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Sim Sim update planning

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Hate could I please get some sample data from a few Qooty games in all weather conditions, maybe sample 5 games for each.

Would you be able to provide the average DT points and disposals per player (i.e. total DT and disposals / 40 players) across the sample?
 
To simulate different weather i just had the game perform a different average number of transactions, and it works ok, with lower scoring on muddy and rainy days. However it also produces much lower stats overall, which is less realistic. In reality,. bad weather should produce generally the same amount of disposals, they are just less accurate, less distance gained, and commonly have more turnovers (or contests instead of retentions).
 
Hate could I please get some sample data from a few Qooty games in all weather conditions, maybe sample 5 games for each.

Would you be able to provide the average DT points and disposals per player (i.e. total DT and disposals / 40 players) across the sample?
For the first one, complete player data or just the score data?
 
For the first one, complete player data or just the score data?
Score data and also average out the DT and disposals across 40 players per game
 

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Some data - sample 5 games in each condition:

QootyPy Weather ConditionsAvg Team ScoreAvg Player DTAvg Player Disposal
Rainy
83.3​
34.54​
8.21​
Cloudy
85.6​
38.925​
9.605​
Fine
105​
45.675​
10.965​


Relevant snippet of code

Python:
def GetConditions(MatchWeather, Transaction):
        if MatchWeather == "Fine":
            if Transaction == "Contest":
                sim_game.speed = 4
            elif Transaction == "Defending":
                sim_game.speed = 3
            elif Transaction == "Carrying":
                sim_game.speed = 6
        elif MatchWeather == "Cloudy":
            if Transaction == "Contest":
                sim_game.speed = 4
            elif Transaction == "Defending":
                sim_game.speed = 4
            elif Transaction == "Carrying":
                sim_game.speed = 7
        elif MatchWeather == "Rainy":
            if Transaction == "Contest":
                sim_game.speed = 5
            elif Transaction == "Defending":
                sim_game.speed = 5
            elif Transaction == "Carrying":
                sim_game.speed = 7
 
Comparison data in original sim thanks to Hate

Avg.DT.Player.Seasons.Conditions

SeasonMUDDYRAINYWARMCLOUDYFINE
730.8636.2642.3447.4452.48
835.8340.6446.8052.8659.54
934.8840.8346.7252.4659.19
1035.1340.5446.5752.8857.96
1135.5340.7046.7352.8257.75
1234.3139.4045.7050.8056.99
1333.6639.3245.8251.4755.69
1434.0341.0448.4456.2661.03
1534.3641.0348.3455.4959.62
1634.4241.0248.8556.8660.66
1733.4041.5449.0856.9860.79
1834.2341.1649.2156.9057.69
1933.6641.4749.0456.6360.64
2034.1741.2849.0856.5960.74
2134.1341.2249.0156.4561.04
2233.5241.5549.1357.0960.35
2333.2041.2651.4758.4261.00
2434.1140.7849.0956.7461.08
2533.5541.3949.1757.2960.45
2634.3241.0349.1856.5960.75
2733.4641.1749.1756.6061.42
2834.2841.8549.2456.8161.94
2933.9841.5449.0857.0162.20
3033.9441.2549.3556.7559.49
3134.3341.5349.2756.8960.74
Avg.D.Player.Seasons.Conditions

SeasonMUDDYRAINYWARMCLOUDYFINE
77.789.2210.6612.1412.98
88.8510.3911.8513.3815.33
99.1410.4111.9113.2915.16
108.9610.2811.8613.5814.91
119.0310.3711.8813.5714.80
128.8110.0811.6512.9214.61
138.6110.1711.7813.2714.68
148.6010.5912.5614.4416.40
158.6710.4912.5014.4415.35
168.6310.5912.5614.4615.19
178.5810.6712.5414.5115.38
188.5810.5712.4914.5614.85
198.5310.5312.5814.4215.45
208.6310.5612.4814.5215.54
218.6910.4912.5314.3815.72
228.6610.5212.4614.5015.45
238.6710.6413.1614.9615.74
248.6210.3212.5414.5115.68
258.9510.7612.5114.5415.36
268.6910.5012.6014.5515.39
278.5810.6712.4514.5115.89
288.6710.6212.6114.4415.71
298.7610.5312.5514.4115.71
308.7810.6612.5914.5315.98
318.7410.5912.5814.5715.43
Avg.Score.Team.Season.Conditions

