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#1 |
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All Star Reserve
Join Date: Apr 2004
Posts: 706
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125-year test sim result vs. default league total
All right, I have been setting up and few leagues (with few modified settings but default league total) and thinking about using one of them as my solo league. So, I ran the 20-year sim for them just to build up history before I dive in. Curiously, I found that the year-end league stats total seems to be... slightly offense inflated - particularly in the HR department. And this happens to all the leagues that I ran. Finding this strange, I decided to run a test league with mostly deafult settings and see what happens after running 100+ years of sims.
Here are the League settings: 2 sub leagues - one DH, one without DH 20 teams in total, 10 teams each sub league Five levels of minor leagues (R to AAA) Most of settings are left at default (including injury at normal) Changed setting: Amateur draft - 20 rounds with 21 rounds created Total sim duration: 125 years Here is the default league total setting that I used (and you see it in OOTP): Code:
League total setting (default) AB 166714 H 43972 K 32884 2B 9014 3B 886 HR 4878 BB 16337 HBP 1672 Code:
Tranlation into per team per game AB 34.30329 H 9.047737 K 6.766255 1B 6.006996 2B 1.854733 3B 0.182305 2B+3B 2.037037 HR 1.003704 BB 3.361523 HBP 0.344033 Code:
125-year sim result (per team per game) AB H K 1B 2B 3B (2B+3B) HR BB HBP AB 34.80601 H 9.24356 K 6.874153 1B 6.06883 2B 1.80356 3B 0.234207 2B+3B 2.037768 HR 1.136963 BB 3.356306 HBP 0.45797 Code:
Put this into the context of percentages (Sim result/league total %) AB H K 1B 2B 3B (2B+3B) HR BB HBP AB 101.4655 H 102.1643 K 101.5946 1B 101.0294 2B 97.241 3B 128.4704 2B+3B 100.0359 HR 113.2768 BB 99.84482 HBP 133.1182 Doubles and triples are actually in line with league total setting if you compare the total of the two. This is because the difference between 2B & 3B is subject to runner speed, defense, park factors, and of course possibly relatively small sample size. Besides that, there is little distinction for where/how the balls was hit between the two. Since the total of 2B+3B is comparable between sim results and league total setting, I'd consider the result as accepatable but maybe improved with further tweaks. HR and HBP are troublesome, being quite a bit off the mark. The HR total is off by an average of 21.588 HRs per team per season. And HBP is off by 18.4579. And this is pretty much in line with what I have seen with my other leagues. I do wonder why is this the case as with default settings, the league resulting stats should match up with league total according toe the manual. Even though park factors are random as per default setting, it is simple not enough to (and shouldn't) account for the difference. I will check on the park factors once I am home today but I don't believe the park factor will induce an overall HR inflation of 13.3%. (Edit: I have already checked. The league average park factor is about 1. So, no, park factor is not an influence here.) Plus, I have also seen this HR inflation in my other leagues. Of course, the reason may also be how AI is assemble the team (putting HR hitters in more?), possible league wide movement/power mismatch between pitcher and batters (developlment?), or the league may just not taliored to the league total in HR department - unlike the other stats. Or maybe the power ability rating spread is different than other ratings (league average PWR rating is higher than say, CON, EYE, etc. ?). Of course, the solution maybe just to put in league total modifier of say 0.87 or so. Sure, this would bring the resultant sim result in line and the overall pitching performance would improve, but such solution will severely compress individual player HR output - as a previously 50 HR player would now become 43.5 HR player. And no, I don't want to see that happen either. Now, I am wondering what can be done to tweak the total in order to bring the ficitonal league output in line with what it is supposed to produce. Both on the league level and also individual level. Or maybe this is only something can be done by Markus.
__________________
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" Last edited by Jayzone; 06-23-2009 at 11:53 PM. |
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#2 |
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All Star Reserve
Join Date: Apr 2004
Posts: 706
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Oh, and also, here is a graph of league HR sim results from year 1 to year 125.
The Blue is from the entire league. The Green is from the DH sub-league. The Red is from the no-DH sub-league. The league total setting is rated at 162.6 HRs per team per 162-game season. As you can see, the majority of the seasons has a total much higher than that - including the supposely weaker no-DH sub-league.
