some time adjusting some items and post some better details later.

Im assuming some of the conversations you have had were outside of the federation? like ur chats with BBs? So id be able to find them?



This Post:
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259783.15 in reply to 259783.14
Date: 7/2/2014 6:53:08 AM
Overall Posts Rated:
766766
id like to hear more about this.
Just to clarify, i believe he is saying that a driving layup shot itself. .... in other words, what contributes to a players driving FG%.

- personally for me i always thought DR + IS = layup/dunk off of a drive. (although sometimes pull up JS? Not sure). Either way, I think a drive almost always leads to a shot inside the key, to which IS is going to be used? So either way, IS has to be used?

If IS has no direct influence on driving layups, then how would you determine one players ability to make layups over another? Purely on driving?



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