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SCJenkins81 11-19-2003 03:24 PM

Does it bother anyone that...
 
...if I submit a gameplan for a game with 100% runs, the opposing coach will not adjust and put 9 or 10 men in the box to stop the run? They will just consistently get pounded for 4 yards a carry. To me it's just unrealistic, I mean in the NFL if a team came out and ran the ball every single time, the opposing coach would adjust and stop it very quickly.

Football is a game of adjustments. The chess match is one of the greatest aspects of the sport. But has it been lost in FOF?

albionmoonlight 11-19-2003 03:29 PM

It may be that the AI can adjust, but not to values so extreme that they would never occur IRL.

VPI97 11-19-2003 03:29 PM

Is it realistic for the opponent to know what gameplan you're going to run when he gameplans for the matchup? Because that's what it sounds like you want to happen.

I'd say it's more realistic that if you run 100% of the time, the computer adjusts during the game and your run attack become less effective. ...and based on what I've read, I believe that 's what happens now.

SCJenkins81 11-19-2003 03:34 PM

Well what I mean is, if you go to an NFL game and through three quarters Team A has ran the ball 53 times and thrown it 0 times, wouldn't Team B's defense pretty much stuff the run for no gain or minus yards every time?

I haven't found that the cpu adjusts to 100% run gameplans during games, either. I did it for an entire season and went 10-6. That wouldn't happen IRL.

cthomer5000 11-19-2003 03:35 PM

Quote:

Originally posted by SCJenkins81
Well what I mean is, if you go to an NFL game and through three quarters Team A has ran the ball 53 times and thrown it 0 times, wouldn't Team B's defense pretty much stuff the run for no gain or minus yards every time?

I haven't found that the cpu adjusts to 100% run gameplans during games, either. I did it for an entire season and went 10-6. That wouldn't happen IRL.



Try it for a few more seasons, I'll be shocked if you make the playoffs again.

It seems the Ravens are trying your gameplan in real life though.

JAG 11-19-2003 03:37 PM

It depends. If you've run it 53 times and thrown it 0 times, but you keep putting two wide receivers split wide, what are you going to do, not cover them? Then maybe you'd throw an easy TD to one. Sure, they'll cheat more towards the run, no question.

You're correct, you wouldn't go 10-6 in real life with a gameplan like this, but would you see a gameplan with 100% runs in real life either?

henry296 11-19-2003 03:40 PM

At the end of the game, everyone knows that Team A is almost certain to run the ball, but Team A sometimes is still successful at yet. It may not be 100% certainty but at least 75% in the last 2 minutes.

Todd

TroyF 11-19-2003 03:40 PM

Quote:

Originally posted by SCJenkins81
Well what I mean is, if you go to an NFL game and through three quarters Team A has ran the ball 53 times and thrown it 0 times, wouldn't Team B's defense pretty much stuff the run for no gain or minus yards every time?

I haven't found that the cpu adjusts to 100% run gameplans during games, either. I did it for an entire season and went 10-6. That wouldn't happen IRL.



If you decide to play the game in an unrealistic fashion, you are going to get unrealistic results.

You say "that wouldn't happen IRL" to going 10-6 while running the ball 100% of the time. You are right. It also goes the other way. The AI isn't Godlike. It isn't going to be able to stand up to every extreme gameplan you throw at it.

