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Old 03-06-2026, 03:50 PM   #21
Sweed
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Originally Posted by texasmame View Post
Baseball for Windows had one back in the mid 90s.
If were talking about something that will make an MLB type schedule, and I thought we were, I'm guessing it wasn't doing anything close to that. MLB in the 90's didn't have schedules being made by a computer.
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Old 03-06-2026, 04:43 PM   #22
textilemonster
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I wish everyone who ever asks for this would just try to make their own schedule, not alone a schedule generator. Unless they were an absolute genius, they'd probably very soon say to themselves, "yikes, this isn't easy!", or they have very low expectations / requirements.
That's a good point, we need to be able to agree on what we want from a schedule generator before we can really expect OOTP to 'improve' it.

Like, reading some other people's wants on here, I DO have low standards: Does every team play the same number of games? Does the season end too soon for me, month-wise? Does... Actually, that's it, I'm good to go.
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Old 03-06-2026, 05:02 PM   #23
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Even when I put together a smaller schedule, there are still certain constraints that require extra work to put together a schedule close to reality. Admittedly, I'm more anal than most when it comes to schedules, but I'm sure we also have a lot of sophisticated players on this board that would want something closer to reality than just "every team plays the same number of home and away games, and it doesn't matter if a team plays 21 in a row on the road."

AI is not a magic elixir. Tried to create a simple, small-league schedule with different AI prompts last week, and found AI telling me a requirement was met. Then when I looked into it, the requirement was not met. I would only use AI to try to remove the tedious parts of the process. But if it can't handle the foundational pieces, I have trouble expecting it to handle more complex requirements.
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Old 03-06-2026, 05:04 PM   #24
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Originally Posted by WhiskyTango View Post
With AI the magic is in the prompts.
...
Success may exist if you break the problem down into smaller iterations and then try to put them together. Get AI to work on small batch files, each one doing a small, simple task. It's good at that. Will require much more thought and experimentation though. For that reason could be much more interesting.
This is a smart approach. I've used it to take raw schedule files - by "raw" I mean the many files that users such as LGO have created that are in a format that is comprehensive but *not* in OOTP schedule file format - and had AI create batch files to turn those into files that add'l batch files can work with. Long story short-ish: If I ask AI to take those raw files and turn them into OOTP schedules files I will end up wasting hours and will get nothing in return except less love for AI. If, however, I have AI essentially create several tools for me to get there, it's very helpful.
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Old 03-07-2026, 06:26 PM   #25
WhiskyTango
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Originally Posted by thehef View Post
This is a smart approach. I've used it to take raw schedule files - by "raw" I mean the many files that users such as LGO have created that are in a format that is comprehensive but *not* in OOTP schedule file format - and had AI create batch files to turn those into files that add'l batch files can work with. Long story short-ish: If I ask AI to take those raw files and turn them into OOTP schedules files I will end up wasting hours and will get nothing in return except less love for AI. If, however, I have AI essentially create several tools for me to get there, it's very helpful.

Yes, though what it means is that one becomes essentially a software engineer or architect, a task hardly less daunting nor more likely. Still, it would be interesting so see if those who already do make schedules in the mods section can utilize AI in just this way.


And would also be interesting to see how a small development team like OOTPD can utilize it in the production process.
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Old 03-08-2026, 02:39 PM   #26
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