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Forum > Goal Line Blitz > Does auto-adjust work by repeating successful plays or changing the %
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bacardi
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Because I (and other GM's I know) like to leave plays in the AI, and just set to them to 0% for games where they are not used. So if I have 3 plays that are set to 50% / 50% / 0%, suppose it called input1 for -1 yard and then called input2 for -2 yards. On the 3rd time, does it automatically choose input1? Will it change the numbers to something like 60% / 40% / 0% and then choose? Or change the numbers to 48% / 48% / 4%?

Basically, I'm worried about the last scenario.
 
Dr. Showtime
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it changes the % to make the bad thing come up less
 
AngryDragon
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I do not know but this is how I assumed it has been working.

Plays get called as your percents define them. As each play happens a positive or negative score is applied to the play depending on the results of that play. I think the auto adjust begins to play the plays with the highest positive scores more frequent. The frequency probably depends on how high you turned up the auto adjust very quick being the highest setting.

Keep in mind, I could be way off.
 
Bort
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Originally posted by AngryDragon
I do not know but this is how I assumed it has been working.

Plays get called as your percents define them. As each play happens a positive or negative score is applied to the play depending on the results of that play. I think the auto adjust begins to play the plays with the highest positive scores more frequent. The frequency probably depends on how high you turned up the auto adjust very quick being the highest setting.

Keep in mind, I could be way off.


Yep, as a play does better, it's percentage of calls rises. As it does poorly, its percentage decreases.
 
Dr. Showtime
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Originally posted by Bort
Originally posted by AngryDragon

I do not know but this is how I assumed it has been working.

Plays get called as your percents define them. As each play happens a positive or negative score is applied to the play depending on the results of that play. I think the auto adjust begins to play the plays with the highest positive scores more frequent. The frequency probably depends on how high you turned up the auto adjust very quick being the highest setting.

Keep in mind, I could be way off.


Yep, as a play does better, it's percentage of calls rises. As it does poorly, its percentage decreases.


just a better worded way of what I said
 
bacardi
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Originally posted by Bort
Originally posted by AngryDragon
I do not know but this is how I assumed it has been working.

Plays get called as your percents define them. As each play happens a positive or negative score is applied to the play depending on the results of that play. I think the auto adjust begins to play the plays with the highest positive scores more frequent. The frequency probably depends on how high you turned up the auto adjust very quick being the highest setting.

Keep in mind, I could be way off.

Yep, as a play does better, it's percentage of calls rises. As it does poorly, its percentage decreases.

I kinda assumed as much, but my question still stands. If I have 2 plays set to 100% and 0%, by your explanation, if play1 does poorly, its percentage decreases.. lets say to 98%. Does that mean the 0% plays suddenly has a chance at being called at 2%?

 
Forbin
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Originally posted by bacardi
Originally posted by Bort

Originally posted by AngryDragon

I do not know but this is how I assumed it has been working.

Plays get called as your percents define them. As each play happens a positive or negative score is applied to the play depending on the results of that play. I think the auto adjust begins to play the plays with the highest positive scores more frequent. The frequency probably depends on how high you turned up the auto adjust very quick being the highest setting.

Keep in mind, I could be way off.

Yep, as a play does better, it's percentage of calls rises. As it does poorly, its percentage decreases.

I kinda assumed as much, but my question still stands. If I have 2 plays set to 100% and 0%, by your explanation, if play1 does poorly, its percentage decreases.. lets say to 98%. Does that mean the 0% plays suddenly has a chance at being called at 2%?



That's what he said. The outputs ALWAYS equal 100%, to put it bluntly.
 
RobertRJS
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maybe if it's set to 0, then it never moves up? Perhaps he has something coded to prevent that.

It would annoy me if i set up an AI and i put a play at 0% rather than deleting it cuz I don't want to have to put it back in later and the play was ran anyway.

an answer to this would be good!
 
herbz
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Originally posted by RobertRJS
maybe if it's set to 0, then it never moves up? Perhaps he has something coded to prevent that.

It would annoy me if i set up an AI and i put a play at 0% rather than deleting it cuz I don't want to have to put it back in later and the play was ran anyway.

an answer to this would be good!

