2020 RULES: Playoff Simulation Efficiency and Automation
Posted: Tue Mar 17, 2020 5:06 pm
While I was simming the playoffs this year (well every year) thoughts go through my head about how can I make this complicated task easier. And it's not really a matter of just having more help. It's just a very detailed process that involves a high level of attention to not make mistakes during the most critical games. Because of that, it also makes it harder for me to dive into playoff simulations knowing I need a big chunk of uninterrupted time I can be completely focused on it. I think I may have a better way, so long as most are okay with the change.
POLL SUMMARY: So my suggestions for league input are:
- Change how we do multi-game averages to not be based upon complicated individual game tracking, but change to playoff round averages that apply to all in that round using an average.
- Change using real playoff game update options so that if a player's real playoff game is going to be used that it's used across all leagues.
These changes are recommended for efficiency as well as possibly taking our game simulation to enhanced levels of fair results. Here's why:
PLAYOFF SIMULATION NOW
First, here's how we do it now -- and I really like our multi-game average setup. If a QB, for example, averages .49 interceptions per game, we don't round down to 0 and have him throw 0 picks across 4 playoff games. Realistically, we give him 0 picks the first playoff game, but his multi-game average would give him an interception in the next game because over two games he'd be expected to have interception statistically. You can see those multi-game averages on the player profile page.
But that's where it gets complicated with teams able to use real performances also. Say a team uses their QB's real playoff game wildcard weekend and averages for all others. If they advance and use all averages next round, I then use 2nd game multi-game averages for most of their team except the QB who would get his first game average. Once we get deeper into the playoffs, and teams have different real game updates each round, you might have all sorts of players on the team on different multi-game averages. So I have to carefully keep track of that and do each player individually checking each one for how many averages used so far. Across all the leagues, a player might have different average updates from league to league.
DIFFERENT WAY: Multi-Game Average Adjustment
One way to really simplify that would be forget keeping track of individual players and how many playoff averages they've used. Right now all players have 4 multi-game averages showing on their profile page. Instead of it being 1st game, 2nd, 3rd and 4th games, we could just say all those 1st game averages are now wild card round averages. All 2nd multi-game averages are divisional round averages. All 3rd multi-game averages for conference championships. All 4th multi-game averages for super bowl average update.
So if your playoff team had a bye, when you played your first divisional round game you wouldn't be using 1st game averages any more. You'd be using the 2nd round divisional averages. That would apply to all teams across all leagues. Brady doesn't have a 1st game average in one league, a 2nd game average in another league from a wildcard team, etc. Your opponent who won a playoff game isn't into their 2nd game multi-game averages while you're on your first. Both teams are using 2nd game multi-game averages for the 2nd round.
If you used a real game update for your star QB in the wildcard round and then averages for all the next round, that QB isn't on his 1st game average like now but everybody including him would use the 2nd game 2nd round average.
It makes it less complicated to track, not having to double-check each individual for their personal averages used so far, and easier to sim. It also creates an opportunity to possibly automate simulating games if the update for player X is the same across all leagues for that week and not something that has to be manually managed individually one player at a time.
DIFFERENT WAY: Real Playoff Game Options
But there is one additional complication keeping all players in each playoff round from having the same update: real playoff game options.
Currently I give teams the option to say if they want to use a real playoff game update instead of the multi-game average. I like that also. It allows real football stories to impact us also. If a player becomes the biggest story of the NFL playoffs carrying his team to a championship, we want to bring that reality in here also. It also makes the playoffs a little less predictable than just averages alone where results might be predetermined without real update impacts. I also like that our sim teams benefit from having their players making big impact in winning real meaningful games. It also makes it complicated to track when a player's real game is used in one league but not another, and impossible to automate when such manual changes needed.
So how do we keep that real playoff game impact and excitement but make simming the games more efficient or even automated where we need the same update across all leagues for a player?
One way might be still having GMs speak up and nominate their player should have a real playoff game used, but having the league making the stat comparison and applying the use of either an average or real game update to that player across all leagues. So Derrick Henry wouldn't get a 200-yard real playoff game update in one league but not another where the GM didn't post and would get an averaged game now. The league would say that player's real game stats this round are obviously better than the averaged game this round, so we'll use his real playoff game update for all teams this round.
There are pros and cons to all of these suggestions, but the end result if implemented would be a standard set of playoff data to use in game simulations that's the same across all leagues each round, that isn't complicated to track or maintain, and allows us to quickly sim the results and possibly automate the process.
AUTOMATION GOALS:
One of my goals is automating game simulation, so I don't have to manually click a button for each game (16 games a week most weeks x 5 leagues = 80 games each week simmed). I don't do as much manually checking and tracking of course during the regular season as is required in the playoffs, but still takes time for both regular season (because so many) and post-season (because so detailed player tracking).
If I could get things setup where I load the game data and then tell the system it's ready to go, it could push those simulation buttons for me if I can get it setup right (including standard playoff data). Less work for me. Less human involvement in simming games for transparency. Less life impact on delays. More reliable timing of game results posting. And possibly better quality results. It hasn't been popular when asked before, but if I got to where the system was simming games instead of me manually, we could have it deliver more fair results where your playoff fate for a superior team didn't come down to an oddity upset that might have happened 1 out of 10 games. In theory if the system is simming games, we could have it sim a matchup multiple times behind the scenes (say 2 out of 3 to still keep some upset possibilities) and better reward the best teams. You'd know that the result was less fluky. It wasn't a one-in-a-million oddity, but something that when the matchup simulation happened the result is what should happen most of the time. I know most like keeping more unpredictability and upsets with odd results sometimes on a one roll of the dice result, but I have an interest in having the game simulator deliver the best quality results with as little flukes as possible.
