VFTD has discussed the Virtue chips in the past (for example here & here) and while I had intended to leave it at that until something new developed--and there are plenty of ideas in the pipeline--it seems that with the recent NPPL announcement of their intention to use the chips across all their non-pump divisions of play to enforce the ROF cap it has created--if not a firestorm of misinformation--a tiny tempest of confusion.
Instead of attempting to refute assorted misinformation I'm simply going to give you the facts as they stand today. Anything else you may hear will be either wrong, disinformation, conjecture or, at best, outcomes intended to be implemented some time in the future.
The chip can monitor a ROF cap. In this instance the cap is 15 bps. The chip can identify guns exceeding the cap, it does NOT enforce the cap. That remains a matter for the rules and rules enforcement. The chip does NOT identify bouncing, ramping or any other artificial shot adding. It does provide data that with experience and testing may suggest shots are being added but that falls into the category of data interpretation. The interpreter is a person, not the technology.
The chip can monitor ROF because it is recording each discharge from every monitored gun in real time. This has resulted, over the period of time the chip has been in trials--primarily by pro teams in both major leagues--in a substantial amount of raw data. The same kind of data that will accumulate across divisions in the NPPL during events assuming everything goes to plan. All current "information" within the data is a matter of interpretation and statistical analysis built on the firing of the guns in play.
Okay but what about the claims made by the NPPL? (here) (Which mostly fall in line with what Virtue has been promoting.) For example, what about the player stats? Player Effectiveness tracks how many of the opponents were eliminated while a given player remained active. Does that tell you that the active player was responsible for any of the eliminations? It does not. Even with an accumulation of data covering many games does the stat really confirm the effectiveness of a player? I don't think so. It may but at best it's inconclusive. Or how about the Stamina stat? Let's apply it to a lead snake player. Depending on his role he could easily be one of the first players eliminated routinely. Does that mean he isn't doing his job?
One thing the accumulated stats do allow for is comparisons. Alone a stat's value may be uncertain but since stats will exist for every player it should be possible to compare similar players or positions by stats in which case the data may prove valuable. I think the jury remains out on that too but it's a viable possibility.
The same applies to team and game stats. Yes, numbers and notions can be generated from the raw data but the question remains about the real utility of those numbers and notions. Unfortunately the stats don't generate themselves and part of the ongoing process will be in pulling the stats from the raw data.
I am, btw, pro stats. I think having bite size numbers and easy ways of looking at our game helps make it accessible. And some of the stats the chip offers may prove popular and if that's all the "stats" do they could still serve a valuable function. On the cautionary side claims made for the numbers aren't the numbers and the numbers, in my estimation, do not necessarily validate the claims made. All I'm suggesting is to look past the hype. Take the claims with a grain of salt and examine what the numbers are really all about. At worst it's harmless and at best it is a legit tool in rules enforcement and may provide new ways for people to think about the game.
Apart from functionality it seems to me a couple of other issues arise. In traditional 7-man it's relatively simple to keep track of guns & players. In the Race 2 format with the quick turnarounds and changing lines it may be a singular challenge to try and keep track of the gun (chip) / player association. And while chips can be installed in a minute or two it will almost certainly prove nearly impossible in Race 2 format matches to swap out the chips to different guns which means teams will likely need extras. If each specific chip isn't always associated with a specific player it poisons the data and the stats derived become unreliable so it's going to be a rather big deal trying to keep up with which chip is being used by which player in which game or point.
Showing posts with label The Chip. Show all posts
Showing posts with label The Chip. Show all posts
Friday, February 3, 2012
Wednesday, June 1, 2011
The Virtue of Numbers
If you are a techie or a geek or (perhaps) a far-sighted visionary this post is for you. As some of you will likely know Virtue has been developing a chip that piggybacks your gun's board and collects data it reports remotely. The NPPL have been trying it out the last two events to track the pro teams' markers and make sure they aren't exceeding the 15 bps cap (that is a new rule this season.) The result, so far, is that Virtue can identify both when and how often a chipped gun shoots. This means, in a very basic way, they are collecting data on shots fired, by however many active players (and guns) during a defined game period. For starters this means they have no trouble at all enforcing the cap.
In the meantime Virtue is also trying to devise different ways of looking at their accumulated data to discover if there aren't numerous possible combinations and thus associated interpretations of that data that might be useful to teams and players. Given that they are roaming in uncharted territory all the distinctions and combinations require identifying and naming--along with considerations of their potential utility. For example, the chip is called ROF-fi (raw-fye). And currently the data gathered is simply stats 1, stats 2, etc. Stat 1 is the amount of time a player spends shooting vs. not shooting over the entire game period. Stat 2 is the amount of time a player spends shooting vs. not shooting during the period of time they are actively playing the game. Which leads directly to Stat 3 which identifies the point in a game in which a player stops shooting and doesn't shoot again--thus approximating when they were (likely) eliminated--although I suppose it's possible a player might not actually be eliminated in some rare circumstances and simply doesn't discharge his gun again. Keep in mind all this data and more is being accumulated on (in the 7-man format) 14 players simultaneously which creates a fairly enormous potential complexity.
