Valen wrote:.... you can give Hal too much input so that your instructions conflict or are open to interpretation depending on which instruction Hal honors first. This isn't IBM's Big Blue the AI is running on.
Truer words were never spoken. My experience with HAL is that he generally does all right if one recognizes HAL's strengths and limitations and works within them. As Valen suggests, it's not necessarily a good idea to make things too complicated for HAL. If the Strategy Page gives you 4 defensive replacement options, SOM may be telling us that this is about as many defensive replacement options as HAL can safely handle.
Beyond the question of HAL's skills, you might want to assess the wisdom of using
five defensive replacements in any given game.
ATG offenses are in general unusually potent— so if you have a one or two run lead, you're going to lose that lead a lot more often than teams do in real life, even if you have elite relief pitching.
If the opposing team ties the game or goes ahead after you've made your five defensive replacements, do you really want those 5 good hitters on the bench when you're trying to come back? The blown save rates in ATG are much higher than in real baseball--and most of those blown saves come from hits, walks and HR off the batters' cards, not on defensive miscues.
Based on my own experience of watching many a lead go up in smoke, I've become pretty sparing in the use of defensive replacements. I may need those good hitters
again—to create a blown save for the other team!