TroyF

Easy Mac 11-19-2003 03:54 PM

Here is what I got with 100% run
Code:

Front Office Football 2004
2003 Summary for Dallas Cowboys
 
Record: 0-16
Winning Pct.: .000
 
Dallas Cowboys          Team      Rank 
Rushes                  818      1         
Rushing Yards          2925      1         
Yards Per Carry        3.57      31         
Pass Attempts          59        32         
Completions            26        32         
Passing Yards          369      32         
Yards Per Attempt      6.25      28         
3rd Down Conversions    30.7      32         
Points Per Game        8.4      32         
Turnovers              8        1         
Turnover Margin        +21      1         
 
Opponents              Team      Rank 
Rushes                  462      21         
Rushing Yards          1776      12         
Yards Per Carry        3.84      7         
Pass Attempts          480      3         
Completions            324      13         
Passing Yards          3595      11         
Yards Per Attempt      7.48      24         
3rd Down Conversions    43.7      29         
Points Per Game        21.0      15 (T)     
Turnovers              29        12 (T)     
 
Week  Team  Versus        Oppnt 
1    10    ATL          17     
2    13    at NYK        28     
4    6    at NJY        10     
5    13    ARI          14     
6    13    PHI          21     
7    13    at DET        27     
8    3    at TBY        31     
9    6    WAS          10     
10    14    BUF          21     
11    0    at NED        10     
12    6    CAR          10     
13    6    MIA          27     
14    7    at PHI        24     
15    15    at WAS        21     
16    3    NYK          34     
17    7    at NOS        31     
 
Passing            Pos  Att  Comp  Yards Y/Att TD    Int 
17 Carter          QB    59    26    369  6.25  2    3     
**Team              ---  59    26    369  6.25  2    3     
 
Rushing            Pos  Att  Yards Y/Att TD 
22 Shapiro          RB    376  1221  3.24  3     
42 Hambrick        RB    277  997  3.59  1     
20 Anderson        FB    117  562  4.80  1     
**Team              ---  818  2925  3.57  5     


Sidhe 11-19-2003 03:57 PM

Yeah I thought there was code to prevent this from happening. When you call a play too often, don't you see a "the defense looked awfully familiar with that play" tag?

Edit: Well here's your problem:

Quote:

Passing Pos Att Comp Yards Y/Att TD Int
17 Carter QB 59 26 369 6.25 2 3
**Team --- 59 26 369 6.25 2 3


If you hadn't had those 59 pass attempts, clearly you woulda gone 10-6!

RPI-Fan 11-19-2003 03:57 PM

FTR, the word from Jim on this is that the AI can adjust pretty well to fairly extreme (maybe 85-90%) plans, but it's a problem to code for the AI to correct for punks who try to do anything and everything within or not within the realm of possiblity to beat the engine.

~rpi-fan

SCJenkins81 11-19-2003 05:42 PM

Here is where I'm going with this. Stay with me now! Say I am in a multiplayer league. There is a guy in the league who is in first place and all he has is 3 gameplans. Gameplan A, which is 100% runs, Gameplan B, which is 50-50 run/pass, and Gameplan C, which is 100% pass. How do you gameplan against a guy like that? If you try and guess with him, there is only a 33% chance that you will guess right. This means that the other 67% of the time, you will guess wrong and he will probably win. And as we all know, a .667 winning % is not bad.

Now, this guy is doing what it takes to win. It may not be realistic, but if a league is set up, the goal is to win the league. I'm one of those competitive types where, as long as it is within the rules of the league, do what you can do to win. That's the goal. And even if you set up a rule for the league that says "try to stay realistic", you just know there will be people in the league who will bend the rules just enough so that they will win. And in most cases, that is why the decent hearted people in the league will lose. And what kind of a league is that?? Rewarding people for bending rules?? This is why I just wish it would be built in to the game. In-game adjustments, they're a big part of football but they seem to have been forgotten. The ole chess match. I love that. As far as Easy Mac's league, I don't know how you finished 0-16, I hope that is the norm; and it would make me feel better. But it could be because you have Dallas' subpar o-line and backs. The league I went 10-6 in, I had Ahman Green and a very good o-line. But even with Ahman and a great o-line, nobody would go 10-6 running the ball every down of their season.

I don't know, maybe I'm just a perfectionist. Maybe I'll never be satisfied. I just was wishing for in-game adjustments because I know there will be people who submit unrealistic-enough gameplans to rip off the multi-player leagues.

