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Old 08-08-2011, 02:01 PM  
Rain Man Rain Man is offline
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Your Chance To Participate In A New Football Phenomenon (Sandbox Simulations)

I apologize if the mods think this is soliciting, and I guess it is, but at the same time it's beta testing a new product developed by long-time planeteers, and it's free.

cdcox and I have been developing a new football game for the thoughtful fan, where players build franchises and compete against each other. A description is below.

If you're interested, we're offering the game for free in Year 1 to Chiefsplanet members, with the goal of both giving the system a dry run and also hooking you like Phillip Morris. You can go to www.sandboxsimulations.com to sign up, and use the access code 6Lanier3.

Here's the overview:

Build and manage a full 53-player roster over multiple seasons, as an offseason activity to give you year-round football

Select your personnel to match your offensive and defensive scheme. Every position matters – even your blocking tight end.

Realistic and accurate simulations of league games based on head-to-head matchups against other teams in your league.


This is essentially a new concept in fantasy football that attempts to simulate as closely as possible the management of a real NFL franchise over a multi-year period. Unlike regular fantasy football, every position on the offense and defense contributes to your success or failure. On special teams, the punter, kicker, and kick returners matter.

In Sandbox Football you will build a team – an entire 53-man football team – via an initial draft, and will maintain it year after year in annual rookie drafts, trading periods, and free agency. You compete against teams in your league. In the first year of the game, before the start of the NFL season, you will build your roster by drafting veterans and rookies through separate drafts, and through trades with other teams in the league. Your roster is frozen at the beginning of the NFL season. During the real regular NFL season, you can focus on your traditional fantasy games and perhaps keep on eye on your Sandbox roster as our statistical models build the data on player performances. At the end of the regular NFL season, the Sandbox season begins. There will be 16 games in the season. In real time, the season will run about 8 weeks (2 alternate reality games per week).

Game outcomes will be simulated based on the performance of individual players during the just-completed NFL regular season. The simulations, developed by a PhD statistical expert, estimate how individual players will perform in the context of your alternate reality team competing head-to-head against other teams in the league and with the specific team that you have built. The simulations will consider the offensive and defensive schemes that you select. So you can build your roster to support a power running game or a high-flying passing attack. You can run a 3-4 or 4-3 base defense. You can run nickel formations or four-wide receiver sets. You can rotate your DL to keep them fresh.

The game is more about building a team than playing video games. So this isn't Madden, but you will have the ability to tweak your game plan to take the best advantage of your roster and the weaknesses of your opponent. Injuries are a factor in the game. If a player is unavailable during weeks 3 through 6 in the NFL, he is also unavailable during the same weeks in the alternate reality season. So roster depth matters. The game simulations are based on the most advanced statistics and the latest research regarding what matters in winning an NFL game. But, the outcomes of the games have a random component, just like real NFL games.

The calendar for the alternate reality league year will look something like this:
• Jan to Mid March: Alternate Reality regular season and playoffs.
• Mid-March to the beginning of NFL season: Roster building through trades, veteran draft (first year), free agent drafts (2nd year and beyond), and rookie draft.
• Beginning of NFL season to end of regular NFL season: Alternate reality league is dormant, but the NFL players are generating their performance stats for the up-coming AR league.
• Rinse and repeat.

Copyright Sandbox Simulations, all rights reserved.

We're still finalizing the cost structure, but this won't be an expensive game to play at all. It might range from a few bucks a year to $50 per year, depending on a few factors.

Year 1 will require a couple of days of drafting with rather high intensity, but we've got it set up where you can put your draft list together and do customized and automated drafting if you like.

So...go! Now! Time to get ready for the draft!




Note that we are still in beta testing, so things could change if we find problems in the system.


How Free Agency Works:

Free Agency will begin before the 2012 season after the rookie draft.

Our process is as follows for the 2012 season. In 2013 and beyond there will be minor changes as noted later.

1. We will unveil the list of available free agents so you can check out the talent pool.

2. If you look in "Standings", you will see that you have a salary account value of $1,300. You will use this to sign your veterans to contracts, sign your rookies to contracts, and (in a competitive bidding process) sign free agents to contracts.

The cost of a contract is as follows for players already on your roster (both veterans and rookies).

$0 - 1 season contract
$10 - 2 season contract
$22 - 3 season contract
$37 - 4 season contract
$55 - 5 season contract
$76 - 6 season contract
$100 - 7 season contract

You will sign your existing players to contracts using an interface that we will unveil shortly. If your 53-man roster is set you can spend your $1,300 on your current roster. However, it may be worthwhile to hold some money back so you can compete for free agents.

