Friday, March 31, 2017
Entry 8 - Formula 1: Applying CS to the racetrack, Pt. 2
Description of Topic:
As I wrote a few weeks ago, the most popular form of motorsports here in the US, stock car racing, has embraced several facets of new technology (some provided through breakthroughs in computer science) in order to try and improve the product it delivers to its fans on a weekly basis. However, compared to other forms of racing, NASCAR is still towards the bottom in terms of technology. In Formula 1, technology has gained such a vital role that some are calling for increased restrictions on how much it is implemented in trying to find speed in the car; after all, it increases cost of operation and production for every team. The Drag Reduction System (DRS) is the subject of many of these complaints. DRS is a program implemented into the on board computer of every race car (another tech that NASCAR has outlawed) automatically adjusts the front and rear wing angle when following another car for increased downforce, creating a better chance for the pursuing car to pass the other. Some fans (and even drivers) have complained that this is unfair to a car that his built a lead over the field, and reduces the ability drivers have to control the outcome of the race. In recent years, NASCAR has moved to put more control in the hands of the drivers, by reducing downforce and bringing hard tire compounds to the track, making the cars much more difficult to drive. However, with the inclusion of systems like DRS, on board computers, and advanced traction control in F1 racing, it seems that the winning team might no longer have a great driver, but simply the best technology.
Applications to CS:
Despite whether these new programs implemented in F1 are good for the sport or a hindrance, the technology behind them is truly a marvel. With the inclusion of the on board computer in modern day open wheeled racers produced my teams like Ferrari, Red Bull, and Williams, it is much easier/faster to determine the optimal setup for the car on a given race weekend. Nobody can argue that the amount of on track action has increased; there are more late passes for the lead, faster lap times, and closer racing have all improved with tech like DRS. The debate on whether these benefit the sport can be applied to many other areas if you simplify the question to "how much CS is needed." While most would say they enjoy these benefits, it's also important for a good driver to be able to overcome and win the race. Nobody wants to see an average driver dominate simply because his team spent millions on developing these programs to gain speed. Going forward, it will be important for Formula 1 to recognize advances in computer science, and carefully decide which of these advances would improve the sport of F1, focusing on safety of drivers and fans, and creating better racing WITHOUT operational costs going through the roof, just like NASCAR has done.
Links:
https://www.google.com/search?q=drag+reduction+system&source=lnms&tbm=isch&sa=X&ved=0ahUKEwinxZfHvIHTAhXMOCYKHZ0wB2sQ_AUICigD&biw=1280&bih=636#imgrc=4EUdYPWOBLkNEM:
https://www.formula1.com/en/championship/inside-f1/rules-regs/Drag_Reduction_System.html
Friday, March 24, 2017
CMSC 150 - Spring 2017 - Applications in MLB, Part 3
Description of Topic:
So far, I've discussed how CS has influenced statistics and player evaluation for real life ball clubs as well as helping create a virtual baseball experience that is very realistic for the average baseball fan. However, a baseball simulator like MLB: The Show is not the only way a fan can enjoy the sport outside of simply watching the games. For the last several decades, many fans have started playing a mini-game called Fantasy Baseball, which uses real life players and their stats. At the beginning of the season, each member of a fantasy league chooses their roster in a draft format, where players take turns selecting their favorite stars of the real world to play on their team. Once the season begins, teams face off, trying to win more scoring categories than their opponent. These can be Total Bases, Stolen Bases, strikeouts, walks, home runs, etc. The server calculates the scoring automatically, so if Buster Posey goes 2-3 with a single, double, and stolen base, it will give you the total number of points scored for the day (1 for the single and stolen base, 2 for the double = 4 pts). The mini game also determines automatically who qualifies for the playoffs and manages the free agency and trades that happen within the league.
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| Users take turns selecting their favorite stars, which in turn earn them "fantasy points" during the real life season |
Relation to CS:
The program of the website that manages the league takes care of all the intangibles, to allow the user to focus solely on figuring out which players they feel will help their team the most. ESPN's fantasy site provides each player with each the average point total per game of each player, their position eligibility, among other useful tid bits. A site such as this incorporates many aspects from any normal website, such as Facebook or foxsports.com. Usually though, it takes to box score of every MLB game to determine the point totals for each individual player, whose points are given to the team owner that has that specific player on their team. Computer science has contributed so many different ways for a baseball fan to follow their favorite sport, and this pattern should only go more and more in depth moving forward.
