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[FEATURE] Schum rating prediction #1782

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wsbrenk opened this issue Jan 5, 2023 · 17 comments
Closed

[FEATURE] Schum rating prediction #1782

wsbrenk opened this issue Jan 5, 2023 · 17 comments
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status: needs test might be fixed, needs test before closing
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@wsbrenk
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wsbrenk commented Jan 5, 2023

this is from Schum's thread

Midfield rating multipliers.

As usual, let's start with the coordinate system.

If you remove all players in the installer, then all ratings will be visually displayed as 0.75
In reality, it is 0, or "absent".

Next, I will give a table

Display Value
0.75 0.00
1.00 (0.00 ; 0.25)
1.25 [0.25 ; 0.50)
1.50 [0.50 ; 0.75)
1.75 [0.75 ; 1.00)
2.00 [1.00 ; 1.25)
2.25 [1.25 ; 1.50)
2.50 [1.50 ; 1.75)
2.75 [1.75 ; 2.00)
3.00 [2.00 ; 2.25)

and so on, ad infinitum...

And now the values of the PM multipliers:

Type Value
Away 1.00
Derby 1.10
Home 1.20
PIC 0.84
Normal 1.00
MOTS 1.10(6)*
CA 0.93
LS 0.96

*the exact value of the MOTS multiplier is 83/75=1.10(6)
The values of the remaining multipliers do not contain more than 2 decimal places.

Away - away match
Derby - derby away, national team at home
Home - Home Match
PIC - Half Strength Game
MOTS - Match of the Season
CA - Counter-Attack Tactics
LS - Tactics "Long Strikes"

The unwritten manual has a similar table 17236276.15
Now the built-in rating calculator allows you to find refined values that are very close.

As a follow-up to the previous post, I'll quote downgrade defense and attack ratings for different tactics:

Protection ratings:
0.85 - The tactic "Attack on the flank" reduces the rating of the defense in the center by 15%
0.85 - "Attack in the center" tactic reduces the ratings of the defense on the flanks by 15%
0.93 - The "Play Creative" tactic reduces all protection ratings by 7%

Attack ratings:
0.96 - Long-Range Strike Tactics Reduce All Attack Ratings by 4%

The values are precise, not rounded. There are no decimal places below.

Retreat to the defense.

From the Rules:
A team that has an advantage of 2 goals or more starts to slow down and focus more on defense. This effect increases if the team scores more: each goal reduces the attack by 9% and increases the defense by 7.5%. If the score difference is reduced, the previous attack and defense change is canceled. If the difference between goals scored and conceded reaches 8, the team's ratings cease to change.
In some situations, teams are not affected by this effect. For example, if a team is given the "Match of the Season" directive, they will not step back even with a significant advantage. The same thing happens in the finals of the national cup, the World Cup and the Hatttrick Masters and in the last round of the season in league games.

Said quite clearly and accurately.

I will dwell only on a couple of nuances:

  1. It is important to understand that the percentage is taken not from the previous value, but from the original one.
  2. In practice, the above percentages are even higher by 0.5%.
    That is, with each subsequent goal, the defense increases by 8.0%, and the attack decreases by 9.5%

In total, the following coefficients are obtained from nominal ratings:

Difference Protection Attack
0-1 1.00 1.000
2 1.08 0.905
3 1.16 0.810
4 1.24 0.715
5 1.32 0.620
6 1.40 0.525
7 1.48 0.430
8+ 1.56 0.335

The impact of the form on the ratings:

Form K(F)
8.0 100.0%
7.5 96.4%
7.0 92.5%
6.5 88.5%
6.0 84.4%
5.5 80.0%
5.0 75.5%
4.5 70.7%
4.0 65.5%
3.5 59.8%
3.0 53.4%
2.5 46.2%
2.0 37.9%
1.5 28.2%

The impact of experience.

So, one of the toughest nuts in HT is experience.

To understand exactly how experience affects match ratings, first of all it is necessary to understand which variables affect BEFORE the experience (and do not affect the effect of experience), and which - AFTER.