3. The free agency period begins.

Bidding for free agents will be open and competitive. As players come available, teams will be allowed to sign them if they are the high bidder. The contract length is automatically calculated by rounding down the bid to the chart below.

Contract Length (Seasons) Salary Points Bid
1 0 to 9
2 10 to 21
3 22 to 36
4 37 to 54
5 55 to 75
6 76 to 99
7 100 or more

For example, if you submit the winning bid for a player at a price of 25 salary points, that player becomes yours under a 3-year contract. If you submit a bid for 35 points and win, it’s also a 3-year contract. If you submit a bid for 38 points, it’s a 4-year contract. If you submit a bid for 120 points, it’s a 7-year contract.

For the 2012 free agency period, we will enforce the 53-man rule. You will need to cut down to 53 players before the free agency period starts, and if you sign a player to go above 53, you will need to cut a player to stay within the roster limit. NOTE: DON'T CUT YET UNLESS YOU WANT TO. WE'RE STILL FINALIZING THE SYSTEM AND WANT TO BE SURE THAT THIS RULE WORKS IN 2012.

4. Ending Bidding and Ending Free Agency.

Bids on an individual player will begin once the first player places a bid. For the 2012 season that bid must be $1 or more. Bidding ends when the existing high bid had not been raised for 72 hours. At that point, the high-bid team is awarded the player under the contract terms described in Step 3.

The free agency period in 2012 will end once there have been no bids on any players for 72 hours.

5. Unused Salary Points

If you do not use all of your salary points in a given year, they will roll over from year to year. This is experimental and we'll have to see how it works. If it doesn't work, they'll expire each year, or maybe a portion of the points can roll over. Right now, assume they all roll over.

6. Salary Points and Roster Management

In the Sandbox system, salary points and the salary cap are used only for acquiring players. You will never have to track the number of salary points “on your roster” and you will never have to cut a player for salary cap reasons.

Additionally, you are not obligated to keep a player for the full length of his contract. You can cut him or trade him at any time. However, recognize that it’s a waste of salary points to cut or trade a player before the end of his contract. But it doesn't hamstring you going forward - it's just past money that you wasted.

7. Free Agency and Contract Length - Retaining Your Current Players

When a player reaches the end of their contract, they go back into the free agency pool and teams will bid for their services. You are eligible to bid on them to get them back, just like you can bid on any free agents.

There is one exception to the rule of free agents going into the free agency pool, as follows:

• At the end of the bidding process, you have the opportunity to re-sign your own players by outbidding the high bidder. Your bid must be the minimum points to increase their contract period by a year over the high bid. (Example: your player goes to free agency, and another team bids 50 points for him, which equates to a 4-year contract. You can keep the player by paying 55 points for him, which is the minimum amount for a 5-year contract.) If the high bidder offered a contract of 100 points or more (7-years), you can keep the player by bidding 10% more points than the high bid.

8. Free Agency and Trades

If you trade for a player, their contract length is a consideration. Trading for a player with 6 years left on his contract will give you his services for that amount of time (unless you cut him or trade him, or he retires). Trading for a player with 1 year left on his contract means that he’ll go back into the free agency pool at the end of the season. (Of course, you can still retain him via Step 7.)

9. Future Years

In future years, the process will be identical to that shown above, with the following exceptions.

a. Because you will have a lot of veteran players under contract, you won't need $1,300. You'll get a new annual allotment of signing dollars. We're still working on the exact amount, but it looks like it'll be between $500 and $600.

b. In the 2012 season, we will introduce all free agents at once to catch up. In the 2013 season and beyond, the free agency period will occur during the actual NFL season. We will sprinkle the free agents in one division at a time over the course of the season. (The divisions may be randomly selected or we may release a calendar. It doesn't matter that much.) This system should be interesting because some free agents will come available early in the season when you don't know their performance for the year - greater risk, greater reward - while other free agents will come available later in the season when you know what their performance will be, but so does everyone else.

c. In the 2013 season and beyond, you will be able to retain more than 53 players through the rookie draft and the main free agency period. You will then have a cutdown period to get to 53 and we will have a final free agency period where you can sign any players who have been cut. In that final period you will have to enforce a 53-man roster, so if you sign a player you have to cut one.

