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Old 04-07-2005, 10:47 PM   #1
Jayzone
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Join Date: Apr 2004
Posts: 706
Lightbulb Improving player evaluation (being able to calculate expected/projected performance)

I think this issue is what’s holding OOTP from reaching the next level right now: OOTP simply does not have a very good idea on how a player would perform ("true" value of a player; expected stats production of a player). To put it simply, OOTP does not know very well on what are the expected performance stats given certain ratings and what are the future expected performance stats given certain talents. In other words, OOTP simply does not have a very good grasp on rating to stats translation.

The benefits are several folds.

First, if CPU GM know the true value of a player, then CPU could become more cunning simply because AI sees better/has better awareness – without even making CPU GM smarter. In a way, computer GMs are made to be able to see better now. If the true value is known, then it benefits AI in the way that AI will know to what contract to give (not becoming grossly overpaying players) and know what players to keep and acquire (draft, trade, FA, waiver, etc.). This way, we can also possibly minimize sign-n-release/trade-and-release type of transactions. Computer AI will know the true weakness of the team and can find replacement talent better. “Moneyball” type computer GM would also be made possible since computer GM knows where to find comparable talent (within certain amount of confidence) for possibly less cost. For players who consistently perform over/under expected performance (ratings), computer GMs can also calculate how of a risk/gamble that they want to take by overpaying such players. They would also know how much of a risk is too big. This way, players who have great ratings but poor performance will not get grossly overpaid. Or computer may sign those players at a very low price as 'gambles'. Same thing can also be said to players with performance exceeding ratings.

Second, AI could be made to be more competitive due to the fact AI will have a better idea on whether AI's team could contend this year or not (just do a simple pyth. win projection based on expected production from players). This way, GM could switch between the "win this year" mode or the "win in X year" mode. In a way, “Dan's Campaign for a GM” type implementation could be truly realized. (Plugging in for Dan now) Another way of looking at this is that teams can look at theird own division and determine how much is required to win the division title. In a weak diviison (ala AL Central), computer GM will know that they don't need to participate in big-name FA war in order to win the title. This has the benefit of making computer GMs to be more economically conscious in terms of managing team's resources. Computer GMs can know when and where to spend and when not to spend.

Third, scouting report could be made better in which OOTP could show the expected performance to user instead of ratings. For example, instead of showing contact rating = 85 or “… has a smooth classic stroke that you see in the game’s best hitters”, you can opt to make OOTP show that “this player has the ability to hit .300-.320 when healthy”, “this player is projected to hit over .300 at major league level”, or something like that. This will be great for generating accurate (to a degree) scouting report and such.

Forth but not the least, OOTP can have virtual columnist who could make fake pre-season prediction/trade commentary/power ranking and stuff like that. (akin to PureSim's PSPN but more complex)

Entirely not being self-promoting here, but the one of the possible approach would be implementing a similar (and more complex/better) mechanism/code like my Rating Translator utility in future OOTP - an internal function that can translate rating into expected performance stats within satisfactory accuracy. My approach is advantageous in the way that rating to stats relationship is dynamically determined - tailored to each league. However, the drawback is that you willl need to 'sim ahead' in order to perform accurate rating to stats mapping. Now with OOTP7 is supposed to run much faster, I would think the above disadvantage will be minimized.

Well, this are just some thoughts after making Rating Translator utility. All feedbacks, opinions or even critiques are welcome.
__________________
Rating Translator v0.93b (for OOTP 6/6.5) - released/updated on 03/13/05.
- The function of this utility is to translate both the player's ability and talent ratings into stats (expected performance).

Note: Rating Translator is now also hosted at jazzrack's CLB - OOTP Download.

Click here for the discussion on "How computer GM may be made smarter by having built-in rating translation ability"
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