+1

lots of GM's do this, and i think they would at least want to know they have to delete a play completely if setting it to 0 might actually still let the play be called
 
AngryDragon
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I think if a play is set to 0% it can't get played so the percent can't be adjusted. I have been using the auto adjust on offense and defense and have many old outputs on defense set to 0%. I have not seen them used in any games.

I will use an example of one of my inputs and its outputs.

(Input)
Red Zone Shotgun 3 Wrs set to auto adjust very quickly
(Outputs)
0% 3-3-5 C2 P C
30% Nickel Press
30% Nickel Overload
30% Dime Overload
10% 4-2-5 C2 R W MLB

Now I could be wrong but the way I see it is that the plays with 30% should get an equal shot of being called the first time this situation happens. After the play is called if it does well it's percent will increase or decrease depending on the result of the play. If it does well it will increase but as we all know there is still a chance the other plays will be called if the situation happens again. Eventually if this situation happens enough I suspect the best play will be high enough percent to always be called in this situation.

Now the kicker is that if I get in this situation a lot. (I hope not lol) If it hapens a lot and say the offense calls the HB run to the weak side a lot and burns the other plays. Eventually they will drop lower than the weakside MLB blitz play and it should kick in to shut down the play. At least that is my hope. I may have to adjust the percents because it may take 3 or more bad redzone trips to kick in which may be too late to be useful. Still I think the basic idea has been explained with this example.
 
jdros13
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Serious question: If you have the same play call in multiple inputs, will its success or failure in one input adjust its frequency in another input?

For example from AD's play above.

If Nickle Press is getting killed on his 3rd and Long 3 WR SG Midfield input, will it in turn adjust down automatically on his Red Zone Shotgun 3 WR's input and vice versa, or is each input independent and therefore each output is treated as a different play by the sim? Some might want the outputs to adjust automatically throughout the gameplan, but personally I think that would be a disaster. If the sim is set up the way it is supposed to be it should be able to recognize the same play in multiple spots within the gameplan though which leads me to believe that your play would be dialed down in other situations.

If we remember back not so long ago, there was supposed to be a "repeat play penalty" added to offenses which everyone assumes exists now. If it does exist, I would assume that the sim can find each play under each output and can tell the difference between one play call and another.....otherwise, what would stop someone from finding the overpowered play and setting their Input/Output up like this:

Input: 1st Down

Outputs:
10% SI Slam
10% SI Slam
10% SI Slam
10% SI Slam
10% SI Slam
10% SI Slam
10% SI Slam
10% SI Slam
10% SI Slam
10% SI Slam

I'm staying far away from auto adjust since I really don't know the answer. If my particular concern has already been addressed and I've missed it (which is very possible) then please let me know.
Edited by jdros13 on Aug 16, 2009 12:35:33
 
AngryDragon
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Very good question jdros13. I would hope they are independent now that they are applied to inputs. I really do not know the answer and bet only Bort knows.
 
Bort
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Originally posted by RobertRJS
maybe if it's set to 0, then it never moves up? Perhaps he has something coded to prevent that.

It would annoy me if i set up an AI and i put a play at 0% rather than deleting it cuz I don't want to have to put it back in later and the play was ran anyway.

an answer to this would be good!


Zero won't ever get a chance to move up, because it will never get called.
 
Bort
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Originally posted by jdros13
Serious question: If you have the same play call in multiple inputs, will its success or failure in one input adjust its frequency in another input?


No, just that situation. It's adjusting the output's percentage, not the play.
 
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Is this only for defense because defense ran this play numerous times against my team today and not once did did the ROT even attempt to block but instead stood there jsut looking stupid. Shouldnt they be dropping back into an Automatic Pocket to protect QB if there is no one in front of them. This doesnt make sense if you ask me. Has nothing to do with speed of ROT, and vision for both ROT are over 50. Just seeing a major problem with blocking assignments so far this season.

http://goallineblitz.com/game/replay.pl?game_id=736423&pbp_id=3257060
http://goallineblitz.com/game/replay.pl?game_id=736423&pbp_id=3258369
http://goallineblitz.com/game/replay.pl?game_id=736423&pbp_id=3258898
http://goallineblitz.com/game/replay.pl?game_id=736423&pbp_id=3261886
http://goallineblitz.com/game/replay.pl?game_id=736423&pbp_id=3263034
Edited by morbid on Aug 16, 2009 14:02:20
 
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