Current Match Engine - manual reminder

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Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:41

Long time ago, everybody received sysem messages with "match engine manual ", but it is not so easy to find it - and I thought that it could be nice idea to remind it and put all of these informations in one place. All of these messages you can find below:


In the current algorithm the action is played as follows: SERVICE->RECEPTION->PLAYING (and SETTING)->ATTACK/BLOCK->RECEPTION->PLAYING (and SETTING)->...

New match engine includes 5 phases of action: 1. Service phase
2. Setting phase
3. Attack phase
4. Protection phase
5. Defence phase

Service phase - begins with service of player and ends with:
a) ace - the action ends with winning the point by serving team
b) service fault (service in the net or out) - the action ends with a winning point of the receiving team
c) reception fault - the action ends with a winning point of the serving team
d) proper reception - the action continues, moving to the Setting Phase

Setting phase - starts with receiving the ball and ends with:
a) unsuccessful feint of setter (defended feint) - the action continues, moving to protection phase on the side of defending team
b) unsuccessful feint of setter (ball out of field) - the action ends with winning a point by the defending team
c) successful feint of setter - the action ends with winning a point by attacking team
d) setting the ball - the action continues, moving to the Attack Phase

Attack phase - starts with setting the ball to the striker. At that time, the defending team tries to set one of the following:
a) block
b) passive block
Attacking player tries to avoid the block and then he executes one of actions:
a) feint (note: this type of attack is not executed with an empty block)
b) side attack/back-row-attack/middle attack (one of these actions - depending on the set)
c) block-out attack (note: this type of attack is not executed with an empty block)
Attack phase can be completed in one of the following ways:
a) unsuccessful feint (defended feint) - the action continues, moving to Protection Phase on the side of defending team
b) unsuccessful feint (ball out of field) - the action ends with winning a point by defending team
c) successful feint - the action ends with winning a point by attacking team
d) successful attack - the action ends with winning a point by attacking team
e) unsuccessful attack (ball out of field) - the action ends with winning a point by defending team
f) unsuccessful attack (defended attack) - the action continues, moving to Defence Phase on the side of defending team
g) blocked attack (with a block) - the action continues, the ball goes back on side of attacking team and begins Protection Phase
h) blocked attack (with a passive block) - the action continues on the side of defending team and begin Protection Phase

Protection Phase - begins in case of:
a) feint performed by a setter - defending ball on the side of a setter opponent
b) feint performed by a striker - defending ball on the side of a striker opponent
c) successful block - defending ball on the side of a striker
d) successful passive block - defending ball on the side of blocking team
Protection Phase can be completed in one of the following ways:
a) successful defence - the action continues on the side of defending team, the ball is played to the setter
b) failed defence - defending team loses a point

Defense Phase - begins when strong attack is performed (not a feint). It can end end as follows:
a) failed defense - attacking team gets a point
b) successful defence - the action continues on the side of defending team, the ball is played to the setter
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
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Stelmach
 
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Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:41

Service phase

A player performs SERVICE with established STRENGTH OF SERVICE and direction of play. A service can and with fault (out or net). If a service is proper then follows RECEPTION. In the reception can participate one of players: 1st receiver, 2nd receiver or libero. The better service the worse is quality of reception. Fault in reception results in winning a point by serving player whereas correct reception ends this phase of action and initiates phase of setting. Quality of reception directly affects the effectiveness of setting.
Risk of fault in service increases when a serving player uses strong service.

A user will be able to set the direction and strength of the service for each player before a match. Any potential impact on the course's of action in the match engine will be thoroughly explained in a system message describing the new tactical options.
Details of the impact of SERVICE STRENGTH on its quality and the risk of faults will be explained in one of next system messages.
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:42

Setting phase

In moment of receiving the ball (after RECEPTION, PROTECTION or DEFENCE) the setter determines to which player play the ball, and then performs a SET.

PLAYING enlarged by a parameter obtained from a previous phase (RECEPTION, PROTECTION or DEFENCE) affects how many players from the first line of the opposing team set up to block depending on their BLOCK POSITIONING skill.

After this takes place a phase of attack, in which for each type of attack (WING ATTACK, MIDDLE ATTACK, FEINT, 2ND LINE ATTACK and BLOCK-OUT ATACK) is added bonus, depending on the value of SETTING skill of the setter.

