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Faced with this scenario in real life, human managers would doubtless walk Brothers every time, thereby reducing his wOBA to a "mere" .690 from whatever astronomical level it reaches in the equivalent of A Ball. You've demonstrated that OOTP's AI logic isn't designed to consider circumstances like this -- a rational programming decision, since batters shouldn't wind up that badly mismatched to the competition. If they do, the settings chosen by the player are unrealistic. (I take it that Brothers has somehow wound up in a mediocre league that neither sells nor posts players and that he has agreed to a several year contract at, presumably, a tiny fraction of the salary that he could earn in MLB.)
What the AI does (I have no inside information, but it seems pretty obvious) is look first at the situation: first base empty? Runners on second, third or both? Fewer than two outs? A close score? A dangerous man at bat? If those conditions don't exist, it won't even consider an IBB. In your game, Dan Brothers always meets the last condition, but how often the others may exist isn't predictable.
In any event, how well a simulation mechanic performs in extreme and unrealistic cases tells us little about its ability to reflect reality with reasonable accuracy.
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