In Hattric, the picture is as follows:

  • There are skills of player S. Do not forget that in all calculations a "scale of calculations" is used, where "Excellent" (Excellent) without sublevel is 7.0
  • There is Player Loyalty L. On the "calculation scale" L can take values from 0 to 19.
  • The effect of devotion is Eff(L) = L/19, can take values from 0 to 1. For pupils of the club with a heart, Eff(L)=1.5
  • The effect of devotion is directly added to the skill. That is, the sum of S+Eff(L) is taken below.
  • Every player is in a certain form F, the effect of which K(F) affects his contribution to the ratings according to the post above (17404127.58). That is, further (S+Eff(L))*K(F)
  • For each player in a specific position on the field, taking into account the indication, the weight of the contribution to the C ratings is taken, in accordance with the
    (https://docs.google.com/spreadsheets/d/1nDQNyU14aMiqmQXID5rnjb_UBY8du4BLgicOvsbm9ow/edit#gid=0)

That is(S+Eff(L))*K(F)*C

  • There is an "overcrowding penalty" for the central lines P 17372624.13. If there is no penalty, multiply by 1. If there is a fine, then K(P)=1-P.
  • It turns out (S+Eff(L)*K(F) * C * K(P) - for each player who invests in each line.

And only then does experience have an impact.

Thus, all the indicators that we took into account above no longer affect the effect of experience in the future.
How does the experience itself affect?

The experiment adds to the above value (S+Eff(L))*K(F) * C * K(P) the effect of the experience Eff(Exp), which depends on:

  1. Exp Player Experience Values.
  2. Rating lines
  3. The fact of whether the player's position affects the contribution to this rating line.

2 means that in the rankings of different lines, the same experience adds a different number of "conditional skills".

Contribution of the "Divine" experience to the ratings of different lines:

  Left Center Right
Att 0.375 0.450 0.375
PM   0.730  
Def 0.345 0.480 0.345

p.3 means that if a player's position affects a given rating line (for example, the winger's pass (Wg) affects the central attack), then the winger's experience is fully invested in the central attack. And if none of the winger's skills invest in the attack of the opposite flank, then the experience of the winger does NOT affect the rating of the attack of the opposite flank.

Accordingly, the instructions to the players do not affect the contribution of experience to the ratings of the lines.
PS: but there is an exception: the experience of a left (right) central defender will give an increase in the rating of the attack on the left (right) only with the indication "to the flank".

@wsbrenk
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wsbrenk commented Jan 5, 2023

Table of the contribution of the experience of players in positions to the line ratings.



L-DefC-DefR-Def_PM_L-AttC-AttR-Att
R-Fw1111
C-Fw1111
L-Fw1111
R-Wg11111
L-Wg11111
R-IM11111
C-IM1111111
L-IM11111
R-Wb1111
L-Wb1111
R-CD111*w
C-CD1111
L-CD111*w
Gk111

@wsbrenk
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wsbrenk commented Jan 5, 2023

*w - only with the indication "to the flank"

From the table it can be seen that the Midfielder in the central slot (C-IM) invests his experience in the ratings of all 7 lines.
And, for example, the Goalkeeper invests his experience only in 3 lines of defense.

And vertically- all 10 field players are invested in the Midfield (PM) rating, regardless of the placement.
And in the ratings of the flank attack invest the experience of players on 7 slots. With a specific arrangement, 3 slots may not be occupied. As a result, players in at least 4 slots invest experience in the rating of the line.

@wsbrenk
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wsbrenk commented Jan 5, 2023

Values of the contribution of experience to the ratings of different lines.
Common scale.

Eff(Exp)

Exp K L,R-Def C-Def PM L,R-Att C-Att
20 1.000 0.345 0.480 0.730 0.375 0.450
19 0.995 0.343 0.478 0.727 0.373 0.448
18 0.988 0.341 0.474 0.721 0.370 0.445
17 0.978 0.337 0.469 0.714 0.367 0.440
16 0.965 0.333 0.463 0.704 0.362 0.434
15 0.950 0.328 0.456 0.693 0.356 0.427
14 0.932 0.322 0.447 0.680 0.349 0.419
13 0.911 0.314 0.437 0.665 0.342 0.410
12 0.887 0.306 0.426 0.647 0.333 0.399
11 0.858 0.296 0.412 0.626 0.322 0.386
10 0.823 0.284 0.395 0.601 0.309 0.371
9 0.782 0.270 0.376 0.571 0.293 0.352
8 0.733 0.253 0.352 0.535 0.275 0.330
7 0.674 0.233 0.324 0.492 0.253 0.303
6 0.604 0.208 0.290 0.441 0.226 0.272
5 0.520 0.179 0.250 0.380 0.195 0.234
4 0.420 0.145 0.202 0.307 0.158 0.189
3 0.302 0.104 0.145 0.220 0.113 0.136
2 0.163 0.056 0.078 0.119 0.061 0.073
1 0.000 0.000 0.000 0.000 0.000 0.000

K is the contribution coefficient of experience to the level of experience.