The setter may also choose to FEINT himself (up to 4% of strokes), then the action immediately goes into attack phase and the FEINT is enlarged by a parameter obtained from a previous phase (i.e. by quality of RECEPTION, PROTECTION or DEFENCE). In case of setter's FEINT, the block of opposing team can consist only of middle-blocker. BLOCK POSITIONING is compared to the parameter obtained from a previous phase (i.e. to quality of RECEPTION, PROTECTION or DEFENCE).

Note: If the setter is positioned in 2nd line, he can't make a feint.

Details of user impact on direction of play will be explained in system message describing new tactical options.
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:42

Attack phase

Attack phase begins when the setter plays the ball to a teammate or he decides to make a feint. At this point, the players of opposing team are trying to set a BLOCK or PASSIVE BLOCK (depending on the previously established tactics). Next, a player performing attack attempts to AVOID the block. BLOCK AVOIDANCE directly affects BLOCK / PASSIVE BLOCK. This means that BLOCK/PASSIVE BLOCK is more effective when the attacker avoids in a poor way and opposite.
Players of both teams can be awarded bonuses increasing the likelihood of successful action:
- likelihood of successful PASSIVE BLOCK is higher than normal BLOCK
- if an attacking player executes FEINT he has more chances to AVOID BLOCK
- if an attacking player executes BLOCK-OUT ATTACK he is more unlikely to AVOID BLOCK, but when the block occurs it is more likely to be out

. These principles may work simultaneously. For example, when blocking players use PASSIVE BLOCK and the attacking player performs a BLOCK-OUT ATTACK then the passive block is affected by both bonuses mentioned above.

Successful avoidance of block

If the attacking player avoids the block then direction of the attack is set. After this may appear following phase of action:
1) in case of wing attack (which can be made only by receiver or attacker), attack from 2nd line (receiver, attacker) or attack from the center (middle-blocker) the action goes to the defense phase of opponent team
2) In case of feint the action goes to the protection phase of opponent team. FEINT and PROTECTION are contrary elements. This means that a good FEINT surpasses poor PROTECTION and vice versa. FEINT is less effective when it is made from 2nd line.

Successful knocking the block

During BLOCK-OUT ATTACK, the attacker tries to perform knocking the block instead of avoidance. In this case are the possible following scenarios:
1) the ball successfully knocks the BLOCK or PASSIVE BLOCK and is attacked so well that it goes out on the side of attacking player - his team wins the point
2) the ball successfully knocks the BLOCK and goes on the side of blocking team. In this situation follows defense phase, but in this case it is more difficult to defend than in normal attack.
3) the ball successfully knocks the PASSIVE BLOCK and goes on the side of blocking team. In this situation follows protection phase, but in this case it is more difficult to defend than in normal attack.

Note: ATTACK BLOCK-OUT is less effective when it is made from 2 line.
Note: In accordance with above rules BLOCK-OUT ATTACK is more effective than other forms of attack. Please note, however, that it is easier to be blocked, and also raises risk of making out.

Auto-protection (protection of blocking player)

If the attacker didn't succeed to avoid PASSIVE BLOCK, but he was very close to do it then the ball hits the block in a way that only one of blockers is able to reach it. This is called auto-protection. It works in same way as normal protection with difference that is performed by a random player from the block.

During the attack phase skills of players are subject to dynamic modifications:

Easier block:
- when blocking players use PASSIVE BLOCK
- when attacking player uses BLOCK-OUT ATTAK

Easier block avoidance:
- when attacking player uses FEINT

More difficult feint:
- when it is performed from 2nd line

More difficult block-out attack:
- when it is performed from 2nd line

More risk to make a fault during attack:

- when a player performs BLOCK-OUT ATTACK
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
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Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:43

Protection phase.

Protection phase may begin after:
- FEINT
- BLOCK-OUT ATTACK - it begins then either on attacker side or on blockers - depending on which side the ball passed during the attack phase - effective BLOCK - begins on side of the attacking player
- effective PASSIVE BLOCK - begins on side of the blocking players.


Quality of any element of action preceding phase of protection, has a direct impact on the effectiveness of the protection.
In addition:
- protection is more likely to succeed if it occurred after a passive block
- protection is more likely to succeed if it occurred after a feint

If protection is successful, then the ball is played to the setter and the phase of setting begins.
The better protection the bigger chance for a good set by a setter

. After:
- PASSIVE BLOCK
- FEINT
- BLOCK-OUT ATTACK
Protection is performed by a random player from 2nd line.