SeasonMUDDYRAINYWARMCLOUDYFINE
7
54.0

73.7

85.0

97.9

100.7
8
74.0

79.2

96.2

104.8

126.6
9
62.7

81.7

91.8

103.1

111.9
10
69.5

80.2

92.9

109.1

114.8
11
73.5

83.3

94.8

103.7

107.3
12
66.6

79.1

89.4

104.2

120.2
13
63.8

68.6

86.8

98.5

91.0
14
64.3

79.1

87.8

106.1

101.0
15
69.3

75.9

91.5

106.6

119.8
16
75.2

80.2

95.3

123.4

128.8
17
73.0

83.0

99.8

116.6

129.8
18
65.5

83.0

102.2

117.0

116.9
19
66.1

85.7

99.6

116.8

120.3
20
70.7

82.9

99.9

114.9

118.3
21
68.9

87.2

98.3

114.5

128.0
22
67.8

86.4

100.7

122.2

123.5
23
57.5

78.0

101.6

113.8

122.4
24
69.5

83.9

98.9

118.8

122.6
25
58.3

87.6

100.6

114.9

123.4
26
67.1

84.6

98.6

116.1

132.5
27
71.8

85.4

100.5

114.9

129.4
28
69.3

85.4

97.4

117.3

136.9
29
64.8

87.9

96.7

115.4

127.9
30
68.8

79.6

96.7

114.1

126.0
31
67.2

84.7

97.9

115.9

115.4
 
Last edited:
So I put in place three weather conditions in QootyPy labelled 'Rainy' , 'Cloudy' , 'Fine' for a sample of 5 games in each conditions. From the above data we can gather
  • The new 'rainy' sims deliver games with average scoring at 83.3 points across both teams which is relatively consistent with the scoring of the current sim in rainy conditions
  • However, the 'rainy' data for average disposals and DT points reflect more similar data to the 'muddy' conditions in the current sim
  • The new 'cloudy' sims have a similar average scoring at 85.6 although this remains to be seen whether it is a sampling error and average scoring will differentiate itself from 'rainy' sims in larger samples. DT and disposal averages reflect a middle-ground between 'muddy' and 'rainy' games in the original sim but incomparably lower than the corresponding 'cloudy' games
  • 'Fine' weather sims in Qootypy have a considerably higher average scoring at 105 pts across the two teams and an average DT of 46 and almost 11 disposals. This means in terms of scoring 'fine' is the equivalent of a middle ground between 'warm' and 'cloudy' in the current sim, and the lower end of 'warm' in terms of DT and disposal averages.

Some adjustments I've identified here are that I believe I need to make the scoring more proportionate with individual stats, this can either be done by increasing disposals/score which could be done a number of ways. My preferred would be to remove some conditions that guarantee the same team retains possession thereby increasing turnovers, reducing the probability of 'effective kicks' and increasing the probability of sideways movement.
 
I guess it's just a phenomena of the sim with varied weather conditions, but if a team has a couple of games with rainy weather and come up against a side that had played in fine weather, their chance of winning is severely diminished right?
 
I reckon I made an error with the original Sim there. I had always intended "Cloudy" to create the most fluid and prolific play ... as fine weather can actually allow players to get more overheated. I thought I noticed this, but forgot to check it out.

In order it should have been Muddy, Rainy, Warm, Fine, Cloudy.
 
Is that cumulative stats up to the time of change? What's happening with Enigmal going off twice without coming back on? Paddles as well.
Yes it would be.

If you look at the position column at the 13:18 change, that's just them swapping spots on the bench.

Probably a quirk that won't be fixed in a while as it's not a major priority.
 
Yes it would be.

If you look at the position column at the 13:18 change, that's just them swapping spots on the bench.

Probably a quirk that won't be fixed in a while as it's not a major priority.
I reckon that's workable
 

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Is that cumulative stats up to the time of change? What's happening with Enigmal going off twice without coming back on? Paddles as well.

