Drafting

Last updated: October 17, 2000
Computer drafting is the most important new capability, but there's a
lot more to the new drafting system than just that. We've created a drafting
environment that allows you to:
- draft new rosters from scratch or start with partially complete rosters
(such as a group of players carried over from a previous season)
- save a draft in progress and resume it later
- browse lists of free agent batters and pitchers that show many more
stats and ratings than before, sort those lists on any statistic or
rating, and filter those lists based on batting and throwing hand, position,
playing time and more
- add supplemental draft picks for one or more teams in any round,
or delete any draft pick (to punish teams for breaking league rules,
for example)
- trade draft picks
- reverse a draft pick that was made in error
- ask the computer to make one or more picks automatically
- generate a report showing all of the picks that have been made in
a draft
These might seem like the minimal set of requirements, but we found
that they're not always present in the drafting systems in other baseball
games.
Before I get into a more detailed description of the drafting process,
let me take a moment to point out that you can still sign free agents
individually without setting up a formal draft, simply by choosing the
'Sign' command from the roster window. But if you want to set up a formal
draft, here's how you go about it.
First, you create a draft, specifying the league or leagues that are
to participate, how many rounds you want it to last, and whether the teams
draft in the same order each round (1, 2, 3, ... 1, 2, 3, ...) or in reverse
order every other round (1, 2, 3, ... 3, 2, 1, 1, 2, 3, ...).
When you do this, DMB generates the full list of picks that will be
made in the draft (the players to be picked aren't yet known, of course).
At this point, you can delete picks, add supplemental picks, and trade
picks. If you change your mind about the number of rounds, you can add
or delete rounds as well. You can designate which teams will use a human
general manager to make its picks and which teams will have the computer
GM make the decisions. And you can manually change the order in which
the teams will draft or ask to have a random draft order selected for
you.

Figure 1. Draft control panel (after five rounds)
The draft control panel (see Figure 1) shows the draft order, whether
each team needs to draft a designated hitter, whether the team has a Human
or Computer general manager to make the picks, and the number of batters,
pitchers and total players on each team's roster. The team due to pick
next is highlighted.
Once you're happy with these things, you can freeze the draft order and
get ready to start choosing players. At this point, you can still add,
delete and trade picks (though you cannot delete or trade a pick that
has already been made) to reflect events that occur during the draft.

Figure 2. List of free agent batters.
A human general manager selects a player from the lists of free agent
batters and pitchers. These lists use our new reporting system to provide
a powerful sorting and filtering capability that makes it easy to focus
your search on the types of players you're most interested in. Figure
2 shows a list of the free agent batters with at least 300 plate appearances,
sorted by slugging percentage. In short, there's a ton of data at your
fingertips to help you make your decisions.
But you can also invoke the computer drafting feature to make one pick,
make all picks up until the next team that has a human GM, make all picks
through the end of a round, or make all picks through the end of the draft.
As each pick is made, the name of the player is immediately added to the
draft pick report, allowing you to following along.
When evaluating the available free agents, the computer GM looks at the
needs of the team to make sure that it fills all of the roles (starting
pitchers, relievers, players rated at each defensive position, and so
on). And it looks at the ability of each player to help the team win in
ways that go beyond hitting and pitching to include things like defense
(range, error rates, throwing, holding runners), speed and bunting.
All hitters and pitchers are judged on a park- and league-neutral basis
so the true ability of the player comes through. This is appropriate because
Diamond Mind Baseball makes these adjustments when you play the games,
and it doesn't make sense to ignore them when choosing talent in the first
place.
If, for instance, a pitcher was effective despite facing the DH and/or
playing in a hitters' park in real life, he may well be chosen higher
in the draft than someone whose stats look better but who had a more favorable
real-life environment in which to do his work.
And you might see a slugging first baseman drop lower in the draft that
you might expect. Why? Because first basemen are expected to produce more
offense than players at other positions, so it's harder to stand out.
And because some 1Bs don't supply the other things -- defense, speed,
bunting, the ability to play more than one position -- that make a player
more valuable to a team.
We believe we have come up with a pretty comprehensive way to evaluate
the overall contribution that these players make to a team, and for that
reason, we think the computer GM will provide a worthy companion in your
drafts, whether you're trying to out-think it or whether you're asking
for its help in choosing players for your team.

Figure 3. Draft pick report.
As each pick is made by the computer manager, it also generates a new
manager profile that includes this player. That way, when you view the
roster for this team (which you can do at any time during or after the
draft), the manager profile is already there to give you an idea of what
role the computer has assigned to each player on the roster.
As part of our work on the drafting system, we've also overhauled the
manager profile generator. Those of you who have played previous version
of Diamond Mind Baseball know that the manager profile generator was designed
to match real-life playing time as closely as possible. This doesn't make
as much sense for newly-drafted rosters, since you may draft a player
who played more than one position with the idea of using him in a different
way than he was used in real life. The new manager profile generator looks
at the talent on your roster, considers a variety of ways those players
can be combined, and chooses the arrangement that produces the best chance
to win.
As with any system that attempts to emulate the process that human GMs
go through in something as complex as building a baseball team, there's
more we can do in the future to make the computer GM even more sophisticated.
At present, it has no way to know which players are considered to be future
stars despite mediocre-to-awful stats in the current season. Some way
to assess future value is one of several ideas that are on our list of
future enhancements, but even without these improvements, we think the
current version will give you a run for your money.
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