DAVID PONS

Game Model

Cognitive Layer

The Invisible Differentiator

What separates a game model from a system is the cognitive layer. Here we don't describe actions — we describe decisions. What the player decides, how we automate it, and what errors we provoke in the opponent.

Core Cognitive Principle

The player does not decide in the moment. They decide before the moment. Training programmes the decisions so that the match is execution, not improvisation.

Decision Map by Context

Receiving between lines

What is Decided

Turn or lay off? Depends on: distance to nearest opponent (<2m = lay off, >2m = turn) and prior body orientation.

How it's Automated

Training with restriction: forcing the player to scan before controlling (look over the shoulder). If they do it, the decision is already made.

Error Provoked in Opponent

Opponent leaves space behind the attacking midfielder. If our player scans → detects space → turns → opponent cannot react.

Offensive transition (0-3 sec post-recovery)

What is Decided

Go vertical or stabilise? Depends on: number of teammates ahead (≥2 = go vertical, <2 = stabilise).

How it's Automated

The recoverer looks forward BEFORE controlling. If they see a run, they play. If not, they protect. Decision in <1 second.

Error Provoked in Opponent

Opponent is in defensive transition with disoriented players. Our system acts before they can reorganise.

Press in zone 3

What is Decided

Press or contain? Depends on: trigger activated (back pass = press, carry = contain and close passing lane).

How it's Automated

Training with audio and visual cues. Pivot communicates ('go' or 'hold'). Team responds as a unit.

Error Provoked in Opponent

Opponent loses the ball because our press closes every exit. Not luck — design.

Ball lost in own half

What is Decided

Press or drop? Rule: if loss is in zone 1, ALWAYS drop. No exceptions. No margin for error.

How it's Automated

Emergency protocol trained: entire team behind the ball line in 4 seconds. No thinking — execute.

Error Provoked in Opponent

Opponent expects us to press after the loss (as most teams do). By dropping, we remove their counter-attack advantage.

Numerical superiority in wide area

What is Decided

Cross or recycle? Depends on: positions in the box (≥3 players = cross, <3 = recycle to pivot).

How it's Automated

Player in wide area looks up and counts. If they see 3+ teammates in the shooting zone, cross. If not, recycle. No doubt.

Error Provoked in Opponent

Opponent compresses wide expecting the cross. Recycling to the pivot forces them to open → space is created.

Emotional Protocols

Emotional management is not psychology — it is protocolisation. Every high-stress scenario has a predetermined response.

Conceding a goal in the first 10 minutes

Protocol

Don't alter the plan. Maintain the structure. The system does not depend on the scoreline. Captain's communication: 'Same as before'.

The opponent expects us to disorganise. We don't.

Minute 70+, tight result

Protocol

Reduce risk in zone 1. Push press line up 5m. Increase circulation speed, not verticality.

Cognitive fatigue provokes impulsive decisions. The protocol replaces improvisation.

Teammate sent off

Protocol

Immediate transition to 4-3-2. Interior on the side of the red card drops to full-back. System adapts in 15 seconds.

The structural change is pre-trained. No emergency meeting, no confusion.

Penalty against / adverse refereeing decision

Protocol

Emotional reset protocol: 10 seconds of collective silence. Then captain restarts communication with a tactical instruction.

Emotional reaction consumes cognitive energy. The protocol preserves it.