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Probably doesn't help that the ratings guy seems to constantly be pushing for more ratings to be added, when it's not even clear what the existing ones do. I'v
by streptomycin 12y ago
Probably doesn't help that the ratings guy seems to constantly be pushing for more ratings to be added, when it's not even clear what the existing ones do.
I've had the same problem when making http://basketball-gm.com/ http://basketball-gm.com/ even though I'm just one person and one of my design decisions has been to keep it as simple as possible for precisely this reason. Large models with lots of parameters are hard, no way around it.
- kenjackson 12y agoI agree in general, but how do you capture all the nuance w/o more models. Sherman and Revis are the best two corners in the game (arguably), but super different styles of defense. Another example is Russell Wilson. In the pocket he's a good passer, on the run he's a great passer. People who are fans of these sports want to see these relatively small differences. I'm not sure how else you do that w/o a lot of attributes.
- streptomycin 12y agoIt's a balance, but the answer isn't always to add more parameters. Like, just because you have a parameter called PassingAbilityWhileRunning doesn't mean it will actually reflect passing ability while running if your model is too complex to understand. Maybe that's a bad example, but you get the idea. An attempt to add nuance can instead add confusion and make the game worse. But like you said, you undoubtedly end up with a fuckton of parameters if you want to have a somewhat realistic game. There's no perfect answer, but it is definitely a good thing to resist adding parameters as much as reasonably possible.