CONCEPT WORK thesis, without formulas and terms

Game Components:
These are mainly different kinds of martial arts: the transfer of the back, harping, ball control in a situation when trying to clear, horseback combat, interception and transfer, etc. In addition to these well-known components have less actively used – the blocking of the impact, the recovery position after losing the combat, barrier. Specific to football is winning arts by artificial offside. Technical and tactical actions are taken into account only as a ball and losses are recorded as a separate component. The implementation of the scoring chances presented in 4 different types: head left, right and non-standard (unsupported position of the ball when passed the ball flying very much, etc.)

cost of martial arts
• The game consists of martial arts, coupled TTD
• The cost of winning a martial arts is the increase in the probability of getting the ball to the end point of the field relative to the original
• The total value of the player won and lost martial arts is part of the team set up the difference.
• Cost of martial arts won in Superleague Russian center forward at the last defender to 4 times higher than that of the attacker’s actions of the defense against the same striker. The most “expensive” cost component in football – play on, and the most “cheap” – selection of the ball.

• Any combination consists of a series of martial arts and won the realization scoring chances
• The implementation of the scoring chances is estimated by the difference actually scored the player and the statistically expected number of heads and is often created their own difference in the player of the match. That is, it can be negative even in the presence of goals scored.
• Implementation is linked with an index of each point of the field, depending on the vertical and horizontal angle of the gate, the distance to the target.
• Construct evaluation separately for headers, from a reference position on the left and the right leg, strikes from unsupported position (a subcategory of the awkward position after a strong lumbago, etc.)

• Tactics – ways to load redistribution in favor of the stronger partner to the position of the weakest opponents (in the same component).
• Create your player the difference due to the tactical effect is related to its ability to exploit the favorable exchanges with the greatest advantage in the level of play in the component. It is the product of its advantages in the component by a number of martial arts.
• When you play in the defense used a proportional changing, when playing in the attack – on the contrary

Compatibility assessment
• Create team splits the difference on the difference created by the players.
• The latter consists of the value of the won and lost martial arts, benefits realization, tactical effect and unforced loss goals in the TTD.
• Translation of martial arts in the value of the format immediately raises the accuracy of the estimate of the correlation coefficient with the results of the games from the level of 0.2 to 0.8-0.9, allows you to remove data noise.

• For the correct display of the player and the team counting results as a whole need to display them in the level of the game, called rating.
• Team rating and default player is projected on the abstract, the average participant in the tournament (for example, 8.5 in the Russian Super League).
• Rating produced is linearly related to the difference. The difference in the rankings of the two teams in 400 points of the game corresponds to the account 7: 3 (4 goals advantage in the amount of W and P equal to 10). The advantage of the 200 points of the game corresponds to the account 6: 4 or 3: 2, etc.
• The algorithm is given a rating, form a system of linear equations were selected with the aim of maximum possible match between the expected and actual results obtained.
• The current system FIFA0Koka-Cola ranking is ridiculous that all European Championship and World Cup subordinate rated team beat higher. However, this situation suits the weaker teams, as it gives them more chances of formation of so-called “Group of death” for the strong teams, etc. The situation was a stalemate due to the fact that leaders are always in the minority. Football has become a victim of its own popularity.
• Rating is coach of the team balance levels in the financial and sports standings.

Player rating
• corresponds rated team, consisting entirely of such players.
• corresponds to the ratio in the value of the won and lost them in a match of martial arts with the average rival in this tournament.
• In the course of the match falls off exponentially on the number of martial arts at different rates for different components.
• To distribute the load among the players of match used the so-called ekviparametrichesky mode, in which the stronger player address the greater the number of martial arts until the level is equal to the level of the other partners.

game Programming
• To assess the pressure on the selected position using the average “mask” the previous games, which shows the proportion of single combat with each other in the position of each component. Players selected in the position so that the total cost of the martial arts has won them the maximum.
• Unequal change the level of play in the components will inevitably change the alignment of forces in the course of the game in order to enable a resource for “underused” components.
• Under each of these setups can be selected more “communicating” combination. But in reality, it is necessary to play a variation, changes in the most appropriate placement.
• The probability of a goal in any selected combination is the product of the probabilities of winning in each of its components on the probability of scoring chances created.
• There is a maximum possible level of results based on ekviparametricheskom load distribution, limiting tactical effect, the maximum achievable implementation, which can be displayed in the form of a game account.

The main principle of team building
• In 1927, the Frenchman Max Ringelman in a series of experiments, made an interesting discovery: if working alone, man is laid out on 100%, in the group of three people its efficiency drops to 86%, and at the team of eight members – up to 51% . In psychology this phenomenon is called “social sloth.”
• The team should consist of the leaders in specific areas, or the most important components: someone sells better scoring chances, one leader in efficiency and can quickly rebuild the team play, etc.
• The most efficient and friendly team of divergent players where each provided leadership on the priority component for it. In this case, the phenomenon of social laziness does not arise. But there is an effect of accelerated progression of the player’s skill level.