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  American football simulation  (Read 1233 times)
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Offline supermancc0386

JGO n00b
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Posts: 4



« on: 2009-12-01 12:49:52 »

I'm working on developing an American Football simulation engine. Right now, everything is still being designed on paper.  So far, I can see easily how I can create a team, and create individual players with their ratings. I can even see creating the stadiums and weather conditions to affect how they play.  My next big hurdle is figuring out how to simulate playing a game. 

I have been looking around for a tutorial but can't find one for this type of thing.

The only way I can think of to start this, is to create a coach class which would make all of the in game decisions based on how the game is going. If I do that, I would pretty much need to create plays, and a playbook.
This seems like an awful lot to generate some numbers. I feel like maybe I am over thinking this?  I mean games like Tecmo Super Bowl III for the SNES had decent season simulation so I feel like there must be an easier way?

Any help pointing me in the right direction would be greatly appreciated!

Thanks.
Offline Alric

Jr. Member
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Posts: 74



« Reply #1 on: 2009-12-01 13:43:49 »

Sounds like if anything you're under thinking it. As people talked about in a RTS thread, don't assume that because something was done 20 years ago, it is simple.

I'm no expert on American Football, but I can't think how you're possibly going to simulate a match well without having a set of plays?

Offline broumbroum

Sr. Member
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Posts: 384



« Reply #2 on: 2009-12-04 18:21:19 »

My next big hurdle is figuring out how to simulate playing a game. 
You should read some about AI design... in a few words, you need to firmly define what are the individual actions--namely "states"--a player would do, the less actions the more reactive would the AI look like at a first glance. Actions are localized through some UID (unique identifier). A second important bunch of definitions is the so-called "inputs" each individual player would receive--actually in a FIFO order--those are e.g. other team is holding the ball, an opponent is very close to the player, etc. but in a really "live" fashion so that you think it is in the real game.   Those "inputs" also have their UID.

With those 2 sets of UID, try to find out a game strategy/tactic. THE BEST WAY IS TO OUTPUT A LOGICAL SCHEME that tells when the player changes from state A to state B and how it goes from B to A back, thus depending on inputs (notice that the fewer inputs, the lesser smart the player can react).
 Cool
From such a scheme, there are various wayd of implementing it... I do prefer a sequential digital design which offers best performance result over complexity of the schemes (like robots would be designed).
 Cheesy

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