Here we see that the experience "Colossal" (Titanic) gives the effect of 95% of the effect of the experience "Divine" (Divine).

Further, before calculating the ratings, the contributions of all players, taking into account the experience, are added up
Σ [ (S+Eff(L)) * K(F) * C * K(P) + Eff(Exp) ]

And only then are multiplied by the effects of common modifiers: team spirit, coach mentality taking into account tactics, confidence, mood for the match, tactics odds.

As a result, it turns out that the maximum impact of experience has on the Midfield line.
So, 10 field players with experience "Colossally" in total will give a contribution to the Midfield
10 x 0.693 = 6.93

that is, they will give an increase of almost 7 whole Semi-Protection skills.
And given the "penalty for overcrowding" with 3 midfielders, the effect of experience will be equivalent.
6.93 / 0.825 = 8.4 PM skills.

@wsbrenk
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wsbrenk commented Jan 5, 2023

New!

The Influence of Team Spirit.

Team Spirit Level PIC Normal MOTS
Paradise on Earth! 10.5 1.244 1.481 1.639
walking on clouds 9.5 1.189 1.415 1.566
delirious 8.5 1.126 1.340 1.483
satisfied 7.5 1.061 1.263 1.398
content 6.5 0.991 1.180 1.306
calm 5.5 0.919 1.094 1.211
composed 4.5 0.840 1.0 1.107
irritated 3.5 0.752 0.895 0.990
furious 2.5 0.649 0.773 0.855
murderous 1.5 0.528 0.628 0.695
cold war 0.5 0.375 0.447 0.495

The value of the team spirit "Paradise on Earth!" can be from 10.0 to 12.05

But at the first update, as well as when the CD falls due to the transfer, the KD value becomes 9.5, regardless of the leadership of the coach and the presence / level of the psychologist.

A drop in Team Spirit when buying players.

  Probability, % Drop, %
(Nasty) 67% 9.5%
Unpleasant (Controv.) 50% 7.0%
Pleasant) 25% 5.0%

The influence of confidence.
Confidence sublevel 0.5

Team Confidence Attack
completely exaggerated 1.25
exaggerated 1.20
slightly exaggerated 1.15
wonderful 1.10
strong 1.05
decent 1.00
poor 0.95
wretched 0.90
disastrous 0.85
non-existent 0.80

On Saturday's update, if the confidence was maximum (excessive), with a psych of level 5, confidence takes a value of 8.6 (excessive +0.6) with an efficiency of 1.205

@wsbrenk wsbrenk self-assigned this Jan 14, 2023
@wsbrenk wsbrenk added this to the 8.0 milestone Jan 24, 2023
@roky0786
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How to prediction in any online color game with phone

@wsbrenk
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wsbrenk commented Jan 29, 2023

image

@wsbrenk
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wsbrenk commented Jan 29, 2023

team spirit influence differs a lot between the different concepts

  • orange line shows a fit to numbers found in schum's thread
  • yellow line shows linear fit mentioned in german's unwritten manual
  • grey line shows formula found in HO prediction

looks like a too low team spirit factor in HO calculation.
i will check if this will solve users complaints

@wsbrenk
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wsbrenk commented Mar 19, 2023

in HO 8 i want to refactor the rating prediction feature.

  • the user should be able to select between more than 2 rating prediction models

  • the user should be able to adjust the models fitting parameters more easily

  • the user should be able to add his own prediction model more easily

  • different kind of fitting formulas should be provided to the user

    • Polynomials of any degree
    • Logarithmic
    • min/max

    (to be continued)

@masterpatje
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masterpatje commented Mar 19, 2023 via email

@wsbrenk
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wsbrenk commented Apr 23, 2023

Stamina formula:

again from Schum' thread: https://www89.hattrick.org/Forum/Read.aspx?t=17404127&n=38&v=4

Dynamics of the influence of stamina on the player's contribution to the match ratings

The match in Hettrick consists of 5-minute segments, within each of which the player's contribution to the ratings does not change.

The 1st and 2nd halves consist of 9 segments, extra time consists of 6.
We all know that a player "rests" between halves, and at the beginning of the 2nd half, his contribution to the ratings is usually higher than at the end of the 1st half.
Also, the player rests a little before extra-time.



