"Play Recognition" how it effects the the cpu QB scramble logic

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Gotmadskillzson
    Live your life
    • Apr 2008
    • 23442

    #1

    "Play Recognition" how it effects the the cpu QB scramble logic

    Option Logic Defender

    After getting our blocking system in place the next step had to be putting what we call "Option Defense Logic" in place for the defender we're going to intentionally leave unblocked. What this logic entails is the defender who's designated the "read key" will use option defense logic that will have him either crash inside and chase the halfback or stay at home and spy/watch for the quarterback. The primary factor which determines whether or not the option logic defender will crash or stay at home is based on his Play Recognition rating. Defenders with a higher play recognition rating will more often than not stay at home and spy the quarterback. On the other hand defenders with a lower rating will look to crash and chase the halfback. In either case there will be enough of a changeup from a crash to stay at home that you as the user will have to make sure you're making your reads no matter what the option logic defender's play recognition rating is.

    By Anthony White NCAA Designer


    So essentially what is preventing the cpu QB AI from scrambling more is the high play recognition attribute the defensive line, line backers and safeties have in this game.

    If you ever browsed the roster, 90% of them have that attribute at 85 or higher. What this does is have the whole defense in QB SPY all game long. Which is why if you ever noticed the cpu defense RARELY ever bites on pump fakes, Play action pass plays or counter plays.

    This also explains why the cpu QB AI don't scramble or execute the spread offense or Option offense effectively. The way this game is programmed this year is that if the defender in front of the QB has a high play recognition attribute, the QB will not run.

    And on read action plays they will simply toss it to the RB majority of the time instead of keeping it for themselves.

    To test this theory I lowered the play recognition attribute down to 50 for the whole Dline, line backers and both safeties. By doing this counter plays, Play action plays actually worked, pump fakes actually froze the safeties and line backers.

    More importantly scramblers played like scramblers. The spread and option offenses were truely a threat by the CPU.

    CPU controlled QB Cam Newton on a 36 yard TD run from the SPREAD.

    <img style="visibility:hidden;width:0px;height:0px;" border=0 width=0 height=0 src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/bT*xJmx*PTEyOTE*MzA4MzIzMjEmcHQ9MTI5MTQzMDg*NDM4MC ZwPTk1MDcxJmQ9Jmc9MSZvPWI2YjVmMjUyNGQyNjQ1NTRiM2Rm/Mzk4MWI*ODUzYmVmJm9mPTA=.gif" /><object width="640" height="360"><param name="wmode" value="transparent" valuetype="data" /><param name="movie" value="http://cdn.www.easports.com/static/504.2.1/flash/mdMediaPlugin/mediaplayer.swf?file=http://cdn.content.easports.com/media2011/ncaa11/20180619/662A0001_6_FLV_VIDEO_xuN.flv&link=http://www.easports.com/media/play/video/53673635&linkfromdisplay=true&linktarget=_top&imag e=" valuetype="data" /><embed src="http://cdn.www.easports.com/static/504.2.1/flash/mdMediaPlugin/mediaplayer.swf" type="application/x-shockwave-flash" wmode="transparent" width="640" height="360" allowscriptaccess="always" allowfullscreen="true" flashvars="height=360&width=640&file=http://cdn.content.easports.com/media2011/ncaa11/20180619/662A0001_6_FLV_VIDEO_xuN.flv&link=http://www.easports.com/media/play/video/53673635&linkfromdisplay=true&linktarget=_top&imag e="></embed></object><div style="font-family: Arial, sans-serif; font-size: 12px;"><a href="http://www.easports.com/" target="_top" shape="rect">EA Sports</a>: <a href="http://www.easports.com/media/play/video/53673635" target="_top" shape="rect">NCAA Football 11 Video</a></div>
  • ranger6354
    Rookie
    • May 2010
    • 104

    #2
    Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

    Very nice job.
    NFL - Fly Eagles Fly
    CFB - Booooomer Sooooonerrr.
    CBB - Ramses!

    PSN - Soonerfan94

    Comment

    • frankrizzo380
      Pro
      • Dec 2007
      • 522

      #3
      Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

      what a beautiful observation, and thank u for sharing this info, wheres adam? back on topic, i justfinished labbing this, and it make one heck of a difference on both sides of the ball, still cant fix that overly effective cpu "lean" running
      PSN-FORDTUFF504
      NFL- SAINTS 49ers
      NBA- HORNETS PACERS
      NCAAF- MIAMI LSU
      "IM SO UPTOWN AND IF U AIN'T MOTHA#$@ DONT GO UPTOWN, YEAH"

      How often can the bug be reproduced? That's a question for the developers...I'm not testing this for them...

      Comment

      • TheShizNo1
        Asst 2 the Comm Manager
        • Mar 2007
        • 26341

        #4
        Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

        Too bad we can't edit the recruiting classes ratings
        Originally posted by Mo
        Just once I'd like to be the one they call a jerk off.
        Originally posted by Mo
        You underestimate my laziness
        Originally posted by Mo
        **** ya


        ...

