raymattison21 wrote:
3. Chooses a play based on weights (larger weights = higher probability)
4. If no play was available (i.e. you don't have any inside running plays with non-zero personnel and the selection was an inside running play), a play is randomly selected.
Looking at a log from Victory league the I see #4 coming into play.
Logic would dictate a return to (3) and dismisses 4. At no opportunity should the MFN AI overrule the plays selected by the User in preference to any play not selected by the user in said offensive or defensive plays selected by the user. (WHEW!)
This is both a coding loophole and a code absolute.
If 3 fails, then 4,
submit to three.
If any play selected by the user fails to fill option 3 - then the AI chooses a random or play matrix optimal based on user selected plays available.
Either/or; A/B (or A/B+C; A/B+Cx) selection processes.
The current code only moves forwards. When the code reaches no answer, it is forced into the current 4.6 MFN AI processing, which in turn can select "undefined" (plays the user did not select for inclusion).
This issue goes at least back to 4.3, when I started playing.
"The basest of the base."
"The beast of two backs."
~Shakespeare
The fix would require the code to move backwards from its current endpoint (or, "thinking"), and then choose from plays selected only by the user after eliminating any and all non-user options based on defensive LB/DB and personnel sliders (with user created rules being the priority).
In this circumstance, the end result logic chain will not and cannot ever be ideal for the user, but at least the end result is something the user chose to include as viable. Devil be damned, the user got what they wished for, from plays the user thought and choose to be ideal.
Rules exist ;)
^eliminates user complaints
In simple terms, right now the MFN AI only asks how there is no play, but never asks why there are no user options (via a process of elimination based on slider/rules/other current MFN parameters involved).
...And therefore never chooses any user options selected.
^ Regarding the above optimal user engagements currently available in MFN, a new code process/logic chain would be required to force the AI into:If three [#3 above] fails (X) times, then (Y). With Y being a play chosen by the AI that is IN the users playbook - and not possible to select outside of user choices.
...and thus eliminating the current AI option #4 (above); replacing it with a viable, A/B + C (orCx) logic based coded intuition, and user derived option 4 moving forward within the current available play matrix definitions.
...and a welcome, new definition of the current and untenable AI #4 options.
This would be a gigantic fix.Most of the backing code required is already present.
TBD by JDB. <serious coding requiring a real deal and absolutely dedicated, thoroughly limited beta group running play sims not game sims. <this would require a new beta MFN "outside" yet within whatever current code is in mass use.
It definitely would not be the current Beta league structure - which has proven to be disastrously biased with 4.6.In no way should the AI ever be choosing offensive or defensive plays outside of what the user has selected to be included.Ever.
Fix the engine or I quit.
Cache/categorize/fix/progress.
Good for dev, good for humanity!
:)
Never perfect.
So many of us want to help, just give us the proper playgrounds to be your hamsters.
#deepsheepmaynard
*edited for the LCD and yer welcome.
Last edited at 11/04/2022 10:11 pm