__________________
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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#3 |
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Minors (Triple A)
Join Date: Apr 2002
Posts: 277
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I have found similar issues w/ smaller samples (typically 20 - 25 years). I beleive the issue has to be w/ the AI or the player creation/development, since it occurs in both the default league and also in a league whose totals I modified to recreate 80's stat output.
Unfortunately, I don't know of any solution from the user end to fix this problem -- as mentioned, moving the PCM's around messes w/ the individual outputs, which for the most part I have found to be better than in prior year's. If it is the AI, there is nothing the user can do to stop it from doing its thing. It may be correctly evaluating players (i.e. selecting players who produce the most runs), but this process does seem to skew the league totals as time progresses. I am interested if there is any solution to this problem, but have moved forward under the assumption that such solution will have to come from Markus and not the user. |
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#4 |
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Hall Of Famer
Join Date: Apr 2008
Location: Elk Twp. NJ
Posts: 6,763
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Unfortunately,park factors can absolutely cause a 13% increase in the number of homers.In my tests during beta,I found the ballpark factors to be quite potent in increasing offense,but not potent enough in decreasing it which unfortunately causes what you are seeing.
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We're All Wednesday Aren't We? WAWAW |
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#5 |
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Minors (Triple A)
Join Date: Apr 2002
Posts: 277
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Perhaps I was not concise enough in my post -- What I see occurring is that as time goes on, the runs scored per game increase. Here is an examples from a 30+ test league I have run:
Settings: MAL, Standard - No modifications League Totals (Standard) AB: 166714 H: 43972 2B: 9014 3B: 886 HR: 4878 BB: 16337 HB: 1672 SO: 32884 Total League HR's: Year 1: 4466 Year 5: 5403 Year 15: 5999 Year 25: 6081 Runs Scored Per Game: Year 1: 5.08 Year 5: 5.18 Year 15: 5.32 Year 24: 5.43 All other stats stay closer to the league totals (here is quick poorly formatted summary (Yr1, Yr5, Yr15, Yr25) 2B: 9828, 9452, 9307, 9196 (Higher, but declining through time) 3B: 1225, 1143, 1201, 1133 (These are obviously high (but somewhat consistent) BB: 16414, 16518, 16826, 17097 SO: 30868, 31472, 33967, 32935 I have run other tests with similar results --- Over time, More HR's are hit -- My theory is that the AI values walks and HR's over other skills (I'm not necessarily disagreeing w/ it, just stating my thought of what the AI is doing) and therefore the player mix gets skewed as time moves on. I'm all for ebbs and flows, but it seems from the few 25 year samples I have run, the same escalation in HR's and runs occurs. I have yet to see a 25 year run where runs decreased in the same manner, which is somewhat bothersome. Just wondering if anyone else is seeing the same time of escalation, or if I need to run 100 25 year tests to confirm (assuming I could find a babysitter for the remainder of the week)
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#6 | |
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All Star Reserve
Join Date: Apr 2004
Posts: 706
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Park factor is NOT a factor in this test sim
Quote:
__________________
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" Last edited by Jayzone; 06-24-2009 at 12:05 AM. |
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#7 |
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All Star Reserve
Join Date: Apr 2004
Posts: 706
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R/G in this test sim
As for the R/G, I can't say that I am seeing that trend either in this test sim or other leagues that I have. A short period of increase or decrease, yes, but never a continous increasing/decreasing trend over a very long period of time.
The attached graph is what I have for this test sim. The closest thing that I am seeing is the run trend between year 70 to year 91 (a general trend of increasing upward). However, after that, the league stabilize backtoward its average R/G value again. Note: the average value of R/G for this 125-year test sim is 5.0344 with a max of 5.323148 and a min of 4.700349. The first year value is 5.188889.
__________________
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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#8 |
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Minors (Triple A)
Join Date: Apr 2002
Posts: 277
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Jayzone-
Thanks for the info. I guess I'll run a few more tests --- maybe I was just running into anomalies w/ respect to player creation. Or maybe Bud Selig hadn't cracked down on steroids yet. Last edited by atlbrave1; 06-24-2009 at 10:11 AM. Reason: typo |
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