The Bandeja Lab

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Lab note · 4 min read · 2026-09-20

We built a padel engine to play our puzzles. It has opinions about the smash we did not expect.

The Rally is a small physics engine: a ball with gravity, a 20 by 10 court with 3 metres of glass and a metre of mesh above it, four players with reactions and speeds and error, and a coach who plays every option in his head before you choose. Build one of those and it starts telling you things.

The smash is two shots

The first thing the engine refused to do was let a smash from behind the service line be a winner. With the ball coming down at pace from six metres out, the geometry gives you two choices: hit it flat enough to clear the net and it lands deep and comes off the back glass at chest height to a player who has been waiting; hit it down hard enough to bounce high and it does not clear the net. The pros know this, which is why the smash from deep is a bandeja with ambition and nothing more. From inside the service box it is a different shot: the ball comes down steeply, bounces at 1.6 times its arrival speed in our model (the topspin and the angle do that in real life too), climbs, and clears the fence. Por cuatro. The engine calls it a winner about as often as a real one at club level, which is to say not often enough for anyone to build a game around.

The wall smash needs a number

The contra-pared, hitting your own back glass so hard the ball returns over the net, was the shot that broke the engine most often. Aim it by feel and the ball hits the glass too high, drops short, or leaves the court through the side. What fixed it was doing what a player learns over years without knowing it: running the flight for every launch angle between 24 and 60 degrees and three speeds, and keeping the one that clears the net by the most after the glass. The shot is not brave. It is a calculation you do with your body, and when the calculation is off by five degrees it is a gift.

Four metres, not three

The back wall is three metres of glass and a metre of mesh; the side walls stand four metres for the first two metres from the back, then three. We had the side at three metres everywhere, and smashes were leaving the court over the side glass at 3.4 metres in the corner where, on a real court, they would rattle the fence and stay in. One line of geometry and the engine got a whole category of points right: the ball that kicks up off a deep bounce and hits the corner mesh, dies, and gives the defender the strangest easy ball in padel.

YouPartnerOpponentsBall
They lobbed you deep. Smash it or play the bandeja? Deep ball, high hands: bandeja. The shot exists to keep you at the net, not to win the point.

The door is a duel

The door drop, the sliced dejada that bounces and runs out through the opening by the net post, is the most beautiful point in the sport and, in the first version of the engine, a certainty. Every wide drop that bounced went out. Real ones do not: a defender standing near the post gets a racket on it two times in three. So the engine now decides at the moment the drop is hit how far the nearest defender has to travel, and gives them their chance. A blocked door drop pops up short about three times in ten, and then the attacker has a sitter and one job. The point that was a certainty is now a sequence of two decisions and a reaction, which is what it is on a court.

Long points make everyone worse

From about the seventh shot the engine adds a degree of error per shot to everyone, slows reactions, and speeds the point up a little. That came from watching club players: the first six shots of a point are the plan, and everything after that is legs. The pair that wins the long point is not the pair with the better shots. It is the pair that made fewer decisions, because they were standing in the right place and the ball kept coming to them.

YouPartnerOpponentsBall
Both of them are at the net. What is the highest-percentage ball? Only the lob moves a net pair backwards. Everything else invites them forward.

The coach cheats, honestly

Before every call of yours, the coach replays each option thirty-two times with realistic error and keeps the win rate. He also holds the finisher for the last call of a chain, because a chain that ends on the first ball teaches nothing. When he judges you wrong, he is not applying a rule; he is telling you what happened the thirty-two times he tried it. Chess engines changed how humans understand chess by being unsentimental about positions everyone thought they understood. A padel engine is a much smaller thing, but it is unsentimental in the same way, and it has already taken the smash down a peg.

You can argue with it: The Rally is the engine with you in it, the chains are the engine's puzzles, and how to play lists every shot it knows.

Try it on court: chains on this idea

Questions people ask

Why does my smash come back in padel?

From behind the service line the ball cannot both clear the net and bounce high enough to leave the court, so it comes off the back glass at chest height. The smash that wins is hit from inside the service box on a short lob, where it comes down steeply and kicks up over the fence.

How high are padel court walls?

The back walls are three metres of glass with a metre of mesh above, four in total. The side walls are four metres for the first two metres from each back wall and three after that, with a door opening a metre either side of the net posts.

Numbers are from the puzzle bank and the game engine on the day of writing; both grow, so the counts will drift. More Lab notes.