10. When you think about the schedule in 2013 and beyond, it will go like this:

a. Sandbox season goes from February through April.
b. Rookie draft in May. No 53-man limit.
c. Free agency from (likely) September through December, with free agents sprinkled in throughout that period.
d. January. Roster cuts to 53.
e. Late January. Final free agency period to flesh out rosters and sign players cut in Step d.
f. New Sandbox season begins.


Last edited by Rain Man; 05-27-2013 at 09:15 AM..
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Old 06-21-2012, 06:00 PM   #1996
cdcox cdcox is offline
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Quote:
Originally Posted by Rain Man View Post
Yeah, I guess you're right in general on the first down. The situation that caught my attention was the special case subset below, a spike on first down after a change in possession, which should never be a spike unless your QB is Elvis Grbac. Is there a way to put a fix in for that? Otherwise, we'll be fielding complaints from paying players down the line.



Richmond
2nd Q 1:10 Nick Folk kicks 64 yards, returned for 30 yards by LaRod Stephens-Howling
2nd Q 1:02 1st and 10 Richmond 36 Matt Hasselbeck sacked by Shaun Phillips for a loss of -3 yards. QB fumbled and defense recoved returned for 0 yards.
Richmond 0, Duluth 10
Duluth
2nd Q 0:46 1st and 10 Richmond 33 Philip Rivers spikes the ball to kill the clock.
2nd Q 0:43 2nd and 10 Richmond 33 Philip Rivers passes incomplete to DeSean Jackson.
2nd Q 0:36 3rd and 10 Richmond 33 Philip Rivers passes incomplete to Randall Cobb.
2nd Q 0:29 4th and 10 Richmond 33 Nick Folk field goal attempt from 50 yards. Good.
Richmond 0, Duluth 13
OK, change of possession was the thing I was missing. Yeah, I can fix it. That is the beautiful thing about code -- anything is possible.
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Old 06-21-2012, 08:39 PM   #1997
cdcox cdcox is offline
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Independence Vision 1-1. Congrats to Topeka Tricyanide.

I have that irritated feeling I get after the Chiefs lose. Heh.
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cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.cdcox has parlayed a career as a truck driver into debt free trailer and jon boat ownership.
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Old 06-21-2012, 09:10 PM   #1998
Dartgod Dartgod is offline
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OK, this is kind of a weird sequence at the end of the first half of my second game.

Provo
2nd Q 2:00 1st and 10 Provo 25 Joseph Addai rushes for -1 yards.
2nd Q 1:18 2nd and 11 Provo 24 Bruce Miller rushes for 0 yards.
2nd Q 0:28 3rd and 11 Provo 24 Bruce Miller rushes for 6 yards. PENALTY. Neutral Zone Infraction on Tommy Kelly. 5 yards. Penalty declined. time out Columbia
2nd Q 0:20 4th and 5 Provo 30 Ben Roethlisberger fumbles snap Recorved by Provo Turned over on downs
Columbia 14, Provo 3

Columbia
2nd Q 0:10 1st and 10 Provo 30 Ryan Fitzpatrick (pressured) passes complete to Vincent Jackson for a gain of 25 yards. time out Columbia
2nd Q 0:02 1st and goal Provo 5 Mike Nugent field goal attempt from 22 yards. Good.
Columbia 17, Provo 3


First of all, why did Provo decline the penaly on 3rd and 11 and then why would we go for it on 4th and 5 from our own 30? It ended up costing me 3 points which happened to be the marging of victory for Columbia.
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Old 06-21-2012, 09:13 PM   #1999
Dartgod Dartgod is offline
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Here's another interception ball placement error.

3rd Q 10:32 2nd and 15 Columbia 15 Ryan Fitzpatrick (pressured) passes 20 yards intercepted by Eric Wright and returned 0 yards.
Columbia 17, Provo 6
Provo
3rd Q 10:20 1st and 10 Provo 35 Bruce Miller rushes for 4 yards.

The ball should have been on the Columbia 35, not Provo's.
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Old 06-21-2012, 09:19 PM   #2000
Sully Sully is offline
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When is league two gonna start?
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Old 06-21-2012, 09:20 PM   #2001
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My FB had 14 carries. Why so many. I think I even adjusted his percentage down to 3%.
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Old 06-21-2012, 09:36 PM   #2002
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Oh shit. I forgot to update the the software on the site before I ran the sims. I'm going to clear out week 2 results, update the software and run the sims again.
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Old 06-21-2012, 09:39 PM   #2003
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Oh shit. I forgot to update the the software on the site before I ran the sims. I'm going to clear out week 2 results, update the software and run the sims again.
Dang. This sucks. I had already adjusted the rosters to week 3. Not sure what will happen when I roll back. I'm going to take the site off line and look at it.
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Old 06-21-2012, 09:45 PM   #2004
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Well, the Fort Collins Horseteeth were 2-0, we'll see what happens when you redo the simulations.
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Old 06-21-2012, 09:48 PM   #2005
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Quote:
Originally Posted by Dartgod View Post
OK, this is kind of a weird sequence at the end of the first half of my second game.