A couple of simple stats the Virtue nerds passed along in real time at the Chicago event was the raw volume of paint teams shot off the break and the raw totals of paintballs shot in a game. The OTB number was of greater interest to me as it would be a very unusual game where the winning team didn't shoot more paint than the losers. (Think about it. D'oh!)
Chris from Virtue was kind enough to both express an interest in my opinion (and any follow-up ideas) and permit me to post about the on-going process of building unique value into the chip. I thought some of VFTD's regulars would find all this interesting and if you have any ideas, thoughts or suggestions you'd like to offer feel free to do so in comments. If that is insufficient I can't stop you from contacting Christian Williams at Virtue directly. (Sorry, Chris. Just in case you get inundated.)
To get you started thinking about the possibilities here's a suggestion I made; the Plus/Minus stat. Over the course of an event or a season it would be possible to determine an individual player's plus/minus [relative to other players] rating based on eliminations (and when that player was eliminated relative to all other eliminations during a game or point). If you took the plus/minus and compared it to the average time played as a ratio of time played: maximum playable time you could make a number of valuable if rough determinations about individual players effectiveness and that of the lines or units they played with.
In the meantime Virtue is also trying to devise different ways of looking at their accumulated data to discover if there aren't numerous possible combinations and thus associated interpretations of that data that might be useful to teams and players. Given that they are roaming in uncharted territory all the distinctions and combinations require identifying and naming--along with considerations of their potential utility. For example, the chip is called ROF-fi (raw-fye). And currently the data gathered is simply stats 1, stats 2, etc. Stat 1 is the amount of time a player spends shooting vs. not shooting over the entire game period. Stat 2 is the amount of time a player spends shooting vs. not shooting during the period of time they are actively playing the game. Which leads directly to Stat 3 which identifies the point in a game in which a player stops shooting and doesn't shoot again--thus approximating when they were (likely) eliminated--although I suppose it's possible a player might not actually be eliminated in some rare circumstances and simply doesn't discharge his gun again. Keep in mind all this data and more is being accumulated on (in the 7-man format) 14 players simultaneously which creates a fairly enormous potential complexity.
A couple of simple stats the Virtue nerds passed along in real time at the Chicago event was the raw volume of paint teams shot off the break and the raw totals of paintballs shot in a game. The OTB number was of greater interest to me as it would be a very unusual game where the winning team didn't shoot more paint than the losers. (Think about it. D'oh!)
Chris from Virtue was kind enough to both express an interest in my opinion (and any follow-up ideas) and permit me to post about the on-going process of building unique value into the chip. I thought some of VFTD's regulars would find all this interesting and if you have any ideas, thoughts or suggestions you'd like to offer feel free to do so in comments. If that is insufficient I can't stop you from contacting Christian Williams at Virtue directly. (Sorry, Chris. Just in case you get inundated.)
To get you started thinking about the possibilities here's a suggestion I made; the Plus/Minus stat. Over the course of an event or a season it would be possible to determine an individual player's plus/minus [relative to other players] rating based on eliminations (and when that player was eliminated relative to all other eliminations during a game or point). If you took the plus/minus and compared it to the average time played as a ratio of time played: maximum playable time you could make a number of valuable if rough determinations about individual players effectiveness and that of the lines or units they played with.
Thursday, March 31, 2011
The Chip continued, or
How I learned to love the NPPL.
Mr. Curious has been scouring dark alleys and putting his ear against moldy walls in cheap motels desperate for the rest of the story. The Chip Story, that is. It didn't help but a couple of timely emails did help sort things out a little bit more. It seems some of the ownership teams were out of the loop when NPPL Supreme Command made the decision to install the chips prior to Huntington Beach. (And is likely responsible for some of the leaks and surprise expressed by some.) It also seems that the current idea of enforcement from the Supreme Command's brain trust is to adjust markers with the chips installed to a monitored 15 BPS limit and assume that because the guns can be monitored that no one will alter their gun's function.
But VFTD continues to ask what if some team or even player challenges the league to enforce the gun rules during the event. What then? There is nothing (known to VFTD) in place for handling such a situation. Perhaps a quiet word about turning the guns back down. Or, you know, we know your guns were doing 20 BPS OTB. Best not do that anymore. Or maybe retroactive penalties after games have been played? Nor is there yet a real definition for what constitutes a violation of the 15 BPS cap as monitored by The Chip. What happens when the gun rules are challenged and nobody can give a clear, defensible explanation of how the chip monitoring translates into fair enforcement?
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