Build Street Cricket Simulator - Stadium, Player and Team Creator Out!

To be used when developing an addon/patch/app etc

Simulation Factors Explained​

1. Realistic Delivery Simulation

  • Batsman's Rating: A higher rating increases the chances of scoring runs.
  • Batsman's Fatigue: Higher fatigue reduces the batsman's effectiveness.
  • Bowler's Rating: A higher rating increases the chances of taking a wicket.
  • Bowler's Fatigue: Higher fatigue reduces the bowler's effectiveness.

2. Match Context Consideration

  • Pitch Conditions: Good conditions favor the batsman, while poor conditions favor the bowler.
  • Weather Conditions: Clear weather generally favors the batsman, while overcast conditions favor the bowler.
  • Part of the Inning:Different phases (PowerPlay, Middle Overs, Death Overs) have distinct characteristics:
    • PowerPlay: Higher chances of scoring due to fielding restrictions.
    • Middle Overs: Balanced conditions where building an innings is crucial.
    • Death Overs: Higher chances of scoring or getting out due to increased risk-taking.
  • Format Type:Adjusts based on whether the match is T20, ODI, or Test:
    • T20: High scoring and higher risk of getting out.
    • ODI: Varies by phase with a balanced approach.
    • Test: Lower scoring rates with a focus on batting long periods.

3. Player Types

  • Batsman Mentality:
    • Aggressive: Higher chances of hitting boundaries and getting out.
    • Defensive: Higher chances of playing dot balls and lower risk of getting out.
    • Accumulator: Higher chances of singles and doubles.
    • Tail Ender: Higher chances of getting out and lower chances of hitting boundaries.
  • Bowler Mentality:
    • Wicket Taker: Higher chances of taking wickets.
    • Runs Holder: Higher chances of dot balls.
    • Powerplay Specialist: Better performance during PowerPlay.
    • Death Over Specialist: Better performance during Death Overs.
    • Economical: Lower run rates and higher dot balls.
  • Bowler Type:
    • Fast Bowler (Express Pace): Fast bowlers have a higher chance of taking wickets and delivering dot balls due to their speed and ability to intimidate the batsman.
    • Fast-Medium Bowler: Fast-medium bowlers, while not as fast as express pace bowlers, still pose a significant threat with their speed, leading to increased chances of wickets and dot balls.
    • Medium Pace Bowler (Seam Bowler): Medium pace seam bowlers rely on seam movement and accuracy. This increases the likelihood of taking wickets, delivering dot balls, and inducing edges.
    • Swing Bowler: Swing bowlers can move the ball in the air, making it harder for the batsman to predict the ball's path. This increases the chances of wickets, dot balls, and edges.
    • Off-Spin Bowler: Off-spin bowlers use spin to deceive the batsman. They have a higher chance of taking wickets and delivering dot balls. However, their slower speed makes it less likely for batsmen to hit boundaries.
    • Leg-Spin Bowler (including Chinaman): Leg-spin bowlers, including Chinaman bowlers, rely on spin and variations. They have an increased chance of taking wickets and delivering dot balls, but their slower deliveries make it harder for batsmen to hit boundaries.
    • Slow Left-Arm Orthodox: Slow left-arm orthodox bowlers use flight and spin to outfox batsmen. They have higher chances of taking wickets and delivering dot balls, while their slower pace makes hitting boundaries less likely.

4. Environmental Factors

  • Wind Conditions:
    • Windy: Higher chances of misses and edges.
    • Moderate: Neutral effect.
    • None: No wind effect.
  • Time of Day:
    • Day: Standard conditions.
    • Day Night: Adjustments based on changing conditions.
    • Night: Higher chances of wickets and dot balls.
  • Ground Size:
    • Short: Short boundary lengths favor aggressive batting, increasing the likelihood of hitting boundaries (fours and sixes) while decreasing the chance of losing wickets.
    • Medium: Medium boundary lengths provide a balanced game, with no significant adjustments to the probabilities of outcomes.
    • Long: Long boundary lengths favor bowlers, decreasing the likelihood of hitting boundaries (fours and sixes) while increasing the chance of losing wickets.

5. Player Orientation

  • Batsman Hand: Left or Right-handed batsman.
  • Bowler Hand: Left or Right-handed bowler.

6. Additional Outcomes

  • Wide: Extra run and re-bowled delivery.
  • No Ball: Extra run, free hit on the next delivery.
  • Leg Bye: Runs taken off the pad.
  • Edge: Edged to the slips or keeper.
  • Miss: Batsman swings and misses.