I play in mysterious ways
 
Barrybran PMBangers Mobbs

Early effort to create a matchups reports are underway, this is the output so far:

Would it be better to keep the format like this for ease of cleaning the data for analysis? Inside the brackets is Home Player vs Away Player, matchup time in game minutes follows that, the result of the matchup would be appended right after the time later.
Code:
Match-Ups
('Engimal v3', 'TJASTA'); 0 to 110
('Blacky', 'Bastyy'); 0 to 45
('PMBangers', 'Lynchy04'); 0 to 110
('Smartys Power', 'Rioli8217'); 0 to 24
('boncer34', 'GREENESHOOTS'); 0 to 110
('MrPremiership', 'Brunswick Trap King'); 0 to 63
('krakouers85', 'Sterge'); 0 to 110
('nahnah', 'Elton Johns Wig'); 0 to 71
('Fitzey', 'crazywildhorse'); 0 to 110
('ShaunDuggan', 'Tiger2709'); 0 to 91
('CakeEater', 'tigland'); 0 to 110
('Ulahoopski', 'damicky'); 0 to 110
('MC Bad Genius', 'Edmund Hunt'); 0 to 110
('The Filth Wizard', 'Ned_Flanders'); 0 to 55
('Dancing Potato', 'rfctigerarmy'); 0 to 34
('GreyCrow', 'U2tigers'); 0 to 86
('spookism', 'Tigerturbulance'); 0 to 106
('Marlowe', 'Mister M'); 0 to 110
('Smartys Power', 'Wacky Tiger'); 24 to 30
('grumbleguts', 'Wacky Tiger'); 30 to 110
('Paddles_', 'rfctigerarmy'); 34 to 110
('Smartys Power', 'Bastyy'); 45 to 110
('Blacky', 'Ned_Flanders'); 55 to 59
('Dancing Potato', 'Ned_Flanders'); 59 to 110
('MrPremiership', 'Rioli8217'); 63 to 110
('nahnah', 'Brunswick Trap King'); 71 to 110
('GreyCrow', 'Jackbero'); 86 to 110
('ShaunDuggan', 'U2tigers'); 91 to 110
('The Filth Wizard', 'Tigerturbulance'); 106 to 110
 
Barrybran PMBangers Mobbs

Early effort to create a matchups reports are underway, this is the output so far:

Would it be better to keep the format like this for ease of cleaning the data for analysis? Inside the brackets is Home Player vs Away Player, matchup time in game minutes follows that, the result of the matchup would be appended right after the time later.
Code:
Match-Ups
('Engimal v3', 'TJASTA'); 0 to 110
('Blacky', 'Bastyy'); 0 to 45
('PMBangers', 'Lynchy04'); 0 to 110
('Smartys Power', 'Rioli8217'); 0 to 24
('boncer34', 'GREENESHOOTS'); 0 to 110
('MrPremiership', 'Brunswick Trap King'); 0 to 63
('krakouers85', 'Sterge'); 0 to 110
('nahnah', 'Elton Johns Wig'); 0 to 71
('Fitzey', 'crazywildhorse'); 0 to 110
('ShaunDuggan', 'Tiger2709'); 0 to 91
('CakeEater', 'tigland'); 0 to 110
('Ulahoopski', 'damicky'); 0 to 110
('MC Bad Genius', 'Edmund Hunt'); 0 to 110
[/QUOTE]
[QUOTE="Kennedy Parker, post: 73534870, member: 164110"]

('Dancing Potato', 'rfctigerarmy'); 0 to 34
('GreyCrow', 'U2tigers'); 0 to 86
('spookism', 'Tigerturbulance'); 0 to 106
('Marlowe', 'Mister M'); 0 to 110
('Smartys Power', 'Wacky Tiger'); 24 to 30
('grumbleguts', 'Wacky Tiger'); 30 to 110
('Paddles_', 'rfctigerarmy'); 34 to 110
('Smartys Power', 'Bastyy'); 45 to 110
('Blacky', 'Ned_Flanders'); 55 to 59
('Dancing Potato', 'Ned_Flanders'); 59 to 110
('MrPremiership', 'Rioli8217'); 63 to 110
('nahnah', 'Brunswick Trap King'); 71 to 110
('GreyCrow', 'Jackbero'); 86 to 110
('ShaunDuggan', 'U2tigers'); 91 to 110
('The Filth Wizard', 'Tigerturbulance'); 106 to 110
I don't think the format is overly important for what I'll use the match wins for, as long as the lines stay the same/ I know what each comment means, it'll be easy enough anyway. In saying that, it'd be great if the home players match ups are put together if they have more than one, for example it'd be;
('The Filth Wizard', 'Ned_Flanders'); 0 to 55
('The Filth Wizard', 'Tigerturbulance'); 106 to 110
Listed one after another
 
