Posted by hughesjr on 12/8/2022 3:09:00 PM (view original):
I think I am going to spend more time in the hoops101 area reading about each offense type and see what I find (while also continuing to look through the first post here). I don't really see much difference in the offenses except for FB either, but I don't see any major errors it what you wrote, so it makes sense to me. I see some experimentation with some different offensive sets in my future.
replying to hughes, but also to texashick, gil if he is around, and anyone else who cares. my guess is this will be long, so brace yourselves.
I tend to agree with hughes, I really don't see much differences in offenses.
when tarek was around, he'd sometimes sim a single game 500 times vs the same opponent, then repeat with one thing changed, like going from -5 to zero to +5, to see if extreme settings helped a theoretical team beat a team more often or less often - hint 0 did best, but -5 / +5 didn't change wins or losses very much. Without the aid of the sim engine, I'm going to ask as if 500 sims at each setting were avaialble. let's assume 500 is a relevant sample size, not 5000 or 50,000, or anythng like that.
I'm only going to focus on two things,3pt% and 3par (3pa's / fga's) to start with
1 - 500 sims of team a vs team b, using all 4 main offenses, fb, flex, man, triangle. do the avg of 3pt% or 3par change based on the offensive type, all other things being equal, players and ratings, depth chart, team game plan, player game plan & all defensive things, roster and settings. if so, do both, or just one or the other?
2 - I probably have a near infinite number of variations of this question, how about making it a 4 by 9 grid, offensive type as the x axis, defensive type as the y grid? do both 3pt% and 3par rise with 2-3 zone vs 3-2 zone, or just one or the other? I'd guess man & press & man press combo have a near equal affect of both stats, while the combo's act like the base 2-3 or 3-2, maybe those sims can be excluded? or does an offensive type, say flex, work much better vs zone or vs fcp or vs man? Hmmm
3- How about adding defensive depth - all 11 of them to the z axis (+5 to -5). I'd guess 3par should drop at +5 and rise at -5, but maybe just the 3pt% does, or maybe both do? I really don't know though.
4 - just to add one more series of comments b4 I stop , what happens using man, flex, fb, triangle vs the type of roster one has, in 500 sims vs the same team? for discussion, lets say a team's 4th best guard is a 60/60/60/60/60 at ath/sp/per/bh/pa, but the other 3 are all equal at 80 at everthing, except g1 is a 95 per, g2 is a 90 per, g3 is a 85 per. Oh all 4 are 20 reb's, the team has an all 60 sf1, who is also a 60 reb. Anyhow, vs the 4 offensive types, lets start off with equal distro to the 3 guards & having all 3 start, does playing g1 at pg, sg or sf matter, so does it matter more in flex to have him at pg vs sg or sf? I sincerely don't know that any of the offenses matter that much as long as the other ratings are the same, ath/sp/lbh/pa? how about if the 95 is given 1/3 more touches, the 85 1/3 less? it then could be the 85 per or g3, is the best pg? or does the team function better if sf1 starts & g3 comes off the bench at pg/sg. or maybe g2 makes a better come off the bench guy? or maybe it's better if all 3 start in zone, but only 2 start in fb or vs fcp? Then rather than vary per, vary passing or athleticism or speed or ball handling, in all 4 offenses, in all the many different roles while keeping perimeter fixed. then vary two things, what does that do to 3pt% or 3par? What do any of these many variations do to overall efficiency or ts%? how about tov%?
conclusions:
1 - I do think there are regression packages that can vary dozens if not hundreds of variables / results without having to sim each variable variation for each result. maybe someone has done all of this already. I'd guess they'd have to data mine extensively, multiple worlds, maybe even multiple divisions, multiple seasons, to start to see trends.
1a - if someone did all that, and found out some or most of the answers, are they cheating?
2 - I knew tarek (thru sitemail and cs tickets) better than most here since most the oldtimers are gone, but not near as well as others. if any of you are still around, just how complex could he have made all this, given it was written around the turn of the century & was essential a passion project by a single individual?
2a - I knew seble / the change team even less, but those that do are more plentiful, do you think they made the game an order of magnitude or two more complex in terms of variability vs offensive types or how player types affected outcomes?
2b - I have serious doubt either of them did, so I doubt the game is THAT complicated.
3 - the time when any of you would have played such a game is nearing an end, but in the 60's a game (mostly baseball) called strat o matic existed. it used 3 dice and a couple of cards to read the result based on the dice, willie mays batting against sandy koufax pitching, willie hit .300 on 12 x 3 results if a 1-3 was shook with the first dice, or he'd hit .180 and mostly stirke out if 4-6 was shook with those 12/3 results. I've always approached the game as if it's that game, with a random number generator replacing the dice, and computer memory / formula's / another random number generator replacing the cards. Now I accept that flex has a different set of formula's than motion, etc. and these will lead to slightly different box score stats. but ... I still think most this game is driven by the ratings of ind players placed in strategic roles. I'm not nearly so convinced that those roles change real much, based on the offense selected.
3a - so I'd probably try to recruit the same & would play my players in the same poitions, with the same distro and shot selection, regardless of man, flex, triangle or fb. That is unless someone like gil (there are more than one guy out there who know the new game well, gil is the only one I've spent any amount of time going back and forth with, and even that was a long, long time ago, so I apologize to the other experts out there) said he'd run regressions or something proving any paritcular POV. As far as I know, most of what we know is anecdotal unless CS has come out and told us, which IMO at least, happens less and less all the time) tarek used to do more of this - not sure how accurate the tarek hints are any longer though?
4 - finally, Just how much harm would it be for cs to accurately provide more hints / clues as to how the engine works vs various strategies like motion or flex? It be nice if this was communicated for everyone all at once, rather than if it's being done thru cs tickets so only a select few know? I'd find it fascinating as a long time user who 'might' have about as much of a gained advantage by not knowing exactly as most here - yet it'd be fun to know even if some of my edge goes away
4a - you guys should all send a note to cs asking for an updated modern advanced basketball stats package to be added, ts%, +/-, def rtg when on court (which is largely ppp/100 allowed), off rtg when on court, tov%, ast%, 3par, ftar, to name a few. but the one, if I only could get one, ind +/- would be so awesome & is something that is not easily calcuated. a bonus would be things like 2 man lineups +/- or complete advanced stats, 3 man, 4 man, 5 man, etc. places this stuff exist that I know of for real basketball, nba.com, basketballreference.com are both free, cleaning the glass is paid.
that's all I got, again, hats off to texashick, thanks for making me ponder some of these whatif type issues, been a while since I have.