G lu un post sur MaddenMania d´un keum ki parlait D limites du CPU à Grer les actions de jeu.
Hypothèse : le réglage du gameplan ( idem ds Madden) donne les prioriT au CPU, donc C pas idiot de dire ke si tu règles sur 100% run, le CPU va Grer en prioriT les mouvements des OL, du HB et du FB et paC au second plan la gestion D receveurs et du QB, genre " tâche de fond".
D´où l´! de règler le gameplan avant le match.
je me permets 2 copier/coller ici son post, 13 intéressant :
" My own thoughts lean towards problems with the actual mathematical algorithms being used to model events ( and their outcomes) like ´receiving´ and ´blocking´ and ´running´.
( It´s obvious the numerical ratings for the players are intrinsically important but its more of a ´situational importance´. Anyone who would tell you otherwise is wrong. At it´s most simplistic level, the game is based on numbers.)
I believe one problem is simply a need for more ´processing power´. My theory is that for any given action, the CPU is ´number crunching´ like a madman.
For example: Take a run up the gut with Ricky Williams as action number one. Let´s keep it simple and look at one numerical value: Break tackle = 95 or so. Now everyone knows that this is ´sorta´ an accurate ´modeling´ of R. Williams true stat in real life. I´ve watched him break LOTS of tackles in lots of games and this is his main strength in real life. Now our ´model´ R. Williams in Madden has a very high ´break tackle attribute´ = a numerical value = 95. So what exactly happens when R. Williams finds a hole and runs through the middle of the D-Line in our game? My theory is that formula(s)/algorithm(s) ( whatever you wanna call them) are being calculated based on lots of different things at different moments. If we focus on ONE moment, say the collision of R. Williams with a ´would-be´ tackler, ( perhaps a MLB?), and ONE attribute for each ( say BRK Tackle for R. Williams and TAK or Tackle for our MLB) then what are the possible outcomes here? Again, keeping it simple for the sake of discussion, R. Williams either gets tackled or he doesn´t. Now in our simple world we only have to look at which number is bigger ( equating to ´more preference/importance/priority´ given to that which affects the overall outcome). Say our MLB is Ray Lewis and has a TAK ( tackling ability) of 99. I believe this is what Madden 2004 has given him as well. So do the ´simplest´ comparison and ´99´ is given greater priority than ´95´. Ergo, all else being equal, R. Williams get´s tackled. The reverse is also true. Say the MLB is ´80´ TAK; ´95´ > > ´80´, so R. Williams breaks the tackle.
Now in the real world we all know a LOT more is going on during this ´event´. Other attributes are modeled numerically as well, including: speed, agility, and acceleration just to name a couple more. Also, the physics of the ´event´ are being evaluated as well ( numerically). Now throw in the ability of the human player to actually ´position´ the tackler/runner in the proper place(s) for the desired outcome(s) to occur and you have a much more complicated scenario where the evaluation of the ´processed numbers´ heavily influences the ´final´ outcome ( for this discussion it´s a given that both players are reasonably equally skilled at playing Madden 2004 so as to eliminate this variable).
So it´s easy to see that even for a relatively ´simple´ event like ´tackling a running back´ the CPU is processing lots and lots of numbers within lots and lots of algorithms/formulae etc...it´s also easy to see that these numbers help to determine the outcome of said ´event´.
This leads me to my main point: Look at all that is happening and being ´modeled´ in a game of Madden football and try to unweave the complex mathematical calculations going on during even something as simple as my above scenario of ´tackling a runner´ and you will see that the CPU has a LOT to do at any given moment. Add to the fact that heavy demands are being placed on the CPU for ´graphical output´ and it becomes impressive just how much the PS2 is doing. It´s my theory that the CPU sometimes ( within the framework of the program/algorithms) makes decisions and takes ´shortcuts´ to save on processing power. The results of these ´shortcuts´ are what I believe most people are starting to notice and what you alluded to in your initial post. For example: Observe sometimes how inconsistent your O-Line blocks for you given the exact same scenario each time. Say you have 6 guys to block 4 and you run this the same way 10 times with the four D-Linemen always rushing straight ahead and your O-Linemen blocking straight ahead. You will be surprised how many times at least one guy from the D-Line breaks through after not being blocked properly or even touched. Now you would think that 6 should be able to keep out 4 for at least 3-4 seconds, but the majority of times it´s almost immediate ´run through´. There are a wealth of other ´inconsistencies´ too and everyone probably has there own examples.
I would theorize that the programmers themselves know about most of these ´inconsistencies´ and are operating within a strict ´processing power´ budget given all that the PS2 CPU has to do to render a ´realistic´ game of football ( and it´s a LOT btw). Basically what´s left is to try to address these issues and create better algorithms that conserve processing power or do a function more efficiently. ( When PS3 comes out hopefully the programmers will have a surplus of ´processing power´ to really more closely model the actual game and I think this is really what everyone´s wishing for anyway.) Until then, we have to love Madden 2004, imperfections and all."