The protection after normal BLOCK is performed on the side of the player who made the attack. In protection takes part random player, except the attacker. However, a player standing in 2-nd line has more chances to do it rather than the one in 1st line. Auto-proctection is made by players who participated in block.


During the protection phase skills of players are subject to dynamic modifications:

Easier protection
- when it is performed after a FEINT
- when it is performed after a PASSIVE BLOCK

More difficult protection:
- when an attacking player used BLOCK-OUT ATTACK and blockers used PASSIVE BLOCK
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:43

Defence phase.

Defense phase starts after the attack phase. Parameter received in the attack phase, is compared to the DEFENCE skill of the defending player. Thus quality of defense is directly affected by quality of previously made attack. Successful defense starts setting phase and its quality has a direct impact on the quality of setting.

The DEFENCE is done in the following situations:
- After attack which avoided a block
- After BLOCK-OUT attack, which effectively knocked the block
The defense has always performed by players, who stand in the 2 line at this moment.

During this phase skills of players are subject to dynamic modifications: More difficult to defend:
- when a player executing the attack used BLOCK-OUT ATTACK and successfully knocked the BLOCK
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:44

Tactical Possibilities

Direction of service.


A player can use following variety of service directions:
- along the line
- in the middle
- along diagonal
- at 1st receiver
- at 2nd receiver
- at libero

For each of these options you can assign points from 1 to 10 There is no possibility of setting 0 points. This means that you can not completely exclude the player from choosing specific option. However you can reduce this chance to minimum with suitable distribution of points.

For example, John Smith may therefore be given the following instructions (distibution of points):
- along the line – 3
- in the middle – 2
- along diagonal – 7
- at 1st receiver – 5
- at 2nd receiver – 1
- at libero – 1

During match calculations the match engine draws one of those options with a probability proportional to the distribution of points

Example.
Assume that for these settings opponent players are set:
- 1st receiver is set diagonally in relation to John Smith
- libero is set in the middle
- 2nd is set alogn the line

In this case the service will be executed:
- in about 63% of cases at 1st receiver ((7+5)/19), where 19 is the sum of all allocated points
- in about 16% at libero ((1+2)/19)
- in about 21% of cases at 2nd receiver ((1+3)/19)


Strength of service.

In addition, for each player separately, you have a choice of power with which he will be able to serve. This value can be determined in the range from 0% to 100% and is called percent of strength share in service. There is corresponding skill STRENGTH OF SERVICE which is affected only by the 'strength' attribute. The STRENGTH OF SERVICE along with the SERVICE skill affect the quality of performed service, according to the formula:

service quality = 0.5 * SERVICE + 0.5 * (STRENGTH OF SERVICE * x% of strength share in service)

Sample player John Smith has the SERVICE skill equal to 20 and STRENGTH OF SERVICE equal to 10. Substituting the % of strength share in service to the formula we get:
- 0% share of power in service - quality of service = 0.5 * 20 +0.5 * (10 * 0%) = 10
- 30% - quality of service = 0.5 * 20 +0.5 * (10 * 30%) = 11.5
- 100% - quality of service = 0.5 * 20 +0.5 * (10 * 100%) = 15

This may suggest that it is always beneficial to set the maximum % of strength share in service. However, there are 2 reasons for which setting high-power service can be a disadvantage:

1) Setting share of strength above 50% increases the risk of service fault. Each player should have matched the optimal proportion between strength share and the amount of errors.

2) Setting share of strength above 50% results in less control over its direction. It is calculated as follows:

0.03 * (sum of allocated points) * (x - 50)
where x is the value of share of strength in service

If, for previous example, you set for John Smith 67% share of strength then above formula will result in:
0.03 * 19 * (67 - 50) = 9.69
After rounding it down we get 9. The match algorithm will modify all the definitions of service direction as follows:
- along the line - 12 (3+9)
- in the middle - 11 (2+9)
- along diagonal - 16 (7+9)
- at 1st receiver - 14 (5+9)
- at 2nd receiver - 10 (1+9)
- at libero- 10 (1+9)
The sum of allocated points is 12 +11 +16 +14 +10 +10 = 73

Thus in this example the service of John Smith will be approximately made:
- at 1st receiver in 41% of cases (16+14/73)
- at libero in 29% (10+11/73)
- at 2nd receiver in 30% (10+12 /73)
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:46

Direction of setting

During defining tactics for the match you can specify how often the ball should be played to each player. Each definition is divided into 3 parts which take into account position of the player on the field: 1 line - the wing, 1 line - center, 2 line.
You can assign points from 1 to 10 in each definition. It is not possible to select 0 points. This means you cannot completely exclude a player from the attack. However, you can reduce this chance to a minimum with the appropriate distribution of points .

