Replacing discrete integer features in xG models (e.g., "3 defenders blocking") with continuous Gaussian-based representations that capture partial occlusion and proximity to blocking thresholds. This eliminates step-change artifacts where xG jumps discontinuously when a defender crosses an arbitrary blocking boundary, producing smoother and more physically realistic xG surfaces.
Instead of counting "number of defenders in the shot cone" (integer), compute a continuous blocking score: sum of Gaussian kernels centered on each defender's position, with bandwidth proportional to their proximity to the shot line. Near the shot line = high blocking contribution; far from it = low contribution. The result is a smooth, continuous feature.