POLL SUMMARY: So my suggestions for league input are:
- Change how we do multi-game averages to not be based upon complicated individual game tracking, but change to playoff round averages that apply to all in that round using an average.
- Change using real playoff game update options so that if a player's real playoff game is going to be used that it's used across all leagues.
These changes are recommended for efficiency as well as possibly taking our game simulation to enhanced levels of fair results. Here's why:
PLAYOFF SIMULATION NOW
First, here's how we do it now -- and I really like our multi-game average setup. If a QB, for example, averages .49 interceptions per game, we don't round down to 0 and have him throw 0 picks across 4 playoff games. Realistically, we give him 0 picks the first playoff game, but his multi-game average would give him an interception in the next game because over two games he'd be expected to have interception statistically. You can see those multi-game averages on the player profile page.
But that's where it gets complicated with teams able to use real performances also. Say a team uses their QB's real playoff game wildcard weekend and averages for all others. If they advance and use all averages next round, I then use 2nd game multi-game averages for most of their team except the QB who would get his first game average. Once we get deeper into the playoffs, and teams have different real game updates each round, you might have all sorts of players on the team on different multi-game averages. So I have to carefully keep track of that and do each player individually checking each one for how many averages used so far. Across all the leagues, a player might have different average updates from league to league.
DIFFERENT WAY: Multi-Game Average Adjustment
One way to really simplify that would be forget keeping track of individual players and how many playoff averages they've used. Right now all players have 4 multi-game averages showing on their profile page. Instead of it being 1st game, 2nd, 3rd and 4th games, we could just say all those 1st game averages are now wild card round averages. All 2nd multi-game averages are divisional round averages. All 3rd multi-game averages for conference championships. All 4th multi-game averages for super bowl average update.
So if your playoff team had a bye, when you played your first divisional round game you wouldn't be using 1st game averages any more. You'd be using the 2nd round divisional averages. That would apply to all teams across all leagues. Brady doesn't have a 1st game average in one league, a 2nd game average in another league from a wildcard team, etc. Your opponent who won a playoff game isn't into their 2nd game multi-game averages while you're on your first. Both teams are using 2nd game multi-game averages for the 2nd round.
If you used a real game update for your star QB in the wildcard round and then averages for all the next round, that QB isn't on his 1st game average like now but everybody including him would use the 2nd game 2nd round average.
It makes it less complicated to track, not having to double-check each individual for their personal averages used so far, and easier to sim. It also creates an opportunity to possibly automate simulating games if the update for player X is the same across all leagues for that week and not something that has to be manually managed individually one player at a time.
DIFFERENT WAY: Real Playoff Game Options
But there is one additional complication keeping all players in each playoff round from having the same update: real playoff game options.
Currently I give teams the option to say if they want to use a real playoff game update instead of the multi-game average. I like that also. It allows real football stories to impact us also. If a player becomes the biggest story of the NFL playoffs carrying his team to a championship, we want to bring that reality in here also. It also makes the playoffs a little less predictable than just averages alone where results might be predetermined without real update impacts. I also like that our sim teams benefit from having their players making big impact in winning real meaningful games. It also makes it complicated to track when a player's real game is used in one league but not another, and impossible to automate when such manual changes needed.
So how do we keep that real playoff game impact and excitement but make simming the games more efficient or even automated where we need the same update across all leagues for a player?
One way might be still having GMs speak up and nominate their player should have a real playoff game used, but having the league making the stat comparison and applying the use of either an average or real game update to that player across all leagues. So Derrick Henry wouldn't get a 200-yard real playoff game update in one league but not another where the GM didn't post and would get an averaged game now. The league would say that player's real game stats this round are obviously better than the averaged game this round, so we'll use his real playoff game update for all teams this round.
There are pros and cons to all of these suggestions, but the end result if implemented would be a standard set of playoff data to use in game simulations that's the same across all leagues each round, that isn't complicated to track or maintain, and allows us to quickly sim the results and possibly automate the process.
AUTOMATION GOALS:
One of my goals is automating game simulation, so I don't have to manually click a button for each game (16 games a week most weeks x 5 leagues = 80 games each week simmed). I don't do as much manually checking and tracking of course during the regular season as is required in the playoffs, but still takes time for both regular season (because so many) and post-season (because so detailed player tracking).
If I could get things setup where I load the game data and then tell the system it's ready to go, it could push those simulation buttons for me if I can get it setup right (including standard playoff data). Less work for me. Less human involvement in simming games for transparency. Less life impact on delays. More reliable timing of game results posting. And possibly better quality results. It hasn't been popular when asked before, but if I got to where the system was simming games instead of me manually, we could have it deliver more fair results where your playoff fate for a superior team didn't come down to an oddity upset that might have happened 1 out of 10 games. In theory if the system is simming games, we could have it sim a matchup multiple times behind the scenes (say 2 out of 3 to still keep some upset possibilities) and better reward the best teams. You'd know that the result was less fluky. It wasn't a one-in-a-million oddity, but something that when the matchup simulation happened the result is what should happen most of the time. I know most like keeping more unpredictability and upsets with odd results sometimes on a one roll of the dice result, but I have an interest in having the game simulator deliver the best quality results with as little flukes as possible.