Phil Birnbaum explains…I think.
Imagine a reasonably large number of baseball games—a team-season, or decade, or whatever. Pick 10 games at random, and then pick one of the teams randomly in each of those 10 games. Add 1 run to those ten teams’ score.
You’ve now added 10 runs. How does that change things?
Well, for many of those games, it won’t change things at all. If the game didn’t go into extra innings, and was won by 2 runs or more, than adding one extra run can’t change the outcome.
In the 1990s, 68.4 percent of games were decided by more than one run. That means that 6.84 of those extra 10 runs are “wasted”, and don’t do anything.
Now, consider the 9-inning games decided by exactly one run. That was 22.5 percent of all games. Half of the time, the extra run will go to the winning team—so that run doesn’t do anything.
That leaves 11.3 percent of games where the run goes to the team who lost by a run. That 11.3 percent of the time, the game will now go into extra innings. The team that gets the run will win half of those. That means that 5.6 percent of those extra 10 runs turn a loss into a win. That’s 0.56 wins.
That leaves only games that went into extra innings. In the 1990s, that was 9 percent of all games.
If we add a run to one of those teams, that team now wins the game outright. It would have won half of them anyway, so half those runs don’t do anything. But, the other half, the run turns a loss into a win. That’s 4.5 percent of all games, or 0.45 wins.
Add 0.56 wins to 0.45 wins, and you get ... 1.01 wins.
That’s how every 10 runs leads to one win.
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1. The Mohole* of David Wells (* - Piehole)I don't get the math here. 5.6% is 0.056 as a decimal. How does that end up being 0.56 wins?
5.6% of 10 runs.
So to win these now-extra-inning-games don't they have to get another run?
1 win for each game; 10 runs per game => 10 runs per win
Am I missing something, or isn't it really just that simple?
I guess you've found a small infelicity in the example - if you're keeping team runs scored constant other than the added 10 runs, then this team can't, by the terms of the example, score another run to win the extra-inning game. I think the example is still useful, though.
Wait. 'Teams score 10 runs a game, and you get 1 win per game, therefore 10 runs equates to 1 win', is more mathy than this:
Dicking around with percentages of games, and fractions of wins? I swear, I will never understand people...
The rule is that adding 10 runs gives you 1 win assuming you don't also change the total of opposition runs.
For the extra inning case, you have to score a run in the extra inning to win it, but the opposition has to score a run in the extra inning for you to lose it. Those runs cancel out, and the net (you minus opposition) is still 10 runs.
And even then, the coincidence is only very approximate. In the 1990s, there were only 9.35 runs scored per game, but you still needed very close to 10 runs to get an extra win.
------(editing to add:)
For instance: in the NBA, you need an extra 30 points (or is it 33? I forget) for a win, but teams score a lot more than 30 points a game.
My tongue was in cheek. Infelicity is a good word, though.
10 games where on average 1 run extra per game was scored is a compound Poisson process and wouldn't be that hard to simulate I guess. 1/3 of the time 0 extra runs are added, 1/3 of the time it's the 1 added run universe detailed here, and with decreasing probability, 2,3,4 more runs. Those 0's probably outweigh the 2,3,4.. so, as intimated in other comments, actually takes more than 10 runs collectively to get the 1 extra win.
Or similarly, just imaging 11.3% of the games never ending.
To Phil, I thought that the relationship between runs and wins was linked, that in a lower-scoring environment where it takes fewer runs to win a game, as such runs translate into wins at a correspondingly higher rate.
At the limit case, where only one run is scored in every game, 1 run = 1 win. So at that limit case, the number of runs per game equals the number of runs it takes to translate to a win. It seems to work in the current game at about 10 runs per win and 10 runs per game. Is it just coincidence that both of those work?
Now, I get the feeling that they're just making #### up.
The idea that the mental contortions described in TFA are in any way 'basebally' strikes me as patently ridiculous.
Adding runs to games is not a 'Poisson process,' and while the answer to the question posed in [5] couldn't be more obvious, larger infelicities abound. Has anybody given any thought to the fact that in order to 'add a run' to a game, somebody has to give it up, and somebody else has to score it? That this has a consequent impact on the game state and all the decisions that follow? I know I must be coming off as a Luddite but the facile back-of-the-envelope acrobatics leading up to a conclusion that's written in stone seems to me to be representative of the worst kind of basement behavior.
EDIT: No offense. You're all smarter than me. This just seems so... clinical, in a way that most other stat talk doesn't seem to me to be.
Take an 81-win team that scores and allows 5 runs per game. It takes just about exactly 10 runs to get them to be an 82 win team by Pyth. If that team scores and allows four runs per game, it takes eight added runs to add a win of expectation. This works at 3, 4, 5, 6, and 7 R/G.
Home team's are vastly more likely to win by 1 run than away teams, and the advantage extends way beyond simple HFA.
It is pretty close for RPG environment to equal "Runs needed to add a win" but it's not exact. In a 7 RPG environment you need around an 8 run improvement....in a 15 RPG environment you need around 14 more runs for an additional win... so in-between those two extremes at 10 RPG it happens to hit right around 10 runs needed..
Suppose you add four random runs. You turn two 1-0 games into 2-0 games; no change. Then, you turn two 0-1 games into 1-1 games.
You've turned 2 wins and 2 losses into 2 wins and 2 ties. After extra innings on the ties, you'll have 3 wins and 1 loss. That's turning one loss into a win.
I can sort of see the basic thinking here but I think once you have intelligent beings controlling things, those added runs are likely coming in less than random situations, so it's probably somewhere less than 10.
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