Thursday, March 16, 2017
CMSC 150 - Spring 2017 - First Mario, Now Sports
Description of Topic:
Sony America's franchise MLB: The Show has been one of the most popular sports game franchises for over a decade. Known for its graphical innovations, realistic experience, and A.I. behavioral breakthroughs, The Show is by far the most realistic baseball simulator available on the market. While it's primary focus is it's in-game play, it also provides portrayals of the managerial and business sides of the game, accurately representing player development, budget management, scouting, player morale, just to name a few. The game allows the player to take control of a real MLB team, and requires the player to think just like an actual general manager, manager, and player all at the same time. At any given moment in the experience you might be focusing on finding a hidden gem in the MLB Draft, formulating a lineup to get the best results off of a left-handed pitcher with a great curveball, or maybe even taking control of your players yourself to find a way to beat that pitcher. In a game, The Show requires to you think just like you do when playing the actual game. Gone are the baseball sims where you simply swing at every pitch, or easily dominate the opponent by throwing the same pitch to every hitter. Games now require real life strategy, decision making, and skill.
Relation to Computer Science:
At first glance, the makeup of a game such as this one can seem incredibly complex and hard to program. So many different variables are in play at any given time, and the eventual outcome (a win or a loss) is dependent on all of them. However, when you break it down, it becomes much simpler. For example, lets look at a sample at bat, where the player is the pitcher. First, the computer will access the player ratings for both the pitcher (fastball velocity, change-up control, etc) and the hitter (plate vision, power, contact, speed, etc.) and apply them. The player selects a pitch and a location, and tries to get the pitch meter as accurate as possible. The location, velocity, and break are determined by the players input and the pitcher's ratings. After this is determined, the player in control of the hitter is now in control. The result of the play (a home run, ground out, swing and miss) is determined by the time they swing, location of their swing, and batter ratings. After looking at an example like this, it is clear what the programmer must do to create a realistic game. After knowing what end result you want (an accurate representation of baseball), you must think about how a computer thinks and how it can help you achieve this goal. The programmer can tackle one aspect at once, and eventually can make it all come together in the end. And who knows, with the emergence of VR gaming, maybe one day we will actually experience what Mike Trout does every time he takes the field in Los Angeles
Sources:
https://www.sciencedaily.com/releases/2013/04/130408142638.htm
http://blog.us.playstation.com/2017/03/14/mlb-the-show-17-goes-full-rpg-with-road-to-the-show/
https://www.google.com/search?q=mlb+the+show&source=lnms&tbm=isch&sa=X&ved=0ahUKEwia77vJrdvSAhXJOyYKHYO4Ah8Q_AUICygE&biw=1280&bih=636#imgrc=KSCyo_yEbZsLnM:
Sony America's franchise MLB: The Show has been one of the most popular sports game franchises for over a decade. Known for its graphical innovations, realistic experience, and A.I. behavioral breakthroughs, The Show is by far the most realistic baseball simulator available on the market. While it's primary focus is it's in-game play, it also provides portrayals of the managerial and business sides of the game, accurately representing player development, budget management, scouting, player morale, just to name a few. The game allows the player to take control of a real MLB team, and requires the player to think just like an actual general manager, manager, and player all at the same time. At any given moment in the experience you might be focusing on finding a hidden gem in the MLB Draft, formulating a lineup to get the best results off of a left-handed pitcher with a great curveball, or maybe even taking control of your players yourself to find a way to beat that pitcher. In a game, The Show requires to you think just like you do when playing the actual game. Gone are the baseball sims where you simply swing at every pitch, or easily dominate the opponent by throwing the same pitch to every hitter. Games now require real life strategy, decision making, and skill.
![]() |
| The "batter" must decide the type of swing, location of swing, and timing of the swing |
Relation to Computer Science:
At first glance, the makeup of a game such as this one can seem incredibly complex and hard to program. So many different variables are in play at any given time, and the eventual outcome (a win or a loss) is dependent on all of them. However, when you break it down, it becomes much simpler. For example, lets look at a sample at bat, where the player is the pitcher. First, the computer will access the player ratings for both the pitcher (fastball velocity, change-up control, etc) and the hitter (plate vision, power, contact, speed, etc.) and apply them. The player selects a pitch and a location, and tries to get the pitch meter as accurate as possible. The location, velocity, and break are determined by the players input and the pitcher's ratings. After this is determined, the player in control of the hitter is now in control. The result of the play (a home run, ground out, swing and miss) is determined by the time they swing, location of their swing, and batter ratings. After looking at an example like this, it is clear what the programmer must do to create a realistic game. After knowing what end result you want (an accurate representation of baseball), you must think about how a computer thinks and how it can help you achieve this goal. The programmer can tackle one aspect at once, and eventually can make it all come together in the end. And who knows, with the emergence of VR gaming, maybe one day we will actually experience what Mike Trout does every time he takes the field in Los Angeles
Sources:
https://www.sciencedaily.com/releases/2013/04/130408142638.htm
http://blog.us.playstation.com/2017/03/14/mlb-the-show-17-goes-full-rpg-with-road-to-the-show/
https://www.google.com/search?q=mlb+the+show&source=lnms&tbm=isch&sa=X&ved=0ahUKEwia77vJrdvSAhXJOyYKHYO4Ah8Q_AUICygE&biw=1280&bih=636#imgrc=KSCyo_yEbZsLnM:
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