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Old 05-27-2016, 08:33 PM   #1
T-Bone
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Question Question re: AI GM Logic

So - here is the question:

Why does the AI sign and release the same free agent on the same day?
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Old 05-27-2016, 08:42 PM   #2
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My theory is as follows. Two different programming modules:
  1. Evaluate available free agents and sign a few, followed by
  2. Evaluate roster and find that some players should be released.
It looks instantaneous to us but I bet it actually operates along these lines. First one, then the other.
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Old 05-27-2016, 08:55 PM   #3
T-Bone
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Quote:
Originally Posted by Déjà Bru View Post
My theory is as follows. Two different programming modules:
  1. Evaluate available free agents and sign a few, followed by
  2. Evaluate roster and find that some players should be released.
It looks instantaneous to us but I bet it actually operates along these lines. First one, then the other.
That actually makes a lot of sense!!
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Old 05-27-2016, 10:17 PM   #4
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That actually makes a lot of sense!!
If I am right, sure, it's a bit of a flaw but, although there is time compression (like, it happens in one day of game time), you could rationalize it as they signed the guy, tried him out, found that he did not measure up, and they needed his roster spot. In a tough decision which could have gone either way, they had to cut their losses and let him go.

Heh. Only a fan boy could come up with something like that.
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Old 05-27-2016, 10:31 PM   #5
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Quote:
Originally Posted by Déjà Bru View Post
If I am right, sure, it's a bit of a flaw but, although there is time compression (like, it happens in one day of game time), you could rationalize it as they signed the guy, tried him out, found that he did not measure up, and they needed his roster spot. In a tough decision which could have gone either way, they had to cut their losses and let him go.

Heh. Only a fan boy could come up with something like that.
Minor league roster limits
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Old 05-27-2016, 10:51 PM   #6
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Limits help or hurt?
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Old 05-28-2016, 11:15 AM   #7
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Limits help or hurt?
The AI has trouble dealing with roster limits. In my leagues, I set all of the minor leagues to unlimited but am careful to make sure that my own teams observe more or less real life limits. That seems to make decisions easier for the AI GM's.
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Old 05-28-2016, 11:26 AM   #8
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Originally Posted by TomVeal View Post
The AI has trouble dealing with roster limits. In my leagues, I set all of the minor leagues to unlimited but am careful to make sure that my own teams observe more or less real life limits. That seems to make decisions easier for the AI GM's.
Yes, that's what I do. Occasionally, especially in a mediocre draft, I will get lazy and let my scout draft while knowing that the lowest minor league affiliate already has a full or near-full roster.

That's one instance where I see what OP talks about; the game handles the draft for me as I wished, then evaluates the roster and promptly dumps many of the youngsters it just drafted. That's the way the game is designed, it seems.
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Old 05-28-2016, 11:56 AM   #9
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Quote:
Originally Posted by TomVeal View Post
The AI has trouble dealing with roster limits. In my leagues, I set all of the minor leagues to unlimited but am careful to make sure that my own teams observe more or less real life limits. That seems to make decisions easier for the AI GM's.
I have no problem with this issue. Here are my roster limits at each level:

ML 25
AAA 25
AA 26
A 27
SA 28
R unlimited
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Old 05-28-2016, 11:57 AM   #10
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Minor league roster limits
I don't know how many times I have to say this: then fix the issue. Roster limits as a feature should work without this kind of thing happening.

I'm not trying to sound angry at anyone, but it's almost as though roster limits get thrown around as a feasible excuse

Last edited by PSUColonel; 05-28-2016 at 11:58 AM.
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Old 05-28-2016, 12:18 PM   #11
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I don't know how many times I have to say this: then fix the issue. Roster limits as a feature should work without this kind of thing happening.

I'm not trying to sound angry at anyone, but it's almost as though roster limits get thrown around as a feasible excuse
You have a legitimate gripe. The program should be sophisticated enough to "look before it leaps" especially in signing free agents. If it is going to have roster problems after signing a free agent, and the player himself is likely to be chopped as a result, then the game should not be signing the free agent in the first place.

In the other example that I discussed above, drafting with minor league or reserve rosters already full, only to see just-completed draftees released, perhaps the game should send a message to that effect, warning that such action will be taken or, even better, if the draft is automated then let it make its own roster decisions as the draft proceeds. That is, either make room for the current draftee or refrain from drafting in the first place because people already on the rookie roster are better than who is available in the draft.
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Old 05-28-2016, 01:53 PM   #12
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if i leave limits off, they tend to adhere to the other setting about # of positiong players and # of pitchers settings.

if i turn them on, they actually fill their team to the limit without any thought. more isn't better in this case... maybe they just need to add a "pot > XX" for any player beyond the normal roster size (from the # of pitchers/position players settings values).

if you want your minors to have more than 25 players, i'd suggest leaving the roster limit as "no limit" and changing the # of pitchers and batters on teh Stats and AI settings page.

have 14 batters and 13 pitchers = 27 etc etc.

those limits just cause teams to bloat for no reason from what i can see. i also like age limits more so than roster limits. i set A-AA at 28 (double check manual for age at which development stops) ... AAA i leave unlimited for obvious reasons... but ML depth probably shouldn't be in AA or lower. i think i use 25 for rookie and Short A. i set those relatively high just in case a late bloomer is still down there... if they are only good enough for rookie, i assume they need at least a couple years to develop - maybe i should use 26?

this is new for me, so likely need to adjust this strategy if it causes odd things to happen. my goal is to have less old players that simply cannot develop anymore in R-AA minors.. they are taking valueable spaces of players more likely to develop - wehther on bench or even MiL FA. i think that's in line with how it normally operates in real life... older players still in A and lower aren't valued very highly for a reason.

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