Simulation Adjustments for 2023
Posted: Mon Feb 27, 2023 11:05 pm
I hope to find some time this off-season to dig into the game simulator a bit more and ensure everything's working as intended or better ahead. If there are any things you've noticed in simulations you'd like me to take a look at, respond here or send PM.
Toward the end of the regular season going toward the playoffs, I did clean some things up that I'd had on a to-do list from last year's notes. So hopefully things ran a bit smoother later in the year. I modernized some of the decision making a bit toward modern NFL where they are more likely to go for it on 4th and short in more situations, and modified some of the decision making in some cases I'd noted before that I thought should be adjusted. Hoping to do more with that ahead.
QB passing yards was one stat that seemed consistently lower than I'd expect usually outside of sim shoot-out games. Part of that is understandable if there's a big blowout and the sim team wants to run out the clock more than pile up passing stats. A win is a win no matter the stats. Receiver stats also play into keeping QB numbers down sometimes. While the QB stats matter most, receiver stats also play a part in completion yard calculations. We've adjusted the time per play a bit the past few seasons and will take another look at that in hopes that we get our sim players as much opportunities as real ones get for their stats. May look into some later game make-up plays to roster backups to try to get in more yardage for QBs without getting depth chart receiver stats too far out of whack. Also could make sense later in the game as attempts wind down for RBs WRs also to boost per plays even more if players were further behind their stats and chances to make that up lowering.
While we have to keep touchdowns realistically tied to being within scoring range, we could look at possibly extending performance per play even more in cases where players weren't getting enough redzone chances to take advantage of their autoscore updates. Probably some adjusting needed there too in play calling to where if it's a run or pass should perhaps consider if there are any autoscores in that situation and push the decisions more in those directions toward those stats instead of considering that if a certain type of play is called for the situation.
Punting and kicking are a little tricky to work within the the sim because we're dealing with small sample sizes and game situations where sometimes it's worse to have a longer punt if it goes for a touchback instead of a shorter one pinning the team down more. But heads up to teams who don't carry or replace hurt kickers/punters that we're taking a closer look at those in the programming ahead to ensure it's as it should best be. I think realistically that should mean lots more misses for teams with poor kicker situations/updates outside of short ones, and perhaps more makes for teams with real kickers with real game stats who didn't have bad misses to account for with some reduction in randomness odds there. But will have to look deeper into kicking/punting stats and how we're doing and see what adjustments make sense.
We'd previously discussed and set some provisions in place to prevent against small sample averages unrealistically being exploited in the playoffs that use averages. Like a backup RB getting a 1-game week 17 chance to play when all the starters resting and puts up big stats in one game, we'd said before I think we'll at least require 2 games minimum for playoff averages so it would at least cut any extreme small sample cases in half. Had some complaints about backup QBs with lesser stats or garbage time stat padding and their sim performances on smaller updates. May look at minimizing small samples with higher game requirements for the average calculation and looking more at how players perform past their update stats to ensure it's as expected.
I never get around to it as it's complicated, but also a goal to get things setup to have the system run games itself for me on a schedule instead of me manually doing it for each game across six leagues.
Also hoping to enhance the actual game displays a bit as I can as time allows. Maybe getting more into further emphasizing the grade advantages that are helping dictate the results beyond just the fantasy numbers and scores people are seeing on their TVs. I was always most interested in just getting reasonable end results to make the roster-building game have some way of determining winners/losers over a season of simulations, but will also look at cleaning up some of the output more for those more focused on that. Could also perhaps have it show scores in progress one quarter at a time to have the suspense build as the game plays out more, or even make it more like watching an NFL game on some of the nicer gameplay updating sites.
Let me know if there are things you'd like to have checked out or adjusted in the game simulator before next season.
Toward the end of the regular season going toward the playoffs, I did clean some things up that I'd had on a to-do list from last year's notes. So hopefully things ran a bit smoother later in the year. I modernized some of the decision making a bit toward modern NFL where they are more likely to go for it on 4th and short in more situations, and modified some of the decision making in some cases I'd noted before that I thought should be adjusted. Hoping to do more with that ahead.
QB passing yards was one stat that seemed consistently lower than I'd expect usually outside of sim shoot-out games. Part of that is understandable if there's a big blowout and the sim team wants to run out the clock more than pile up passing stats. A win is a win no matter the stats. Receiver stats also play into keeping QB numbers down sometimes. While the QB stats matter most, receiver stats also play a part in completion yard calculations. We've adjusted the time per play a bit the past few seasons and will take another look at that in hopes that we get our sim players as much opportunities as real ones get for their stats. May look into some later game make-up plays to roster backups to try to get in more yardage for QBs without getting depth chart receiver stats too far out of whack. Also could make sense later in the game as attempts wind down for RBs WRs also to boost per plays even more if players were further behind their stats and chances to make that up lowering.
While we have to keep touchdowns realistically tied to being within scoring range, we could look at possibly extending performance per play even more in cases where players weren't getting enough redzone chances to take advantage of their autoscore updates. Probably some adjusting needed there too in play calling to where if it's a run or pass should perhaps consider if there are any autoscores in that situation and push the decisions more in those directions toward those stats instead of considering that if a certain type of play is called for the situation.
Punting and kicking are a little tricky to work within the the sim because we're dealing with small sample sizes and game situations where sometimes it's worse to have a longer punt if it goes for a touchback instead of a shorter one pinning the team down more. But heads up to teams who don't carry or replace hurt kickers/punters that we're taking a closer look at those in the programming ahead to ensure it's as it should best be. I think realistically that should mean lots more misses for teams with poor kicker situations/updates outside of short ones, and perhaps more makes for teams with real kickers with real game stats who didn't have bad misses to account for with some reduction in randomness odds there. But will have to look deeper into kicking/punting stats and how we're doing and see what adjustments make sense.
We'd previously discussed and set some provisions in place to prevent against small sample averages unrealistically being exploited in the playoffs that use averages. Like a backup RB getting a 1-game week 17 chance to play when all the starters resting and puts up big stats in one game, we'd said before I think we'll at least require 2 games minimum for playoff averages so it would at least cut any extreme small sample cases in half. Had some complaints about backup QBs with lesser stats or garbage time stat padding and their sim performances on smaller updates. May look at minimizing small samples with higher game requirements for the average calculation and looking more at how players perform past their update stats to ensure it's as expected.
I never get around to it as it's complicated, but also a goal to get things setup to have the system run games itself for me on a schedule instead of me manually doing it for each game across six leagues.
Also hoping to enhance the actual game displays a bit as I can as time allows. Maybe getting more into further emphasizing the grade advantages that are helping dictate the results beyond just the fantasy numbers and scores people are seeing on their TVs. I was always most interested in just getting reasonable end results to make the roster-building game have some way of determining winners/losers over a season of simulations, but will also look at cleaning up some of the output more for those more focused on that. Could also perhaps have it show scores in progress one quarter at a time to have the suspense build as the game plays out more, or even make it more like watching an NFL game on some of the nicer gameplay updating sites.
Let me know if there are things you'd like to have checked out or adjusted in the game simulator before next season.