Manager
Tendencies
There are twenty tactics for which you can influence
how the computer manager makes its decisions:
The values you can set for each tactic are Most
Frequent, More Frequent, Neutral, Less Frequent, and Least Frequent.
Playing the Percentages
For each of these tactics, Diamond Mind has studied
play-by-play data to analyze the frequency with which they are deployed by
real-life managers. We have examined how those frequencies are affected by the
inning, number of outs, the score, baserunner
locations, the ability of the players involved, and other factors.
When set to Neutral, the computer manager
attempts to replicate these real life patterns by choosing, for example, to
bunt with only the best bunters in the most appropriate bunting situations and
when the batter wouldn't do better against this particular pitcher by swinging
away. In other words, if you set everything to Neutral, the computer
manager plays the percentages.
Based on an analysis of thousands of real-life games,
the computer manager knows the odds of winning a game in any situation (such as
when you're the away team and down by a run in the seventh), and it knows the
probability of scoring a certain number of runs in any situation. So it
sometimes plays for a big inning, and sometimes it plays for one run, whichever
gives it the best chance to win. And it preserves the element of surprise, so
you cannot always predict what the computer manager will do in a particular
situation.
If all of your manager tendencies are set to Neutral,
a team with more good base-stealers will steal more often than a team with
fewer good base-stealers. A team with more good runners will take more extra
bases on hits and flies than a team with fewer good runners. This is equally
true of real-life rosters and draft-league rosters. As a result, the Neutral
setting is the best choice for most teams, especially teams with which you
are not too familiar.
The other settings are intended to override the
computer manager's natural inclination to play the percentages. If you want
your team to sacrifice bunt less often, despite having many good bunters, set
your Sacrifice bunting tendency to Less Frequent or Least Frequent. If you want
your team to try to pressure your opponent into making throwing errors, set
your Running tendency to More Frequent or Most Frequent. But be aware that
being more aggressive may mean taking more chances than the percentages would normally
call for.
What the settings mean
Because there are too many variations in game
situations and talent levels among different rosters, there are no precise
answers to the question, "What will the computer manager do if I choose
this setting?" However, you may want to consider the following when making
your choices, then play some games using the computer
manager to see how it handles your team in different situations:
Bunting. As is
the case with all tendencies, a player's bunt rating is still the most
important factor in determining how often the computer manager asks a player to
bunt, but you can use the three bunting tendencies to increase or decrease bunt
attempts by the players on your team.
The squeeze bunt tendency is used whenever
there's a runner on third with less than two outs. While it is true that
some real-life managers will use the sacrifice bunt with runners on first or
third in order to move the runner from first to second and holding the runner
at third, the DMB computer manager does not use this tactic. It prefers
not to give up an out when it already has a runner in scoring position.
The bunt for hit tendency is used whenever
there are two out, the bases are empty, and in a couple of other situations
where runners are on base but sacrificing makes little sense. For
example, with a position player at the plate, real-life managers rarely call
for a sacrifice with one out and a single runner on either first or second, so
DMB uses the bunt for hit tendency in those situations. With nobody out,
or a pitcher at the plate, it's a different story, and DMB uses the sacrifice
bunt tendency in those cases.
The sacrifice bunt tendency is used with nobody
out and a runner on first, a runner on second, or runners on both first and
second. With one out, the sacrifice bunt tendency is used with a pitcher
at the plate, but the bunt for hit tendency is used when a position player is
batting, because real-life position players rarely sacrifice with one out.
More often than not, they're bunting for a hit even with a runner on
base.
Hit and run.
When deciding whether to use the hit and run, the computer manager is
looking primarily at the batter's ability to make contact (and thereby protect
the runner) and the likelihood that he'll hit into a double play if he does.
High strikeout rates discourage the use of the hit and run, while high
rates of ground ball double plays encourage the use of this tactic. The
settings for this tactic nudge the computer manager in the direction you choose
by adjusting the contact-rate and GDP-rate thresholds it uses to make these
decisions.
Stealing. When
set to Neutral, the computer manager is reluctant to attempt steals with
runners owning low Steal ratings, since they will be thrown out too
often. If you want to further restrict your steal attempts to those players
with the highest steal ratings, choose Less Frequent or Least
Frequent. This will not stop your best stealers from running, but will
restrain other players.
Running. This
tendency governs how many chances the computer manager will take on the base
paths. When the computer manager makes a running decision, it compares the chances
of gaining the extra base safely to a minimum threshold based on the
game situation.
The chances of gaining the extra base are determined
by the nature of the batted ball, whether the runner was going on the pitch or
on contact, the running rating of the runner, and the throwing rating of the
outfielder.
The minimum threshold is based on the game situation
and whether it makes more sense to play for one run (as in the late innings of
a close game) or a big inning. Depending on the number of outs and where the
runners are situated, the value of taking the extra base can be high or low, as
can be the cost of getting thrown out. The computer manager takes these factors
into consideration when deciding how high the chances of success need to be to
justify taking the risk of getting thrown out.
The Running tendency controls the minimum threshold.
If you choose "less frequent" or "least frequent", the
minimum threshold rises. That causes the computer manager to send the runner
only when the chances of success are higher. If you choose "more
frequent" or "more frequent", the minimum threshold is lowered,
and the computer manager will take more chances.
