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AI, Animations & Momentum

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Old 09-16-2012, 04:13 PM   #17
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Re: AI, Animations & Momentum

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Originally Posted by EmmdotFrisk
Good points here. If you had the keys to the kingdom how would you re-program ball carrier vision, special moves, route running, etc. ?
Ball carrier vision would be programmed the same way vision cone was. Same concept, only invisible. The field would be broken up into quarters and depending on how high their rating is, it would determine how much of the field they see when they are running.

The amount of field they actually see would then determine the AI logic of what running lane to choose, whether or not they should leave that running lane to cut back across the field. It would also determine when they should use a special move, the type of special they will use and how often they use their special move.

Special moves will be programmed into not only how good they perform that move but also how often they performed that specific move. Obviously their player type would weigh in on that as well.

Power backs would rely more on stiff arms. Speed backs would rely more on jukes and spins. Where as balanced backs would rely on all 3 moves.

Route running would actually mean route running. It would be used to determine how well they execute their routes. A poorly rated route runner would be prone to running the wrong route, doing an in route instead of an out route. Instead of crisp cuts, they would do more rounded cuts.

Truck rating and elusive rating would be eliminated. The player type would determine whether or not they lower their shoulder or if they try to duck under a tackle.

Power back would lower their shoulder, speed back would duck.

Return rating would be eliminated. Not needed, that is why we have a ball carrier vision rating for.
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Old 09-16-2012, 04:23 PM   #18
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Re: AI, Animations & Momentum

Quote:
Originally Posted by EmmdotFrisk
Good points here. If you had the keys to the kingdom how would you re-program ball carrier vision, special moves, route running, etc. ?
it wold be good if team tendencies were were programmed in but i think CPU AI can be improved using the ratings we have now..

1. use awareness to let the cpu playcall, if the RB has high awareness let the team call plays for him mostly, i think thats how it works now but make it more pronounced, same for the WR, TE, etc

2. use the route running rating as a "target" rating as well, a big issue with the cpu is that they dont know who their best players are or who can get open, most times the best route runner is the beast, and if he isn't he is a damn good outlet....

also let good route runners run short to intermediate so they can use their abilities to get open, this combined with the AWR playcalling would eliminate the forced deep routes that make the cpu predictable easy to dominate....

the problem with the playcalling in ncaa 13, is they call too many deep passing plays, the AI is way too aggressive without any strategy....

5 yd dumpoffs are difficult to defend

now the AI is always facing a 3rd and long and the current programming has them calling streaks to get the yardage, the AI needs to get 5 on 1st....

for the offense to execute AI QB's need to look for their main guys then either take off or bump it off, but thats not possible if they weight each receiver importance equally...some guys need to be looked off
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Old 09-16-2012, 04:23 PM   #19
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Re: AI, Animations & Momentum

Quote:
Originally Posted by Gotmadskillzson
Ball carrier vision would be programmed the same way vision cone was. Same concept, only invisible. The field would be broken up into quarters and depending on how high their rating is, it would determine how much of the field they see when they are running.

The amount of field they actually see would then determine the AI logic of what running lane to choose, whether or not they should leave that running lane to cut back across the field. It would also determine when they should use a special move, the type of special they will use and how often they use their special move.

Special moves will be programmed into not only how good they perform that move but also how often they performed that specific move. Obviously their player type would weigh in on that as well.

Power backs would rely more on stiff arms. Speed backs would rely more on jukes and spins. Where as balanced backs would rely on all 3 moves.

Route running would actually mean route running. It would be used to determine how well they execute their routes. A poorly rated route runner would be prone to running the wrong route, doing an in route instead of an out route. Instead of crisp cuts, they would do more rounded cuts.

Truck rating and elusive rating would be eliminated. The player type would determine whether or not they lower their shoulder or if they try to duck under a tackle.

Power back would lower their shoulder, speed back would duck.

Return rating would be eliminated. Not needed, that is why we have a ball carrier vision rating for.
I like the vision cone idea for seeing the run lane, but what about choosing the lane? and so forth. I think the cone creates a tunnel of vision tied to RB awareness.

Once they have the ball within their lane and the vision cone is progressing, what would determine change of run lane, and ball carrier moves?
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Old 09-16-2012, 06:00 PM   #20
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Re: AI, Animations & Momentum

Quote:
Originally Posted by EmmdotFrisk
I like the vision cone idea for seeing the run lane, but what about choosing the lane? and so forth. I think the cone creates a tunnel of vision tied to RB awareness.

Once they have the ball within their lane and the vision cone is progressing, what would determine change of run lane, and ball carrier moves?
Ball carrier vision should represent what it says, the ball carrier's field of vision. Let it represent how much of the field they actually see. Let awareness be the brain of the player and how they process what they see via ball carrier vision.

Awareness would also let the ball carrier analyze their own skill sets of what they are good in and not good in. Let them know how fast they can run and how fast the defenders that are around them can run.

In their minds they will calculate that if they have the speed advantage to change running lanes, they will. Basically like a real life person would.

If you know the ball is on the left side of the field, you know you are fast and the right side of the field is open, you would attempt to go to the right side of the field because in your mind you know you run faster then that LB or safety that is 5 yards away from you.

Let say you break running lanes into quarters. Label each quarter A, B, C and D. If there are 3 or more defenders in that one particular quarter, the ball carrier should look to go into one of the other running lanes where there is less traffic.

But that would also tie into the ball carrier's ball carrier vision rating and awareness rating. Because the BCV rating would determine how many of those quarters the ball carrier can actually see and the awareness rating would tell him how to react to what he sees.
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Old 09-16-2012, 08:27 PM   #21
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Re: AI, Animations & Momentum

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Originally Posted by EmmdotFrisk
What makes you say that?
Because the game looks pretty, doesn't play pretty. Program it to play with a smarter AI. How hard is that? Tell me that, I'll tell you its not at the top of their list.

Do you agree this should be a simulation college foottall game, not an arcade college football game?
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