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Skill cap testing

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This Post:
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155261.34 in reply to 155261.33
Date: 9/2/2010 5:05:38 PM
Overall Posts Rated:
214214
That would make it too easy, you don't want all the formulas and calculations given to you or else everyone would just be doing the same thing.

Having a lot of factors largely unknown (or leaving it up to the community to work out) leaves things open to individual interpretation which means everyone can have different ideas and tactics etc

This Post:
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155261.35 in reply to 155261.33
Date: 9/2/2010 10:29:21 PM
Overall Posts Rated:
102102
Man, imho, BB's should have some sort of a progress bar (sort of like the rate of pop bars for supporters) or let the user know when the player has reached his potential. I find it kind of ludicrous people have to blindly train a guy for weeks to judge rate of skill pops, just to know if his potential has been fulfilled.


Why is it ludicrous to give managers a bit of a challenge?

And we're not training blindly. We have some cool and generous people who figured out where things are. Imagine if nobody shared information here... You'd be training your benchwarmer and wondering why he won't pop anymore at 5k salary.

This Post:
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155261.36 in reply to 155261.9
Date: 9/3/2010 3:35:15 AM
Overall Posts Rated:
102102
I would also like to see a comparison between your approach and others, with the same data.

Honestly, the most interesting will be, in the end, to see what method is the most operational and precise.

Personally, I am fond of the method of Josef-Ka, and what we could do with how8 (now, you just need to add +6% because of the reforms of salary, but it still is nicely accurate).


What I am a bit afraid of with your method for the moment is the fact that you seem to use just 2 items to start with : potential and skill caps.
For potential, you seem to base yourself on the theory that there are sub levels, finally.
For skills, you have to trust the fact that players from the data you received have truly capped quite enough.
In my opinion, there is truly a risk that it won't give tools accurate enough.

In any case, it obliterates for example the idea that skills have different coefficients, according to their proportion and the position (like with how8).
So, I truly hope that there will be a comparison between both methods.

I'll be following this interesting thread and waiting for more details

Otherwise, for your theory, I think that SF with a low or medium potential would be really among the most interesting ones to analyze, as they would be the ones that would permit the most directly to precise the strength or the limits of a relationship between the position and the potential cap, basing on your hypothesis that there is not.

I mean that there is a relation between :
- skills and potential cap
But also
- skills and salary
And also
- skills and position
This is for sure.

An interesting question is how much might be linked these relations between themselves (or not).
But the most interesting application will be to help trainers to foresee more precisely when a player will be truly close to the cap, and how much will be his salary.

If there is 2 methods more accurate than only 1 to answer both problems, it doesn't matter.
What is interesting is truly that we can understand, that it works and that it might be easier to calculate in order to train more efficiently, by enjoying these calculations:)

So anyway, I do not only hope that there will be a comparison. I also hope that you will go on in your own way by interesting yourself to salaries, later ;)


Last edited by Dunker Joe at 9/3/2010 3:45:13 AM

BBF, le forum francophone : = (http://buzzerbeaterfrance.forumpro.fr/)
This Post:
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155261.38 in reply to 155261.36
Date: 9/3/2010 8:00:22 AM
Overall Posts Rated:
155155
I would also like to see a comparison between your approach and others, with the same data.


I think I am pretty much considering all possible options at the moment. I mean, I have never been a believer in potential sub-levels, but I am trying to make sure they are considered in the model. And I am allowing for the possibilty that the formula varies by position. If there is anything else that I am missing, I would appreciate it if you could tell me. ;-)



Personally, I am fond of the method of Josef-Ka, and what we could do with how8 (now, you just need to add +6% because of the reforms of salary, but it still is nicely accurate).


This assumes that salary is directly linked to potential. Maybe that is the case, I don't know. But this model also allows for that possibility.


For skills, you have to trust the fact that players from the data you received have truly capped quite enough.
In my opinion, there is truly a risk that it won't give tools accurate enough.


Indeed, there is a risk that the data is garbage. So what do you propose? No study at all? Actually, my major concern is that if there are sub-levels, then finding any equation to fit the data becomes very difficult and perhaps impossible.


In any case, it obliterates for example the idea that skills have different coefficients, according to their proportion and the position (like with how8).
So, I truly hope that there will be a comparison between both methods.


I don't follow you here, since the main model I am using is in line with Joesph Ka's formulas. I am open to there being a different formula for skill caps (perhaps a more linear one, as Joseph Ka guessed in another topic). So I am testing different things. But to be honest, the data is just not there at the moment to say anything about possible different models.



Otherwise, for your theory, I think that SF with a low or medium potential would be really among the most interesting ones to analyze, as they would be the ones that would permit the most directly to precise the strength or the limits of a relationship between the position and the potential cap, basing on your hypothesis that there is not.


If you see my reply to Joseph Ka above, you will see that I am testing both possibilities (no position vs position in the model). But actually, I do have a couple of these low potential SFs thanks to some of my friends. Although, I could always use more. But I would not just pick on SFs, any player with a potential outside of allstar would really help.