During the setting phase the match engine uses above definitions to draw a player with a probability proportional to the distribution of points.

Below are examples of allocation of the points:
1) Player 1:
- 1 line - wing 2
- 1 line - center 4
- 2 line 3
2) Player 2:
- 1 line - wing 1
- 1 line - center 1
- 2 line 1
3) Player 3:
- 1 line - wing 1
- 1 line - center 8
- 2 line 6
4) Player 4:
- 1 line - wing 8
- 1 line - center 4
- 2 line 1

Let's assume that for above definitions the players lined up in the action in the following way:

Player 3 (middle-blocker): 1st line – center. Points arising from the definition: 8.
Player 4 (spiker): 1st line – wing. Points: 8.
Player 2 (2nd receiver): 1st line – wing. Points: 1.
Player 1 (1st receiver): 2nd line. Points: 3.

In this set up players' definitions sum up to 20 points (8+8+1+3), which means that the ball will be played to them with the following probability:

Player 3: 40% (8/20)
Player 4: 40% (8/20)
Player 2: 5% (1/20)
Player 1: 15% (3/20)

There is still an additional option associated with setting definitions. For each player you can specify how often he can maka a feint instead of usual setting. It is a value between 1 and 4% of all strokes


Note: all the following comments relate to the instructions for a player who sets the ball - not necessarily the setter. It may happen that after successful protection or other action, the setter will be excluded from the play and the ball will go to another player. There is also no matter which setter is on the pitch - if we use substitution in that position. These instructions are collective for the whole team.
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:46

Type of attack.

The attacker can perform one of the following attacks in the game:
- normal attack
- feint
- block-out attack

In tactics you can define which type of attack should be performed depending on the number of opponents in the block and the position of the player on the pitch.

Sample definitions for John Smith with a single block can be as follows:

Single block:
a) 1st line - center
- normal attack 2
- feint 1
- block-out attack 1
b) 1st line - wing
- normal attack 7
- feint 2
- block-out attack 1
c) 2nd line
- normal attack 4
- feint 3
- block-out attack 1

Similar definitions can be set for double and triple block.
It is worthy to notice that only proportions between allocated points are important, rather than strict values.


According to allocated points the match algorithm calculates probability of making specific type of attack. Therefore, if John Smith during the match makes an attack from "1 line – wing" on the single block then according to the definition "b)" from above example the match engine will calculate following probability:
- normal attack - 70% (7/10), where 10 is the sum of all points awarded in the definition "b)"
- feint - 20% (2/10)
- block-out attack - 10% (1/10)
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

Re: Current Match Engine - manual reminder

Postby Stelmach » 17 May 2011 12:47

BLOCK


The tactics of the block is determined collectively for all players of the team. In the tactics you can award points from 1 to 10 for BLOCK and PASSIVE BLOCK, depending on the number of players participating in the block.

Sample definitions can be as follows:

a) single block:
- normal block: 1
- passive block: 3
If during the action single player positions himself to the block then there is 25% (1/4) chances that he jumps for the normal block and 75% (3/4) for the passive.

b) double block:
- normal block: 1
- passive block: 4
If during the action two players position themselves to the block then there is a 20% (1/5) chance that they jump for the normal block and 80% (4/5) for the passive.

c) triple block:
- block: 1
- passive block: 0
If during the action three players position themselves to the block then there is a 100% (1/1) chance that they jump for the normal block. As an exception you can award zero points for PASSIVE BLOCK with the triple block
Rozwiązanie trudnego problemu należy zlecać najbardziej leniwemu pracownikowi. On znajdzie najprostsze rozwiązanie.
User avatar
Stelmach
 
Posts: 1521
Joined: 29 Sep 2008 14:08
Location: Staszów -> Warszawa
Country: Poland

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