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Coaching related question for the programmers among us
Posted: Sun Oct 18, 2026 4:31 pm
by Dean-Atlanta
I think Brian might have done some work in figuring out what exactly is written into a *.ply file...
If this can be figure out, is there any chance of doing something like disctating a play concept into AI and have it write a FBPro98 compatible .ply file to implement that, basically allowing us to use AI to draw up plays.
Is this feasible or totally pie in the sky?
Re: Coaching related question for the programmers among us
Posted: Tue Oct 20, 2026 9:25 am
by Brian-Broncos
I've done just enough to be able to check game plans against the league rules with a rule. On offense I detect rollout passes, timed passes, and QB runs. On defense I detect 2-DL personnel. For both I detect the play category (e.g. RM, PSL, etc.).
It should be possible to detect more, but it'll likely take quite a bit of work.
Re: Coaching related question for the programmers among us
Posted: Wed Oct 21, 2026 8:45 am
by Matt-Jacksonville
I've actually cracked the ply file format, but I'm not 100% sure this is doable. It's not 100% pie in the sky, but I'm not sure how much AI would understand. Whatever model you use would have to understand those football concepts. If the model can understand it, I think it's 100% achievable. BUT, we also have to make sure the ply file is written where it can actually be read by the game. I tried for a few months to use C# to do what Brian is doing letting AI read the old source provided for writing utilities. However, I always got to the point where stuff I'd create would either fail in a sim or wouldn't load in the editors.
I have attached the results of a decoded ply file for anyone curious.
Re: Coaching related question for the programmers among us
Posted: Wed Oct 21, 2026 9:38 am
by Justin-Chicago
These are some truly amazing concepts you all are working on, with rapidly accelerating progress. Nice job!
Even using AI to create personnel and formations, or assigning pre-snap or initial post-snap logic, would give an efficiency boost to those who regularly make plays. Perhaps pixel coordinate mapping can help AI define move-to’s, zones, and specific route concepts?
Suddenly I don’t feel so bad about my team’s regression to .500.
Re: Coaching related question for the programmers among us
Posted: Wed Oct 21, 2026 4:42 pm
by Dean-Atlanta
I could imagine prompting AI with "Create a full game plan of 64 defensive plays implementing the Tennessee defensive concepts of Jim Knowles while fully complying with all 8374 PNFL play design rules..."
We're no there yet.
Re: Coaching related question for the programmers among us
Posted: Sun Oct 25, 2026 6:47 pm
by Mitch-Dolphins
I've had AI create new plays and save as a ply file with no issue.
Re: Coaching related question for the programmers among us
Posted: Mon Oct 26, 2026 7:59 am
by Dean-Atlanta
How did you do that?
Re: Coaching related question for the programmers among us
Posted: Mon Oct 26, 2026 8:01 am
by Dean-Atlanta
Did it pass PNFL play design rules or did you have to edit it after AI created it?
Re: Coaching related question for the programmers among us
Posted: Mon Oct 26, 2026 6:50 pm
by Mitch-Dolphins
I uploaded the rules. Shared some existing ply files for comparison and then said create a play designed to gain 10+ yards the the primary receiver.
I've only tinkered with it but if I was more specific with my prompt, I'm sure it would be even better.
Re: Coaching related question for the programmers among us
Posted: Tue Oct 27, 2026 8:41 pm
by Dean-Atlanta
OK thanks. I will have to try that. Which AI did you use?