Chubby 11-19-2003 05:46 PM

SC - Easy, gameplan your D against the 50/50. Just because someone runs every play or passes every play doesn't mean they will always get 1st downs or tds.

panerd 11-19-2003 05:53 PM

I remember playing a Tecmo Super Bowl season once with the Bears and having Neal Anderson run about 98% of the time. I think I led the league in rushing by about 2000 yards. The sad part is that my friend was in the league with me and during head-to-head matchups wouldn't ever pick the right run. (Plus Anderson was at one of those Hulk stages where his ratings were all close to 100) He ended getting injured at the end of the season and I had to start counting on some scrub like Wendall Davis.

Easy Mac 11-19-2003 05:57 PM

This is what happens when I set the Rams to 100% pass:

Code:


Front Office Football 2004
2003 Summary for St. Louis Rams
 
Record: 4-12
Winning Pct.: .250
 
St. Louis Rams          Team      Rank 
Rushes                  36        32         
Rushing Yards          131      32         
Yards Per Carry        3.63      25 (T)     
Pass Attempts          908      1         
Completions            511      1         
Passing Yards          6173      1         
Yards Per Attempt      6.79      18         
3rd Down Conversions    32.5      28         
Points Per Game        20.3      18 (T)     
Turnovers              45        31         
Turnover Margin        -20      30         
 
Opponents              Team      Rank 
Rushes                  530      32         
Rushing Yards          2021      31         
Yards Per Carry        3.81      8 (T)     
Pass Attempts          568      21         
Completions            364      29         
Passing Yards          4331      31         
Yards Per Attempt      7.62      31         
3rd Down Conversions    42.5      32         
Points Per Game        28.7      32         
Turnovers              25        18 (T)     
 
Week  Team  Versus        Oppnt 
1    17    at NYK        37     
2    10    SFO          13     
3    7    at SEA        54     
4    42    ARI          34     
6    21    ATL          24     
7    20    GBY          30     
8    14    at PIT        28     
9    13    at SFO        20     
10    28    BAL          40     
11    31    at CHI        37     
12    23    at ARI        10     
13    34    MIN          31     
14    14    at CLE        30     
15    21    SEA          19     
16    14    CIN          27     
17    17    at DET        26     
 
Passing            Pos  Att  Comp  Yards Y/Att TD    Int 
13 Warner          QB    706  393  4714  6.67  28    27     
10 Bulger          QB    188  113  1411  7.50  11    7     
**Team              ---  908  511  6173  6.79  39    36     
 
Rushing            Pos  Att  Yards Y/Att TD 
**Team              ---  36    131  3.63  1     
 
Receiving          Pos  Targ  Catch Yards Y/Ctc YAC  TD 
81 Holt            WR    225  128  1844  14.4  392  11     
80 Bruce            WR    193  102  1596  15.6  335  9     
28 Faulk            RB    146  97    808  8.3  335  4     
84 MdDonald        WR    117  61    740  12.1  55    8     
87 Cleeland        TE    107  59    476  8.0  55    4     
82 Furrey          WR    80    39    586  15.0  92    1     
**Team              ---  907  511  6173  12.0  1305  39     


Easy Mac 11-19-2003 06:01 PM

Here is my redo of the running 100% with a good running team, the Steelers (Bettis is great in the game):

Code:


Front Office Football 2004
2003 Summary for Pittsburgh Steelers
 
Record: 3-12-1
Winning Pct.: .218
 
Pittsburgh Steelers    Team      Rank 
Rushes                  895      1         
Rushing Yards          3452      1         
Yards Per Carry        3.85      24         
Pass Attempts          54        32         
Completions            32        32         
Passing Yards          498      32         
Yards Per Attempt      9.22      1         
3rd Down Conversions    40.9      16         
Points Per Game        13.1      32         
Turnovers              15        1 (T)     
Turnover Margin        +3        11 (T)     
 
