Not sure if this is the right area to ask this question. Please guide me to the correct area if it is not.
I play an online fictional football game. Every player has a number of attributes that dictate how well he plays in a position. Each player also has a Stamina attribute. As the game simulation plays out, players are substituted in and out, and the higher a players Stamina, the slower his ratings drop, and he plays longer before being substituted.
The general consensus in the game is to start your best players, regardless of what their Stamina is. My belief, is over the course of a game, this causes your overall talent on the field to spike up and down over time. I believe there is a way to maximize talent over the game, as opposed to riding the up and down rollercoaster. Problem is, I don't know the math to figure out how to go about doing this.
Here is an example with real numbers. I have thought about using an Expected Utility approach, where I multiply their "talent rating" by their stamina. I don't know if that is the right approach, but I will list that number as well.
NAME RATING STAMINA EXPECTED UTILITY/100
Harris 57.52 54 31.06
Johnson 60.68 51 30.95
Smith 57.52 55 31.64
Taylor 60.44 46 27.80
Austin 70.88 49 34.73
Lucas 68.72 57 39.17
Griffin 70.36 48 33.77
Sinclair 69.68 42 29.27
Sweeney 70.80 77 54.52
Don't know if it matters, but their ratings are an average of 3 attributes and are the generally accepted method of judging a players talent. In this case, these are Offensive Linemen. I must start five, and the others substitute in and out over the course of the game, in an order I set before the match. As you can see, the top five according to RATING are different than top 5 by EXPECTED UTILITY. To clarify my question, how do I maximize RATING over time? is EXPECTED UTILITY the right approach?
I play an online fictional football game. Every player has a number of attributes that dictate how well he plays in a position. Each player also has a Stamina attribute. As the game simulation plays out, players are substituted in and out, and the higher a players Stamina, the slower his ratings drop, and he plays longer before being substituted.
The general consensus in the game is to start your best players, regardless of what their Stamina is. My belief, is over the course of a game, this causes your overall talent on the field to spike up and down over time. I believe there is a way to maximize talent over the game, as opposed to riding the up and down rollercoaster. Problem is, I don't know the math to figure out how to go about doing this.
Here is an example with real numbers. I have thought about using an Expected Utility approach, where I multiply their "talent rating" by their stamina. I don't know if that is the right approach, but I will list that number as well.
NAME RATING STAMINA EXPECTED UTILITY/100
Harris 57.52 54 31.06
Johnson 60.68 51 30.95
Smith 57.52 55 31.64
Taylor 60.44 46 27.80
Austin 70.88 49 34.73
Lucas 68.72 57 39.17
Griffin 70.36 48 33.77
Sinclair 69.68 42 29.27
Sweeney 70.80 77 54.52
Don't know if it matters, but their ratings are an average of 3 attributes and are the generally accepted method of judging a players talent. In this case, these are Offensive Linemen. I must start five, and the others substitute in and out over the course of the game, in an order I set before the match. As you can see, the top five according to RATING are different than top 5 by EXPECTED UTILITY. To clarify my question, how do I maximize RATING over time? is EXPECTED UTILITY the right approach?