Squad minutes, signings, marking, routes and rotation: the standard problems and how they're solved. Parts 4 to 9.
A season has a fixed number of minutes to share out, every player has limits, and the club has rules. Linear programming finds the best split, explains why the answer always sits at a corner, and says what each rule costs, including where a youth-minutes rule should take its minutes from.
Part 4 handed a squad's minutes to a solver and got the answer back. Here's what the solver does. Start at a corner, find the change that gains most, go until a rule stops you, repeat. Two steps solve the two-striker problem, and the shadow prices fall out at the end for free.
A transfer budget and five positions to strengthen. Treat it as a linear program and the answer signs 0.83 of one centre-back and 0.17 of another. Integer programming finds the best set of whole players, branch and bound finds it without trying every combination, and the budget's value turns into a staircase.
Five markers, five attackers at a corner. Putting your best header on their most dangerous man sounds right and concedes more. The assignment problem finds the best set of pairings, the Hungarian method solves it by hand, and 190 real corners a season turn the difference into goals.
The opposition presses high and every pass is a risk. Treat the team as a network, with each passing lane carrying its chance of getting through, and the safest way from keeper to striker turns out to be three passes, not one. Dijkstra's method finds it, and shows which lane the press should aim at.
A congested run of fixtures and a rule that nobody starts three in a row. Picking the best team every game rests the stars for the cup semi-final. Treating the whole run as one scheduling problem rests them for the right games instead, and shows why they can't play every big one.