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-   -   My efforts at a simple baseball sim engine (https://forums.operationsports.com/fofc//showthread.php?t=22188)

SnowMan 02-26-2004 09:59 PM

My efforts at a simple baseball sim engine
 
Ok, inspired by the "Thoughts on OOTP6 and designing a baseball sim" thread, I decided to mess around in the one scripting language I know well: mIRC scripting. haha, anyways, before you all boo and hoo, lemme tell you it's good enough for my purpose here. Anyways, here's what I've got so far:

I've created what I call a "perfect" pitch and a "mistake pitch". I think these are self-explanatory, and will eventually have a bonus/penalty on the final outcome of the pitch.
I've so far only instituted a "Control" rating for pitchers, and here's the results so far, on a 10,000 pitch sampling per pitcher.

Code:

Pitcher 1: Control 10
 
 Total Pitches:        10000
 Balls:                7842
 Strikes:        2158
 Ball/Strike:        3.63
 
 Perfect:        0
 Mistakes:        1432
 
 
 Pitcher 2: Control 50
 
 Total Pitches:        10000
 Balls:                5080
 Strikes:        4920
 Ball/Strike:        1.03
 
 Perfect:        835
 Mistakes:        931
 
 
 Pitcher 3: Control 90
 
 Total Pitches:        10000
 Balls:                3689
 Strikes:        6311
 Ball/Strike        0.58
 
 Perfect:        3223
 Mistakes:        659


I'm planning on further adjusting these results with some more Ratings: Movement (aka Stuff), Velocity, and Fatigue. Eventually, I will have a "hitable" quotient, some pitches (perfect, with a high Velocity/Movement) will be darn near unhittable, while other (mistakes, with low V/M) will be big fat meatballs.

My initial thoughts is that the 'avg' pitcher with the 50 control rating might be a bit too good, I'd rather see a b/s of about 1.3-1.4 I think. It's a work in progress, and any input is very welcome.

Huckleberry 02-26-2004 10:06 PM

My only input at this point is that pretty much anyone will throw a "perfect pitch" out of 10,000 tries.

I'd be interested in seeing the progress, though.


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