Time T Kt
00:01 - 05:00 0 102
05:01 - 10:00 1 102
10:01 - 15:00 2 102
15:01 - 20:00 3 102
20:01 - 25:00 4 102
25:01 - 30:00 5 102
30:01 - 35:00 6 102
35:01 - 40:00 7 102
40:01 - 45:00 8 102
45:01 - 50:00 9 120.75
50:01 - 55:00 10 120.75
55:01 - 60:00 11 120.75
60:01 - 65:00 12 120.75
65:01 - 70:00 13 120.75
70:01 - 75:00 14 120.75
75:01 - 80:00 15 120.75
80:01 - 85:00 16 120.75
85:01 - 94:59 17 120.75
90:01 - 95:00 19 127
95:01 - 100:00 20 127
100:01 - 105:00 21 127
105:01 - 110:00 22 127
110:01 - 115:00 23 127
115:01 - 120:00 24 127


Time - time interval
T is the number of the time interval
Kt - Time Ratio

The formula for changing the player's contribution to the ratings

  1. The player's stamina is below "excellent".
    St<7

R = Kt + 23/7 * St + P * T * (27/70*St - 5.95)

  1. The player's stamina is higher than "excellent".
    St>=7

R = Kt + 23 - 3.25 * P * T + (St -7) * 100/7

R is the percentage of the player's contribution to the ratings, visually rounded to the nearest integer.
It can take values from 10% to 100%.
Kt - time coefficient (see table above)
St - Stamina skill level
T is the number of the time interval (see table above)
P is the coefficient of Pressing tactics.
P = 1 if NOT pressing, P = 1.1 if the tactic is Pressing.

The accuracy of this formula is the sixth decimal place.

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wsbrenk commented May 11, 2023

Today, a colleague of mine gives me the idea of using Groovy as an alternative scripting language for this use case.

wsbrenk pushed a commit to wsbrenk/HO that referenced this issue Jul 30, 2023
wsbrenk pushed a commit to wsbrenk/HO that referenced this issue Jul 30, 2023
wsbrenk pushed a commit to wsbrenk/HO that referenced this issue Jul 30, 2023
wsbrenk pushed a commit to wsbrenk/HO that referenced this issue Jul 30, 2023
wsbrenk pushed a commit to wsbrenk/HO that referenced this issue Jul 30, 2023
wsbrenk pushed a commit to wsbrenk/HO that referenced this issue Jul 30, 2023
wsbrenk pushed a commit to wsbrenk/HO that referenced this issue Jul 30, 2023
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wsbrenk commented Sep 24, 2023

@tychobrailleur there is now a merge request implementing the schum formula.

TODOs:

  • verify if resullts are okay
  • retreat to defense effect
  • confusion effect (formation rehearsed)
  • verify tactic effects
  • implement a groovy plugin api to override calculations

@wsbrenk
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wsbrenk commented Sep 24, 2023

Found in Schum's thread:

Retreat to the defensive.

From the rules:
A team that has an advantage of 2 goals or more begins to slow down and pay more attention to defense. This effect increases if the team scores more: each goal reduces the attack by 9% and increases the defense by 7.5%. If the difference in the score decreases, the previous attack and defense change is canceled. If the difference between goals scored and conceded reaches 8, the team's ratings stop changing.

In some situations, teams are not affected by this effect. For example, if a team is given the instruction "Match of the season", then they will not move back even with a significant advantage. The same thing happens in the finals of the National Cup, World Cup and Hatttrick Masters and in the last round of the season in league games.

It is said quite clearly and accurately.

I will focus only on a couple of nuances:

  1. It is important to understand that the percentage is taken not from the previous value, but from the original.
  2. In practice, the above percentages are even higher by 0.5%.
    That is, with each subsequent goal, the defense increases by 8.0%, and the attack decreases by 9.5%

In total, the following coefficients are obtained from nominal ratings:

Difference of Defense Attack
0-1 1.00 1.000
2 1.08 0.905
3 1.16 0.810
4 1.24 0.715
5 1.32 0.620
6 1.40 0.525
7 1.48 0.430
8+ 1.56 0.335

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wsbrenk commented Sep 28, 2023

image

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wsbrenk commented Sep 29, 2023

Conditional training.
Schum-rank

As a possible alternative to HTMS, I will give an assessment of the player's level in conditional training.

Conditional training is a full training of a 17-year-old player by a good coach with 2 level 5 assistants and 10% stamina.

DropLvl is taken into account in the skill leveling schedule from the age of 17 + 0.
Skill levels are given according to the generally accepted scheme: 7 is "good".