But the most interesting application will be to help trainers to foresee more precisely when a player will be truly close to the cap, and how much will be his salary.


Well, to me, the most interesting thing would be to know if it is actually salary that determines the cap. Because if it is not salary, then in theory you could take a low potential player and train him longer, provided you knew what you were doing. Now, such a player might not be so desirable. For example: I am sure not many people would want an all shot blocking player. But who knows. ;-)



So anyway, I do not only hope that there will be a comparison. I also hope that you will go on in your own way by interesting yourself to salaries, later ;)


In the end, I have realized that it does not matter if I include salaries in the model. Because if indeed the cap is determined directly by salary, what I should end up with is just Joseph Ka's coefficients back again (or something close to them, at any rate). But if I end up with something different enough, well, I will let you draw your own conclusions. ;-) In any case, I am gathering salary whenever possible. So it is certainly something I will look at.

Last edited by HeadPaperPusher at 9/3/2010 8:02:19 AM

Run of the Mill Canadian Manager
This Post:
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155261.40 in reply to 155261.38
Date: 9/3/2010 8:36:45 AM
Overall Posts Rated:
102102
Indeed, there is a risk that the data is garbage. So what do you propose? No study at all?


Absolutely not. On the contrary.
I will follow this study. I consider the project interesting and trying to understand the way skills work is part of the game pleasure.
I also try to lead a study about skills in french communauty and I know how hard it may be to get data.

About the precision of data, I just think that it might be interesting to distinguish players according to 2 categories :
- those that truly didn't cap since many weeks (6-7 perhaps)
- those that are really slowing down since 6-7 weeks, but that have upped.

the first ones would be not numerous but they might be considered as value spots (i'm not sure if that' the right term in english)
Other ones, already classified per potential, would be also used according to your model, but the possibility that they didn't really cap would be informed, and would also permit to consider the evolution of skill cap according to the way a player seems to approach from it.

Just an idea for organizing data you have right now by considering their quality, before you really get a critical amount of data.

Good luck


Last edited by Dunker Joe at 9/3/2010 8:45:09 AM

BBF, le forum francophone : = (http://buzzerbeaterfrance.forumpro.fr/)
This Post:
11
155261.41 in reply to 155261.40
Date: 9/3/2010 9:42:50 AM
Overall Posts Rated:
155155


the first ones would be not numerous but they might be considered as value spots (i'm not sure if that' the right term in english)


As I mentioned before, I am keeping track of which data points I consider to be more precise (ie: a person who is able to give me a better history of their player's training and who has definitely trained their player long enough without a pop). I guess I could put an "accuracy" class variable in the model. Although at the moment, I have been simply doing two runs: one with and one without these data points. Which I guess amounts to the same thing.


Good luck


Thanks. If you have other ideas, let me know. In particular, I am still waiting for better ideas to model in the presence of error. Joseph Ka's idea was simply to get a lot of data. If it were only that easy. ;-)

Run of the Mill Canadian Manager
This Post:
22
155261.42 in reply to 155261.39
Date: 9/3/2010 10:54:52 AM
Overall Posts Rated:
102102
Lets make ID/IS/RB and other stats invisible then, it'll make the game more challenging.


That's your comeback? Okay, let me do the same to you and reduce your argument to the absurd. How about everytime we log in, we have a pop-up telling us what to do? "Click here to win in BB." Would that make it less hard for you?

We already have guidelines on which approximate salary range a player might most likely cap.

Last edited by kLepTo at 9/3/2010 10:55:11 AM

This Post:
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155261.43 in reply to 155261.33
Date: 9/4/2010 4:19:36 AM
Overall Posts Rated:
4040
I think that the idea is that who is active and is searching for the information, will have kind of advantage in comparison with these which just play a game as it is. From the rules, if you are reading carefully, is evident, that they are incomplete for purpose.

This Post:
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155261.44 in reply to 155261.4
Date: 9/5/2010 4:33:45 AM
Overall Posts Rated:
225225
So far, with 20 data points, I have a model that fits very well. An r-squared of almost .99. It says the following very weird results:

-The BB defined position does not seem to matter for capping purposes.
-The model works much better without an intercept (.99 vs .46 r-squared).
-Jump shot and rebounding matter a lot for skill capping. The rest of the skills have some contribution, but are pretty minor in comparison. Some skills are even so minor they are hardly worth mentioning.

If you just toss the position on the right-hand side of the equation, and with so few data points, it's pretty much a foregone conclusion that the variable will be meaningless. If you would really like to investigate positions, run separate regressions for each position when you get enough data points.

I don't see how having a better fit without a constant is weird. This simply states that a player that has capped at zero skills has zero potential (that's assuming that you keep the potential level on the LHS).

If potential capping is in any way similar to salary, then there is no wonder that some skills return insignificant coefficients. Skill weights are different per position, so you're getting significant coefficients for the position that occurs most often in your small sample.

There is a lot to explore in this, but a lot more data is needed. I'd say 50-100 datapoints per position, in order to be able to read anything from the results.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
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