Barrybran PMBangers Mobbs

Early effort to create a matchups reports are underway, this is the output so far:

Would it be better to keep the format like this for ease of cleaning the data for analysis? Inside the brackets is Home Player vs Away Player, matchup time in game minutes follows that, the result of the matchup would be appended right after the time later.
Code:
Match-Ups
('Engimal v3', 'TJASTA'); 0 to 110
('Blacky', 'Bastyy'); 0 to 45
('PMBangers', 'Lynchy04'); 0 to 110
('Smartys Power', 'Rioli8217'); 0 to 24
('boncer34', 'GREENESHOOTS'); 0 to 110
('MrPremiership', 'Brunswick Trap King'); 0 to 63
('krakouers85', 'Sterge'); 0 to 110
('nahnah', 'Elton Johns Wig'); 0 to 71
('Fitzey', 'crazywildhorse'); 0 to 110
('ShaunDuggan', 'Tiger2709'); 0 to 91
('CakeEater', 'tigland'); 0 to 110
('Ulahoopski', 'damicky'); 0 to 110
('MC Bad Genius', 'Edmund Hunt'); 0 to 110
('The Filth Wizard', 'Ned_Flanders'); 0 to 55
('Dancing Potato', 'rfctigerarmy'); 0 to 34
('GreyCrow', 'U2tigers'); 0 to 86
('spookism', 'Tigerturbulance'); 0 to 106
('Marlowe', 'Mister M'); 0 to 110
('Smartys Power', 'Wacky Tiger'); 24 to 30
('grumbleguts', 'Wacky Tiger'); 30 to 110
('Paddles_', 'rfctigerarmy'); 34 to 110
('Smartys Power', 'Bastyy'); 45 to 110
('Blacky', 'Ned_Flanders'); 55 to 59
('Dancing Potato', 'Ned_Flanders'); 59 to 110
('MrPremiership', 'Rioli8217'); 63 to 110
('nahnah', 'Brunswick Trap King'); 71 to 110
('GreyCrow', 'Jackbero'); 86 to 110
('ShaunDuggan', 'U2tigers'); 91 to 110
('The Filth Wizard', 'Tigerturbulance'); 106 to 110
Yeah, delimiters would be fantastic!
 
It does look great!
I always try to use plain consistent delimiters but whatever works, works, really.
I guess I would have gone with :
'The Filth Wizard','Tigerturbulance',106,110

But I come from a world where commas are treated inherently by my programming language as delimiters while semicolons and pipes etc are not.

Just do what works, anyone who wants to take your data can surely manage the rest.
 

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Kennedy Parker, how do you tell what the weather is when you've got it set to random? I don't see it on the game screen or any of the output files.
 
Kennedy Parker, how do you tell what the weather is when you've got it set to random? I don't see it on the game screen or any of the output files.
I can see it via the cmd when I test it out. The weather can be change via the settings, just click off random and click it onto another weather.

It will probably be displayed on the screen once and commentary once I work on aesthetic features
 
Kennedy Parker, how do you tell what the weather is when you've got it set to random? I don't see it on the game screen or any of the output files.
If you check your settings post game it will be set to what it randomised as
 
Have managed to add QBQ scores above the team stats sheet which will look like this


QTRGCRFUR
1​
4.3.273.4.22
2​
6.4.4011.6.72
3​
10.7.6713.8.86
4​
14.10.9415.12.102

Center bounces can roved by the wings as opposed to just centers which distributes stats a bit more evenly along the center line.

Form calculation adjustments are in progress to make the votes calc a bit more realistic.
 
If you ever need a hand with writing events, let me know.
Happy to chip in.

Looks like a great effort put in already you marvellous code monkeys.
 
If you ever need a hand with writing events, let me know.
Happy to chip in.

Looks like a great effort put in already you marvellous code monkeys.
Sure, I haven't collaborated with anyone on it so far mainly because I have zero clue on how to use github.

But the code is open source for anyone who wants to play around.
 

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