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A "drop" means the receiver didn't catch the ball....so a dead ball. A "catch" means the receiver caught the ball and made a play....usually yardage gained, which could be a touchdown or just yards across the field. If the opponent catches the ball, then it's called an interception.
Hope that helps!
Adding a noise factor to thresholding outcomes can reduce overfitting in classification problems.
However, I couldn't figure out what was the intended implementation of the multiplier. The way I applied it, only the sign and not the magnitude of the multiplier made an impact on the catch/no catch indicator. I'm curious to see how people interpreted the formula from the article.
Task 1: Optimization can depend on the use case, but I thought it was a good idea to combine the 3d6 and scenario generation.
The instructions were a bit confusing, but I think I got there in the end. The answer to the "Highest Rated Team using player stats" stings a little bit given how my Packers were eliminated from the playoffs Saturday night, but I'll get over it. LOL!
My solution.
Had fun building out the initial logic - then built into a macro to run multiple simulations.
The flow takes in account of random 3 die rolls which will create a different team output every time (as it should). It took me a second to comprehend how the modifier effects the outcome, but after a quick review understood the negative vs positive values represented a drop or catch. This was a fun one!
@AYXAcademy I think this challenge needed a lot more description - the solution provided didn't detail any of this "match up position" nor how to apply the multiplier. Just some feedback because otherwise this was a fun challenge!