        Comment

        • Gotmadskillzson
          Live your life
          • Apr 2008
          • 23442

          #5
          Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

          Yeah I don't know what it is with that lean animation they be doing for no reason sometimes. Even with strip ball, QB contain, big hits, option attack on conservative on defense, Newton and the RB's were still doing that half the time they ran the ball.

          Comment

          • Pacman83
            Pro
            • Jun 2009
            • 986

            #6
            Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

            Impressive, nice observation....Default DL play recognition is always too high, to me anyway. Nice solution though.






            BTW, like ur GoTY list MadSkillz, playing too my myself...great games

            GT: IIx PaCmAN xII
            Rams/Mizzou/Cards

            Comment

            • Isura
              Pro
              • Feb 2009
              • 606

              #7
              Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

              Very cool find! Any suggestions on ratings value adjustments? It's certainly tolerable to adjust the ratings for our own team + all opponents in dynasty. That' shouldn't be too painstaking

              Comment

              • Bullet Sponge
                Pro
                • Sep 2010
                • 828

                #8
                Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                What I find frustrating about the info in this thread and others that experiment with user awareness (nice job btw), is that it clearly shows all the pieces are already in place for the game to play even better, they just needed to fine tune the game a little bit more. Simply lowering awareness in the DL/LBs could have other unwanted effects on gameplay though, so a better solution would have been if the CPU was checking to see if he has open field in front of him (I believe it did in lastgen, when QBs ran like crazy). I like that you found a psuedo-workaround, but there's no way I'm going to spend half my time editing player ratings year in and year out. That's too much like work

                Comment

                • Gotmadskillzson
                  Live your life
                  • Apr 2008
                  • 23442

                  #9
                  Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                  Well for defense, for the DE's, whole line backer core, both safeties I prefer to drop their play recognition attribute down to 50. For the DB's to 60.

                  Reason I dropped the safeties lower then the DB's is because the safeties love to be in the back field in this game. They come up on run support way too much, thus leaving the middle of field WIDE OPEN.

                  Line backers had to be dropped to the 50s, this keeps them from blowing up the back field on counters as soon as you say hike. And like the safeties, with high PRC, they tend to leave the middle of the field wide open because they too concerned with what is going on in the back field.

                  I also lowered the agilities for the big players like FB's, line backers, TE's, big bruising RB's, etc. Makes the game look way better, big people shouldn't be able to turn on a dime going at full speed.

                  If you lower it down to the 60s and lower, players will loose their balance way more often if they try to cut on a dime. You see more of a foot plant body shift animation when players cut now.

                  I dare say lesser agility adds more body physics weight to players. So truely the only high agile players should be the scrambling QB's, speed backs and speed WR's.

                  However keep it inline with their body weight as well for their position. Nothing is more cooler then watching a LB trying to cover a WR and see the line backer stumble trying to keep up with the WR route.

                  On default rosters line backers could stay step for step with WR routes. And they were able to change direction way too quick for my liking. Same thing when I played against I forgot the name of the school but their RB was like 260 pounds but yet he was dancing around, juking at full speed like he was a 190 pound speed back.

                  Comment

                  • Gotmadskillzson
                    Live your life
                    • Apr 2008
                    • 23442

                    #10
                    Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                    Originally posted by Bullet Sponge
                    What I find frustrating about the info in this thread and others that experiment with user awareness (nice job btw), is that it clearly shows all the pieces are already in place for the game to play even better, they just needed to fine tune the game a little bit more. Simply lowering awareness in the DL/LBs could have other unwanted effects on gameplay though, so a better solution would have been if the CPU was checking to see if he has open field in front of him (I believe it did in lastgen, when QBs ran like crazy). I like that you found a psuedo-workaround, but there's no way I'm going to spend half my time editing player ratings year in and year out. That's too much like work
                    Well the thing is this is the 1st year NCAA series had Real Assignment AI. Here is a video of it:

                    <object id="flashObj" width="480" height="270" classid="clsid27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,47,0"><param name="movie" value="http://c.brightcove.com/services/viewer/federated_f9?isVid=1&isUI=1" /><param name="bgcolor" value="#FFFFFF" /><param name="flashVars" value="videoId=632975007001&playerID=605122069001& playerKey=AQ~~,AAAAjCyTxFk~,bVqVUhSR9MpRNvG9K5TqNL 8srgcPv2GF&domain=embed&dynamicStreaming=true" /><param name="base" value="http://admin.brightcove.com" /><param name="seamlesstabbing" value="false" /><param name="allowFullScreen" value="true" /><param name="swLiveConnect" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://c.brightcove.com/services/viewer/federated_f9?isVid=1&isUI=1" bgcolor="#FFFFFF" flashVars="videoId=632975007001&playerID=605122069 001&playerKey=AQ~~,AAAAjCyTxFk~,bVqVUhSR9MpRNvG9K5 TqNL8srgcPv2GF&domain=embed&dynamicStreaming=true" base="http://admin.brightcove.com" name="flashObj" width="480" height="270" seamlesstabbing="false" type="application/x-shockwave-flash" allowFullScreen="true" allowScriptAccess="always" swLiveConnect="true" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></embed></object>


                    However if you played Madden 11, this is their second year with it. Which is why the cpu over all runs way better on Madden 11.