Opponents              Team      Rank 
Rushes                  424      11 (T)     
Rushing Yards          1738      14         
Yards Per Carry        4.09      15         
Pass Attempts          502      5         
Completions            329      18         
Passing Yards          3710      17         
Yards Per Attempt      7.39      26 (T)     
3rd Down Conversions    39.4      12         
Points Per Game        19.6      9         
Turnovers              18        32         
 
Week  Team  Versus        Oppnt 
1    10    BAL          15     
2    3    at KCY        27     
3    31    at CIN        34     
4    10    TEN          31     
5    13    CLE          0     
6    13    at DEN        23     
8    14    STL          17     
9    9    at SEA        33     
10    3    ARI          10     
11    6    at SFO        10     
12    19    at CLE        9     
13    17    CIN          17     
14    18    OAK          21     
15    0    at NJY        27     
16    24    SDO          17     
17    20    at BAL        24     
 
Passing            Pos  Att  Comp  Yards Y/Att TD    Int 
8 Maddox            QB    52    31    495  9.51  4    3     
**Team              ---  54    32    498  9.22  4    3     
 
Rushing            Pos  Att  Yards Y/Att TD 
36 Bettis          RB    793  3081  3.88  12     
8 Maddox            QB    43    130  3.02  1     
21 Zereoue          RB    36    176  4.88  1     
**Team              ---  895  3452  3.85  14     
 
Receiving          Pos  Targ  Catch Yards Y/Ctc YAC  TD 
**Team              ---  52    32    498  15.5  34    4     


SCJenkins81 11-19-2003 06:02 PM

Hey now, some scrub like Wendell Davis was a stud WR at LSU! And if it weren't for a freak knee injury, he would have been mentioned in the same breath as Tim Brown and Sterling Sharpe. Seriously he was one of the greats pre-injury.

Chubby, see I don't know if that would work. I would think that a team with 100% runs or pases would beat a 50-50 defense most of the time. But that example I just came up with in 5 seconds. Imagine what someone hellbent on winning could come up with when they have 5 weeks to think up something.

I'm just worried that in multiplayer leagues people will abuse the fact that there are no in-game adjustments.

Easy Mac 11-19-2003 06:05 PM

and now a tewam at exactly 50, that is about average in both passing and running, the Bills:

Code:


Front Office Football 2004
2003 Summary for Buffalo Bills
 
Record: 12-4
Winning Pct.: .750
 
Buffalo Bills          Team      Rank 
Rushes                  532      1         
Rushing Yards          2344      1         
Yards Per Carry        4.40      5         
Pass Attempts          423      32         
Completions            260      32         
Passing Yards          3173      30         
Yards Per Attempt      7.50      8         
3rd Down Conversions    38.1      17         
Points Per Game        21.2      15         
Turnovers              21        7 (T)     
Turnover Margin        +3        14 (T)     
 
Opponents              Team      Rank 
Rushes                  442      15         
Rushing Yards          1536      6         
Yards Per Carry        3.47      2         
Pass Attempts          528      12 (T)     
Completions            312      9 (T)     
Passing Yards          3288      6         
Yards Per Attempt      6.22      4         
3rd Down Conversions    38.1      12 (T)     
Points Per Game        16.5      2         
Turnovers              24        22 (T)     
 
Week  Team  Versus        Oppnt 
1    16    NED          20     
2    34    at JAX        6     
3    16    at MIA        9     
4    24    PHI          5     
5    29    CIN          27     
6    10    at NJY        31     
7    30    WAS          9     
8    22    at KCY        20     
10    16    at DAL        9     
11    24    HOU          10     
12    29    IND          21     
13    9    at NYK        22     
14    14    NJY          13     
15    17    at TEN        23     
16    30    MIA          27     
17    20    at NED        13     
 