7. Dynamic Probability Adjustments

  • Effective Ratings: Adjusted for fatigue to reflect the current performance level.
  • Contextual Adjustments: Based on pitch, weather, inning phase, format, and match situation.
 
Ib the modern game is Fatigue a big factor?
Not so much in T20's but thinking from future perspective, it would be for ODI's and Tests. Like Hot Humid day, no wind, your body gets tired a little faster. Imagine Kohli being on 99, 40 degree weather no wind, humid and needs another 100 for India to win in a test match or ODI, the fatigue would play a huge factor.

For T20's the level of fatigue increase is very minimal. It will be used but the increments are small.
 
  • Batsman's Rating: A higher rating increases the chances of scoring runs.
  • Batsman's Fatigue: Higher fatigue reduces the batsman's effectiveness.
  • Bowler's Rating: A higher rating increases the chances of taking a wicket.
  • Bowler's Fatigue: Higher fatigue reduces the bowler's effectiveness.
i might have posted this here or for some other simulator before, but my suggestion is players should have 2 separate batting and bowling ratings each:

  • Batting Skill: higher skill means batsman scores fasters
  • Batting Average: higher average means less chance of getting out
  • Bowling Skill: higher skill means bowler is more economical
  • Bowling Strike Rate: higher SR means bowler takes wickets more often

When simulating and calculating the probabilities for each delivery, the sim can follow this process:
  • first, compare batting average and bowling strike rate to determine the chance of the batter being out
  • if not out, use batting skill vs bowling skill to determine the chances of a dot, 1, 2, 3, 4, 6...
I feel in most simulators the simmer lacks this ability to distinguish between average and strike rate — for example, in T20s a batter can stay in the crease but score slowly like Babar Azam, or hit boundaries but have a low average like Shahid Afridi.

Separating these 2 ratings for batting and bowling will help achieve that — I do not think any other sim does this
 
For this they have Batsman Type For Babar Azam - Defensive and For Shahid Afridi - Agressive and Both Will Have Different Batsman Ratting Babar Azam can have 91-93 and Sahid Afridi can have 94-96
for example, in T20s a batter can stay in the crease but score slowly like Babar Azam, or hit boundaries but have a low average like Shahid Afridi.
 
i might have posted this here or for some other simulator before, but my suggestion is players should have 2 separate batting and bowling ratings each:

  • Batting Skill: higher skill means batsman scores fasters
  • Batting Average: higher average means less chance of getting out
  • Bowling Skill: higher skill means bowler is more economical
  • Bowling Strike Rate: higher SR means bowler takes wickets more often

When simulating and calculating the probabilities for each delivery, the sim can follow this process:
  • first, compare batting average and bowling strike rate to determine the chance of the batter being out
  • if not out, use batting skill vs bowling skill to determine the chances of a dot, 1, 2, 3, 4, 6...
I feel in most simulators the simmer lacks this ability to distinguish between average and strike rate — for example, in T20s a batter can stay in the crease but score slowly like Babar Azam, or hit boundaries but have a low average like Shahid Afridi.

Separating these 2 ratings for batting and bowling will help achieve that — I do not think any other sim does this
Agree and hence I added in Type of Player. BAbar Azam a 90 rated player would be a accumulator vs Shahid who will be a 70 rating player who is aggressive/finisher cability. Simulator will take that into consideration.

Just as an example

90 Rated Babar against a 75 Rated Netravalkar... Current outputs based on simming 6 deliveries on a good pitch with no wind.

Ball 1 - Single
Ball 2 - Dot
Ball 3 - Edge and 2 runs
Ball 4 - Four!
Ball 5 - Dot
Ball 6 - Four

I think Babar would play like that on first ball on 6 different occasions?
 
Adding to above a 90 rated Travis Head against 75 rated Netravalkar as a Aggressive batsman mentality


1 -1
2- 6
3- 1
4-4
5-4
6-4


Different outcome of a same 90 rated player with different mentality
 
Bowler Mentality:
  • Wicket Taker: Higher chances of taking wickets.
  • Runs Holder: Higher chances of dot balls.
  • Powerplay Specialist: Better performance during PowerPlay.
  • Death Over Specialist: Better performance during Death Overs.
  • Economical: Lower run rates and higher dot balls.
Runs Holder and Economical looks almost same...
Also you can add Effective/Line & Length bowler, who gets extra boost in bowling favouring condition and performance ordinary in batting favouring conditions... Ex: Bhuvaneshwar, Starc, Hazlewood etc...
 

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