For myself, I consider the basic 100% level - 50 conditional training sessions at the 17 + 0 uspool. This corresponds to all skills except Gk level 5.6

The age of 28+0 corresponds to receiving 161.55 conditional training, starting from the age of 17+0.

Skill Gk Df PM Wg Ps Sc SP
20 93.31 206.57 156.70 100.12 142.69 165.67 32.85
19 77.85 147.30 123.26 83.13 114.04 128.49 28.80
18 66.18 121.08 102.67 70.52 95.45 106.75 25.34
17 56.66 102.28 87.17 60.32 81.19 90.52 22.31
16 48.57 87.14 74.42 51.69 69.38 77.28 19.64
15 41.49 74.22 63.49 44.14 59.18 65.88 17.28
14 35.37 63.33 54.15 37.62 50.48 56.18 15.17
13 29.91 53.63 45.84 31.84 42.73 47.59 13.33
12 25.11 45.06 38.51 26.71 35.90 39.97 11.70
11 20.89 37.54 32.08 22.23 29.87 33.29 10.29
10 17.22 30.97 26.45 18.33 24.65 27.46 9.06
9 14.02 25.28 21.59 14.92 20.11 22.41 8.00
8 11.27 20.35 17.37 11.99 16.18 18.03 7.00
7 8.88 16.07 13.70 9.46 12.75 14.22 6.00
6 6.82 12.34 10.53 7.26 9.80 10.92 5.00
5 5.03 9.12 7.78 5.36 7.24 8.07 4.00
4 3.50 6.33 5.40 3.71 5.01 5.60 3.00
3 2.16 3.91 3.33 2.29 3.10 3.46 2.00
2 1.00 1.82 1.55 1.06 1.45 1.61 1.00
1 0 0 0 0 0 0 0

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wsbrenk commented Sep 30, 2023

image

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wsbrenk commented Sep 30, 2023

image

wsbrenk added a commit that referenced this issue Oct 1, 2023
* team analyzer filter handles challenger cup as friendlies now

* logging RatingPredictionManager

* Speciality.java->specialty

* rating logging

* refactoring RatingPredictionManager

* #1782 start schum rating

* #1782 schum rating

* #1782 RatingPredictionManager teamspirit formula

* #1805 release_notes.md

* typo

* #1782 rating refactoring

* #1782 rating refactoring

* #1782 rating refactoring

* #1782 add experience calculations to strenght cache

* init ratingprediction.json

* json preciction definition

* ratingprediction.json

* start HO7.1

* start HO8.0

* continue

* Release/7 (#1859)

* start HO7.1

* #1856 fix currency of secondary teams

* #1856 fix currency of secondary teams

---------

Co-authored-by: wsbrenk <zissener-weg-brenk.de>

* #1857 fix playername getter in MatchHighlightsTable (#1860)

Co-authored-by: wsbrenk <zissener-weg-brenk.de>

* #1861 fix exception in GoalDiffCriteria (#1864)

Co-authored-by: wsbrenk <zissener-weg-brenk.de>

* Fix click on “Last Match” column when it has been moved. (#1863)

The “Last Match” column is clickable, and opens:
- The match in Hattrick when shift-clicking,
- The match in HO when double-clicking.

This commit also adds some comment to clarify the behaviour.

* Minor UI improvement in teamAnalyzer. (#1867)

This adds a bit of padding around the check boxes on the teamAnalyser panel,
and centers the automatic / manual radio buttons.

It also cleans up code a bit, in particular in lineup assistant.  Probably more
effort to come on that front.

* #1858 (#1869)

* #1858 debug date time parsing

* #1858 debug currency parsing

* #1858 using Helper.formatCurrency

* #1858 Player.baseWage reset setter getter (not used for now, but senseful for the future)

* #1858 Player.baseWage reset setter getter (not used for now, but senseful for the future)

* #1858 translate comments in Helper.java

* #1858 remove  unused imports in HODateTime.java (add some comments)

* #1858 fix Player.setExpiryDate, use localized DateTimeFormatter

* #1858 fix PlayerConverter add comment explaining offsSpecialty

* #1858 fix PlayerConverter remove old commented methods

* #1858 fix PlayerConverter.parseLocalDateTime

* #1858 PlayerConverter scan wage

* #1858 PlayerConverter scan skill refactored

* #1858 PlayerConverter scan wage
fix indexRowWarning

* Fixes deadline date parsing in Transfer Scout.