NOTE: This tendency applies to singles, doubles and
fly balls. It does not affect the decision to send the runner home from third
on a ground ball.
Taking pitches.
This tendency enables you to increase or decrease the likelihood that
your best hitters will have the green light to swing with three balls
and no strikes. It doesn't affect any other counts. And you don't need to
use this tendency to prevent your weaker hitters from swinging at 3-0 pitches
because the computer manager never gives them the green light.
Pinch hitting.
In all game situations other than blowouts, the computer manager uses a
pinch hitter only if he is rated to be better than the scheduled hitter against
the current pitcher. This assessment takes into account the handedness and
the left/right splits of both the batter and the pitcher.
A "least frequent" setting tells the
computer manager to pinch hit less often; that is, only when the pinch hitter
is much better than the scheduled hitter. A "most frequent" setting
tells the computer manager to pinch hit more aggressively; that is, even when
the pinch hitter is only a little better than the scheduled hitter.
Pinch hitting in blowouts is a different matter
altogether. In these situations, the goal is not to gain an advantage,
it's to replace the team's better players to reduce their risk of injury. In
blowouts, the computer manager generally replaces a better player with a weaker
one, so the relative strength of the players is not a concern. Instead, the
blowout pinch hitting tendency influences the computer manager decisions about
(a) how big a lead is needed for the game to be treated as a blowout and (b)
how early in the game it will begin to remove players. In blowout
situations, the "In blowouts" tendency takes precedence over the
other pinch hitting tendencies.
Holding runners. When
set to Neutral, all runners but the worst are held. Choosing Most
Frequent causes all runners to be held. Choosing Least Frequent causes
the first basemen to play behind runners with low Jump and Steal
ratings.
Guard the lines.
This setting controls the inning in which the computer manager begins to think
about guarding the lines:
|
Tendency |
Inning |
|
Most frequent, more frequent |
7th |
|
Neutral |
8th |
|
Less frequent |
9th |
|
Least frequent |
never |
Infield in. This
setting controls the inning in which the computer manager begins looking for
opportunities to bring the infield in:
|
Tendency |
Inning |
|
Most frequent |
1st |
|
More frequent |
4th |
|
Neutral |
6th |
|
Less frequent |
7th |
|
Least frequent |
8th |
This tendency does not affect the decision to bring
the infield in at the corners, which can occur anytime during a game to
discourage a batter from bunting.
Pitching around and Intentional walk. The
computer manager issues intentional walks with first base open and a dangerous
hitter at the plate if the on-deck hitter is much less of a threat. If
the intentional walk tendency is set to most frequent, the computer manager
will issue a walk with a smaller difference in hitting ability between the next
two hitters. If it is set to least frequent, the computer manager will
issue the walk only if the current hitter is even more dangerous relative to
the on-deck hitter.
If
the next hitter is more dangerous than the on-deck hitter, but not to a large
enough degree to convince the computer manager to issue an intentional walk, the computer manager might instruct the pitcher to
pitch around the next hitter. The pitching around tendency is very
similar to the intentional walk tendency in that it determines how large the
gap in hitting ability must be to justify the decision to pitch around a
hitter.
Pickoff throws and pitchouts.
Both of these tactics are used to slow down opposing base stealers.
You may find that the "most frequent" and "more
frequent" tendencies are helpful, especially if your pitcher and catcher
are not especially good at shutting down the running game without a little
extra help. Keep in mind, however, that pitchouts can give the hitter an
advantage in the ball-strike count and too many pickoff throws can lead to
errors and/or wear and tear on the pitcher's arm.
Using relievers, using closers.
The decision to use a reliever is very complex. Each decision
involves so many factors -- including the inning, score, location of baserunners, quality of the current pitcher, quality of the
potential reliever, left/right matchups, fatigue, the
makeup of the pitching portion of the manager profile, fatigue, and more --
that it's not possible to lay out simple rules that tell you exactly how these
tendencies will affect the computer manager's decisions. The basic idea,
however, is that they influence how quickly the computer manager will make the
move to bring in a reliever (in non-save situations) or the closer (in save
situations) when the current pitcher begins to get into trouble.
Sample
Manager Profiles:
Sample Manager Profile #1 – Joe Torre, Dodgers 2009
Bunting for a hit: neutral
Sacrifice bunting: more frequent
Squeeze bunting: neutral
Hit and run: neutral
Stealing: neutral
Running: neutral
Taking pitches: neutral
PH for a pitcher: netural
PH for a non-pitcher: neutral
PH for platoon player: neutral
PH in a blowout: neutral
Pitching around: neutral
Intentional walk: more frequent
Pickoff throws: neutral
Pitching out: neutral
Using relievers: most frequent
Using closers: less frequent
Holding runners: neutral
Infield in: neutral
Guard lines: neutral
Sample Manager Profile #2 – Ron Gardenhire, Twins 2009
Bunting for a hit: neutral
Sacrifice bunting: neutral
Squeeze bunting: neutral
Hit and run: neutral
Stealing: neutral
Running: neutral
Taking pitches: neutral
PH for a pitcher: netural
PH for a non-pitcher: neutral
PH for platoon player: neutral
PH in a blowout: neutral
Pitching around: neutral
Intentional walk: less frequent
Pickoff throws: neutral
Pitching out: neutral
Using relievers: most frequent
Using closers: neutral
Holding runners: neutral
Infield in: neutral
Guard lines: neutral