Passing            Pos  Att  Comp  Yards Y/Att TD    Int 
11 Bledsoe          QB    409  254  3067  7.49  22    9     
**Team              ---  423  260  3173  7.50  24    9     
 
Rushing            Pos  Att  Yards Y/Att TD 
20 Henry            RB    367  1606  4.37  5     
31 Morris          RB    76    334  4.39  0     
**Team              ---  532  2344  4.40  9     
 
Receiving          Pos  Targ  Catch Yards Y/Ctc YAC  TD 
84 Campbell        TE    90    62    622  10.0  159  7     
80 Moulds          WR    103  61    999  16.3  227  10     
20 Henry            RB    75    50    465  9.3  244  1     
81 Shaw            WR    65    37    540  14.5  71    4     
**Team              ---  423  260  3173  12.2  788  24   


Easy Mac 11-19-2003 06:05 PM

So it seems that playing 50/50 on offense gives you a higher chanceo f winning that doing straight 100%.

SCJenkins81 11-19-2003 06:06 PM

Ok you guys are starting to make me feel a little bit better. 100% runs and passes pretty much only gave y'all a 7-24-1 record. I guess my 10-6 was in fact a freak thing. I'm gonna try it again when I get the chance.

So maybe in-game adjustments are there. Any takers?

TroyF 11-19-2003 06:08 PM

SC,

A ton of problems with your worry.

Lets say a person does use three game planes. 100% run, 100% pass, 50/50.

You CANNOT assume that he'll be able to do all three with the same type of success. If he has a good O-Line, no QB, below average wide outs and a great RB, how well do you think the 100% pass option is going to work?

Before giving that explanation, I also need to know how solid my defense is. Do I have a great D-Line? Can I get pressure without blizting? Are my LB's good run stuffers? My CB's? How well do my guys diagnose plays?

You have one season where your team ran the ball 100% and went 10-6. Another person here just posted an 0-16 effort. We still do not know how the strategy would hold up long term against the computer AI. Against a human AI, my guess is you'd be murdered.

TroyF

SCJenkins81 11-19-2003 06:09 PM

Another thing. Are there game logs that we could look at in multiplayer leagues? Like if I'm about to play the Rams and I notice that they throw it every single time on 1st down, and I could scheme my defense to look for the pass on 1st down.

That's the thing I like about football simulations. The game of adjustments and scheming.

Easy Mac 11-19-2003 06:10 PM

Yeah, chances are your commish would download Fido's soon to be released sweet util that turns logs into html. Then they could just post it to the website.

SCJenkins81 11-19-2003 06:13 PM

Easy Mac, you and friends have officially re-sold me on FOF2K4. And as it happens, that 10-6 all run season was flawed from the start: Turns out that I had the "Coaches re-do gameplan after every game" option turned on. What an idiot I am. Now that I've done some re-simulating here in the last few minutes, I'm getting 0-16 records coming out of my ears. This is great.

Let the chess matches begin!

sabotai 11-19-2003 08:08 PM

The is one other crazy thing that just might work to stop extreme gameplans. The commish could just not allow extreme game plans to be submitted. The league could come up with some standard rules (so no more then 75% run in this situation or less than 15% in this situation)

It'll take leg work, sure, but a good quality multiplayer league takes leg work.

SCJenkins81 11-19-2003 10:13 PM

I was hoping that FOF2k4 would sort of do the "leg work" for you as far as extreme gameplans are concerned. And it seems they have. It looks like extreme gameplans might not work the way I was worried they would work.

Suicane75 11-19-2003 10:27 PM

Isn't Wendell Davis the dude who blew out both his knees on the same play on the Veterans Stadium turf? I remeber going to the vet in 1983 for picture day and it was so crowded that you really couldn't see in front of you, I was on the field a good 20 steps before I realized I was on the field, I thought we were still on the concrete stepping, It freaked me out that people actually played on that.

sabotai 11-20-2003 03:26 PM

I remember walking on the turf at Veterans Stadium too. I couldn't beleive people played on it either.

