American football simulation

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.

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?

[quote=“supermancc0386,post:1,topic:34620”]
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).
8)
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).
:smiley: