My guess is that such algorithm is a trade secret for game companies like SI Games and such, and you won't find any hint about their algorithm in public places.
You can look at open-source football management games, like bygfoot.
If you are able to collect enough information about the results of the past matches, you could make a simple multiple regression model to predict the scores with reasonable amount of accuracy. You'll have to select your variables carefully though. Check out this and this for more information on prediction using regression techniques.
Certainly a component of any such algorithm would be analyzing the past X-many years of actual football scores: professional, college, and high-school.
If you were to aggregate the data available on merely active, professional players, then look at the scores of every game they were in, you could start to get one possible approach.
For example, maybe there's a place-kicker who just freezes-up against one team - and therefore the coaches don't put him on the field after that when the two teams are playing each other.
Obviously, such analysis should be done ahead of time and NOT on the Windows Mobile device :)
However, it could be at least a reasonable starting point.
Also, be sure to not rely on pure statistics - it doesn't matter how good you are if Lawrence Taylor breaks Joe Theismann's leg :-\
I would say its difficult to determine what is the "correct" method for developing an engine for this type of game. I think its basically how you think it should be determined....obviously having a sneak peek at other people's source code helps :)
I haven't had the time to take a look at BygFoot's yet, however, I have had a look at ESMS and it doesn't look too bad! The main loop is not as big as you would think....
I would say there must be an element of randomness involved, this will allow for "shock" results etc and you should also take into account things like recent form, player morale, fitness, stamina, home/away and provide bonuses to the players accordingly.
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我的猜测是,这样的算法是SI Games等游戏公司的商业秘密,你在公共场所找不到任何关于他们算法的提示。
您可以查看开源足球管理游戏,例如 bygfoot。
My guess is that such algorithm is a trade secret for game companies like SI Games and such, and you won't find any hint about their algorithm in public places.
You can look at open-source football management games, like bygfoot.
您可能想看看我的项目,这是一个足球比赛模拟:
http://sourceforge.net/projects/openfootie/
You might want to take a look at my project, which is a football (soccer) match simulation:
http://sourceforge.net/projects/openfootie/
如果您能够收集有关过去比赛结果的足够信息,您可以进行简单的多元回归< /a> 模型以合理的准确度预测分数。 不过,您必须仔细选择变量。
查看此和此,了解有关使用回归技术进行预测的更多信息。
If you are able to collect enough information about the results of the past matches, you could make a simple multiple regression model to predict the scores with reasonable amount of accuracy. You'll have to select your variables carefully though.
Check out this and this for more information on prediction using regression techniques.
当然,任何此类算法的一个组成部分都将分析过去 X 年的实际足球得分:职业、大学和高中。
如果您要汇总仅活跃的职业球员的可用数据,然后查看他们参加的每场比赛的得分,您就可以开始找到一种可能的方法。
例如,也许有一名定位球手在对阵一支球队时表现不佳,因此当两支球队交锋时,教练不会让他上场。
显然,此类分析应该提前完成,并且不能在 Windows Mobile 设备上完成:)
但是,它至少可以是一个合理的起点。
另外,请确保不要依赖纯粹的统计数据 - 如果劳伦斯·泰勒打断了乔·泰斯曼的腿,那么无论你有多优秀都没有关系:-\
Certainly a component of any such algorithm would be analyzing the past X-many years of actual football scores: professional, college, and high-school.
If you were to aggregate the data available on merely active, professional players, then look at the scores of every game they were in, you could start to get one possible approach.
For example, maybe there's a place-kicker who just freezes-up against one team - and therefore the coaches don't put him on the field after that when the two teams are playing each other.
Obviously, such analysis should be done ahead of time and NOT on the Windows Mobile device :)
However, it could be at least a reasonable starting point.
Also, be sure to not rely on pure statistics - it doesn't matter how good you are if Lawrence Taylor breaks Joe Theismann's leg :-\
您可能需要查看一些开源足球模拟引擎:
ESMS+
BygFoot
我想说很难确定开发这种类型的引擎的“正确”方法是什么游戏的。 我认为它基本上是你认为应该如何确定的......显然,先睹为快看看其他人的源代码会有所帮助:)
我还没有时间看一下 BygFoot 的,但是,我已经看过了在 ESMS,看起来还不错! 主循环并不像你想象的那么大......
我想说必须涉及随机性元素,这将允许“令人震惊”的结果等,你还应该考虑诸如最近的形式,玩家士气之类的事情、体能、体力、主客场并相应地为球员提供奖金。
希望这有帮助!
There are some open source football sim engines you may want to take a look at:
ESMS+
BygFoot
I would say its difficult to determine what is the "correct" method for developing an engine for this type of game. I think its basically how you think it should be determined....obviously having a sneak peek at other people's source code helps :)
I haven't had the time to take a look at BygFoot's yet, however, I have had a look at ESMS and it doesn't look too bad! The main loop is not as big as you would think....
I would say there must be an element of randomness involved, this will allow for "shock" results etc and you should also take into account things like recent form, player morale, fitness, stamina, home/away and provide bonuses to the players accordingly.
Hopefully that helps!