Maple Leafs 11-20-2003 04:02 PM

Quote:

Originally posted by SCJenkins81
Well what I mean is, if you go to an NFL game and through three quarters Team A has ran the ball 53 times and thrown it 0 times, wouldn't Team B's defense pretty much stuff the run for no gain or minus yards every time?
Didn't the Raiders start off with something like 21 straight runs a game or two ago?

Huckleberry 11-20-2003 04:18 PM

In-game adjustments are a part of football now?

Wow. You certainly haven't been watching enough Texas Longhorns football games.

Subby 11-20-2003 04:22 PM

Extreme game plans are the kind of things that a human opponet will absolutely crush. It might work in one extreme (say running) for a week or two - but if you try and swing to the complete opposite extreme (say, passing) it is really doubtful that you will have the personnel to do both in an on-line league.

Besides - if you keep running the same plays in FOF5, you get the old, "the defense seemed very familiar with that play" line.

Bonegavel 11-20-2003 04:48 PM

hehe... I just simmed a season with 100% running and I have 2 backs over 1500 yards.

Oh, I went 1 - 15.

Funniest thing to me is that every player was shown to be content the entire season (1 or 2 disgruntled at most). Explains that performance has zero to do with attitude, but rather simply the fact that they are playing. Interesting, yet expected.

Went 4-12 the second 100% Rushing season and only 2 guys over 1000, the top RB coming in 2nd in the league with 1421.

Bonegavel 11-20-2003 04:50 PM

I don't see 100% gameplans being used for anything but self abuse.

MJ4H 11-20-2003 04:58 PM

Quote:

Originally posted by Huckleberry
In-game adjustments are a part of football now?

Wow. You certainly haven't been watching enough Texas Longhorns football games.



zing.

Rhone Ranger 11-20-2003 04:59 PM

I think what SCJenkins81 is asking for is something like this:

Your team's defense should stick precisely to your game plan in the 1st quarter. But as the game goes along, the game plan should slowly change to match the proportion of run/pass actually executed by the opposing offense. This would be a weighted thing, with the weight given to the original game plan decreasing as the game progresses.

For example (keeping this really simple) let's say that the weight of the original game plan should be 100% on the first snap, decreasing to 60% by the end of the game. Your defensive game plan is initially 50/50 run/pass, but you play a wacky offense that runs the ball 100% of the time.

In the 1st quarter, your defense sticks to the original plan of 50/50 run/pass because the "weight" of the game plan is 100%.

By the end of the game, the original game plan's "weight" is only 60%, with the other 40% mirroring the opponent's actual play calling so far in the game. So, late in this example game, your defense would call plays as:

Original Game Plan: 50/50 run/pass, weight=60%
Opponent's actual calls: 100/0 run/pass, weight=40%

So late in the game your defense would call a run defense 70% of the time. (50% run defense weighted 60%, plus 100% run defense weighted 40%).

Of course it would have to be more complicated that this in the real game, because you can't simply look at the opponent's offense in terms of just run/pass. The opponent might have run the ball a lot because he found himself in a lot of short yardage situations. So you wouldn't want your game plan to adapt to this "pattern" when the opponent is in a long yardage situation. So likely the algorithm would have to track the run/pass breakdown in all the various combinations of down and yards-to-go, much like the game plans are organized. And only apply this "adaptive" weighting if a statistically significant number of plays have been called at that particular combination of down and yards-to-go.

It would be neat if you could set the maximum "weight" you want this adaptation to receive by late in the game. In my example I used 40%, but you could set it to anything you want, including zero which would indicate that you want to stick entirely to your original defensive plan and not be "adaptive" at all.

In a nutshell, it would be as if your AI coach is trying to reverse-engineer the opponent's offensive game plan by observing the opponent's playcalling, and then weights this information into his own defensive gameplan as the game progresses.


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