                    So I believe in NCAA 12, they should be at least on the same level of cpu running as Madden 11. That is usually how it goes anyway, NCAA series is usually always a year behind the Madden series.
                    Last edited by Gotmadskillzson; 12-04-2010, 12:56 AM.

                    Comment

                    • Playmakers
                      Hall Of Fame
                      • Sep 2004
                      • 15419

                      #11
                      Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                      There's a lot of things the ratings effect in this game....

                      I love the gameplay after players edits as you already know.....sure it takes time but IMO the best gameplay handsdown is when you edit the player to perform more to their tendencies

                      That Frazier video i showed looks like a human player was controlling that QB...but it was all the CPU doing his own thing

                      This game is no different from NBA 2K11 or NBA Live 10......

                      If you have you the patience you can make the gameplay even better on the field......I personally don't care about 10 years of Dynasty play. I just want excellent gameplay long enough to last me until next years game release and unfortunatley since EA is lazy i've have to just rollup my sleeves and edit the gameplay myself.

                      I would also highly encourage you to edit the Offensive line, WR's and RB's because they are extremely IMPORTANT for helping OPtion teams and scrambling QB's to be effective....the smarter the CPU blocks thebetter behavior and results you'll get out the QB's and RB's in regards to getting out of the backfield

                      Sliders can't don't effect the blocking logic of players you have to tweak their run block and pass block footwork along with awareness and IMPACT blocking.....awareness and IMPACT blocking helps them locate defenders and take proper blocking angles

                      IMPACT BLOCKING is like a vision on the field for players....it helps them execute the proper block more often than not.....

                      The only problem is with default rosters this ratings greatly increase the overall ratings of players......but forme since i use the ratings to control gameplay using Legendary players the higher overall ratings are more tolerable and acceptable since those players are LEGENDS!
                      NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                      https://forums.operationsports.com/f...s-dynasty.html

                      Follow some the Greatest College Football players of All Time in NCAA Football 14

                      Comment

                      • Dewie12
                        Banned
                        • Jul 2010
                        • 787

                        #12
                        Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                        Great work!

                        Comment

                        • Gotmadskillzson
                          Live your life
                          • Apr 2008
                          • 23442

                          #13
                          Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                          Originally posted by Playmakers
                          There's a lot of things the ratings effect in this game....

                          I love the gameplay after players edits as you already know.....sure it takes time but IMO the best gameplay handsdown is when you edit the player to perform more to their tendencies

                          That Frazier video i showed looks like a human player was controlling that QB...but it was all the CPU doing his own thing

                          This game is no different from NBA 2K11 or NBA Live 10......

                          If you have you the patience you can make the gameplay even better on the field......I personally don't care about 10 years of Dynasty play. I just want excellent gameplay long enough to last me until next years game release and unfortunatley since EA is lazy i've have to just rollup my sleeves and edit the gameplay myself.

                          I would also highly encourage you to edit the Offensive line, WR's and RB's because they are extremely IMPORTANT for helping OPtion teams and scrambling QB's to be effective....the smarter the CPU blocks thebetter behavior and results you'll get out the QB's and RB's in regards to getting out of the backfield

                          Sliders can't don't effect the blocking logic of players you have to tweak their run block and pass block footwork along with awareness and IMPACT blocking.....awareness and IMPACT blocking helps them locate defenders and take proper blocking angles

                          IMPACT BLOCKING is like a vision on the field for players....it helps them execute the proper block more often than not.....

                          The only problem is with default rosters this ratings greatly increase the overall ratings of players......but forme since i use the ratings to control gameplay using Legendary players the higher overall ratings are more tolerable and acceptable since those players are LEGENDS!
                          So true, it all boils down to understanding the attribute logic and how EA used it to code the game. Once you figure that out, you can make DRASTIC changes to how the game plays.

                          Time consuming ? Yes

                          Worth it for better game play ? HELL YES

                          Comment

                          • Buckeye Country
                            Pro
                            • Sep 2010
                            • 718

                            #14
                            Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                            You can edit the rosters to make it work, but you'll only have 3-4 years of good gameplay, right? After four years in the dynasty the players will have come in with higher ratings. I assume there is not a permanent fix.

                            Comment

                            • soonermagic75
                              Rookie
                              • Sep 2002
                              • 354

                              #15
                              Re: &quot;Play Recognition&quot; how it effects the the cpu QB scramble logic

                              Will editing the play recoginition for all rosters affect simmed games stats? Or could it just be done for our team and the team we play against?

                              Comment

                              Working...