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BB Math

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277951.8 in reply to 277951.7
Date: 3/22/2016 5:23:23 AM
Overall Posts Rated:
766766
Yer I reckon it's not linear, maybe sigmoid type logistic like most other things in the game

Maybe try with
L / 1 + e∆-k(x-x0). Minus random factor

Where L = 1 (maximum chance of rebound)
X0 = 4 ( which would the difference in rebounding stats between two players where the graph is mid-point)
e = maybe ln(5) ? I'm guessing here
K = maybe this is just 1 or maybe they use k as the way to favour the defensive player. (Such that defensive player gets k = 1.5 and offensive player gets 0.5)


This Post:
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277951.9 in reply to 277951.8
Date: 3/22/2016 6:48:30 PM
Overall Posts Rated:
6666
Thanks, this helps

This Post:
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277951.10 in reply to 277951.9
Date: 3/23/2016 7:48:19 AM
Overall Posts Rated:
766766
Cool let me know what u find.

I wonder if u could reverse engineer the formula a bit based on known rebounding data?
Ie: player x vs player y scenarios = 22 vs 34

Hmmm but the formula isn't player exclusive, there really is going to be 10 of those s curves on the same graph. ........hmmmm OK now my heads hurt.

Yes...heads.

This Post:
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277951.11 in reply to 277951.10
Date: 3/23/2016 7:22:35 PM
Overall Posts Rated:
6666
Sorry, I wasn't clear when I asked the question - I'm not going to use this to analyse BB data. I'm in the midst of writing my own BB alternative. One that has people running around and reacting to each other/the ball (that you could watch! Better than a shot chart.) - I just wanted to see what alternatives there were for the mathy bits about deciding who is the winner of a particular action.

This Post:
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277951.12 in reply to 277951.11
Date: 3/24/2016 6:04:59 AM
Overall Posts Rated:
766766
ohhhhhhhhhhhhh


ok well in that case

my advice would be for winner of a rebound

- take into account height (because lets face it, 7'0 out rebounds 6'0 99 times outta 100).

But in all fairness, i think the BB rebounding mechanism isn't a bad one.