Provo
2nd Q 2:00 1st and 10 Provo 25 Joseph Addai rushes for -1 yards.
2nd Q 1:18 2nd and 11 Provo 24 Bruce Miller rushes for 0 yards.
2nd Q 0:28 3rd and 11 Provo 24 Bruce Miller rushes for 6 yards. PENALTY. Neutral Zone Infraction on Tommy Kelly. 5 yards. Penalty declined. time out Columbia
2nd Q 0:20 4th and 5 Provo 30 Ben Roethlisberger fumbles snap Recorved by Provo Turned over on downs
Columbia 14, Provo 3

Columbia
2nd Q 0:10 1st and 10 Provo 30 Ryan Fitzpatrick (pressured) passes complete to Vincent Jackson for a gain of 25 yards. time out Columbia
2nd Q 0:02 1st and goal Provo 5 Mike Nugent field goal attempt from 22 yards. Good.
Columbia 17, Provo 3


First of all, why did Provo decline the penaly on 3rd and 11 and then why would we go for it on 4th and 5 from our own 30? It ended up costing me 3 points which happened to be the marging of victory for Columbia.
Hmm, the logic on the penalty was probably that the yards gained were greater than the yards of the penalty. But you're right in that it didn't account for the benefit of getting another down. We may need a tweak in the logic to account for that.

I'd never thought about it, but if you have a neutral zone/offsides penalty on a play where you gain more than 5 yards, but less than the first down, when do you take it? What's your opinion on the following scenarios?

Assume it's 1st or 2nd down and 10 and you get the offsides call after the play is run.

You gain 5 yards or less - You obviously take the penalty.
You gain 6 yards - take or decline?
You gain 7 yards - take or decline?
You gain 8 yards - take or decline?
You gain 9 yards - take or decline?
You gain 10 yards or more - You obviously decline the penalty

Now, if it's third down I think you always take the penalty if you didn't get the first down, so in your specific case it's straightforward. So it seems like we need a different logic for 1st and 2nd down compared to 3rd down, right?


With regard to the 4th down call, it looks like Ben was just trying to run out the clock and fumbled. Shades of Phillip Rivers against the Chiefs last year. It seems like the call was correct, but you just need to work on your C-QB exchange.
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Old 06-21-2012, 09:49 PM   #2006
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Here's another interception ball placement error.

3rd Q 10:32 2nd and 15 Columbia 15 Ryan Fitzpatrick (pressured) passes 20 yards intercepted by Eric Wright and returned 0 yards.
Columbia 17, Provo 6
Provo
3rd Q 10:20 1st and 10 Provo 35 Bruce Miller rushes for 4 yards.

The ball should have been on the Columbia 35, not Provo's.

Yeah, there's a straightforward problem on placing the ball after interceptions. cdcox is going to fix that, and we suspect it's an easy fix. Thanks for noting it, though.
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Old 06-21-2012, 09:50 PM   #2007
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Seems like the punters are still switched. But again no complaints! The Stetsons roll to another victory!

ALSO.. it appears that every false start is a loss of 5 yards AND a loss of down.
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Old 06-21-2012, 09:52 PM   #2008
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Seems like the punters are still switched. But again no complaints! The Stetsons roll to another victory!

ALSO.. it appears that every false start is a loss of 5 yards AND a loss of down.
Ah I just read that you hadn't updated code... hopefully the Stetsons can win the rematch!
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Old 06-21-2012, 10:01 PM   #2009
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Originally Posted by AustinChief View Post
Seems like the punters are still switched. But again no complaints! The Stetsons roll to another victory!

ALSO.. it appears that every false start is a loss of 5 yards AND a loss of down.
I just noticed a neutral zone infraction with the same problem.

Otherwise, everything is looking amazingly good. The play by play and total stats seems to be quite reasonable.
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Old 06-21-2012, 10:02 PM   #2010
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Oh, and it looks like we declined a personal foul, which shouldn't happen.
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