---------

Co-authored-by: Sébastien Le Callonnec <sebastien@weblogism.com>

* refactor rating prediction

* #1873 (#1874)

* #1873 fix MatchAndLineupSelectionPanel.updateStyleOfPlayComboBox nt team selection

* #1873 release_notes.md

* ratingprediction formulas (wip)

* #1878 (#1879)

* fix OnlineWorker.downloadLastLineup

* MyConnector.downloadPlayerDetails include match info

* #1878 release_notes.md

* #1878 show last match date of nt team players

* RatingPredictionManager remove debug logs

* new class RatingPredictionModel

* new class RatingPredictionModel

* #1881 (#1882)

* some cleanup

* #1881 add undocumented goal difference criteria

* #1881 add undocumented goal difference criteria release_notes.md

* #1881 debug worlflow (#1883)

* some cleanup

* #1881 add undocumented goal difference criteria

* #1881 add undocumented goal difference criteria release_notes.md

* #1881 fix workflow

* RatingPredictionModel (wip)

* Release ho7.1 (#1887)

* release_notes.md update translaation statistics

* release_notes.md

* release HO 7.1

* release_notes.md

* RatingPredictionModel

* #1889 download new trainer info from player details (#1890)

* RatingPredictionModel (wip)

* RatingPredictionModel (wip)

* stable 7.2 (#1893)

* rating prediction (wip)

* rating prediction (wip)

* #1899 (#1900)

* #1899 training recalculation recovers deleted skill ups

* #1901 PlayerDetailsPanel reset homegrown icon (#1902)

* RatingPredictionModel (wip)

* RatingPredictionModel (wip)

* RatingPredictionModel (wip)

* RatingPredictionModel (wip)

* RatingPredictionModel (wip)

* RatingPredictionModel (wip)

* calcTeamSpirit

* fix RatingChartData

* fix RatingChartData

* fix RatingChartData

* #1849 (#1912)

* ModuleConfigTable.saveConfig

* Update install4j version. (#1906)

This is an attempt at fixing issue #1849 by updating install4j to the latest
version, as it is unclear at this point what is causing the install to hang on
some MacOS machines.

(cherry picked from commit d2a5b0b)

* release-dev INSTALL4J_HOME (#1907)

(cherry picked from commit 628d685)

* https://github.com/ho-dev/HattrickOrganizer (#1911)

(cherry picked from commit 823bfa0)

* #1849 release_notes.md

---------

Co-authored-by: Sébastien Le Callonnec <sebastien@weblogism.com>

* wip

* #1913 fix Player.getMotherclubId

* fit values of RatingPredictionModel.calcSector

* RatingPredictionModel.calcRatingSectorScale

* RatingPredictionModel.calcPlayerScale (wip)

* Player.getPositionRating

* copyrights

* getPlayerMatchAverageRating

* fix edit SubstitutionEditView hatstats update

* fix Substitution.pos

* fix Substitution.setRoleId

* fix RatingPredictionModel.calcStamina

* tune RatingPredictionModel.getRatingSectorScaleFactor

* fix enum coding style

* read.me

* adjust player rating to hatstats formula (factor 3 for midfield contribution)

* implement schum rank

* tychobrailleur's review

* release_notes.md

---------

Co-authored-by: wsbrenk <zissener-weg-brenk.de>
Co-authored-by: Sébastien Le Callonnec <sebastien@weblogism.com>
@wsbrenk wsbrenk added the status: needs test might be fixed, needs test before closing label Oct 1, 2023
wsbrenk added a commit to wsbrenk/HO that referenced this issue Oct 11, 2023
wsbrenk added a commit to wsbrenk/HO that referenced this issue Oct 13, 2023
wsbrenk added a commit to wsbrenk/HO that referenced this issue Oct 19, 2023
wsbrenk added a commit to wsbrenk/HO that referenced this issue Oct 19, 2023
wsbrenk added a commit to wsbrenk/HO that referenced this issue Oct 19, 2023
@wsbrenk wsbrenk closed this as completed Nov 18, 2023
wsbrenk added a commit that referenced this issue Nov 20, 2023
* groovy api (wip)

* #1782 start groovy api

* #1782 add override options to groovy test class

* #1782 start AkasolaceRatingPredictionModel

* #1782 start AkasolaceRatingPredictionModel

* #1782 AkasolaceRatingPredictionModel (wip)

* #1782 AkasolaceRatingPredictionModel reproduce old rating model
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