- Posts: 274
- Joined: Sun Aug 26, 2012 3:00 pm
SOM-ers enjoying mock-complaining (and sometimes really complaining) about bad luck and HAL. For example, on a team I've got now, one player is an inj-1 with 600+ PA ... he got injured 5 times in the first 60 games, and three of them were for 3 games, and 2 of those were in the first inning (meaning, really, an almost-4 game injury).
I don't know how many of you are familiar with the bell curve. It's about statistics. Imagine a bell-shaped curve with a line down the middle. The line goes through the bell's peak, and represents EXACT probability, if the universe were clockwork and all coins were tossed twice simultaneously, and never just once (since if you toss the coin once, you'll get heads either 0% or 100% of the time -- outrageous! ... it should be 50%!). The curve is high near the middle, and very low on the extreme right and left sides. As you move away from the middle, you're looking at standard deviation. A first standard deviation is the margin of error within which you'll be that close to exactly average about 2/3 of the time -- meaning a third of the time, you'll be even further away from "average." The second s.d. margin of error (much wider) is the one you'll be in 95% of the time -- so it's significant if something happens in that 5% outlier zone, suggesting chance alone is not the explanation. But one in a hudred or thousand or million times you'll be way over to the left or right (i.e., something happening much less often or much more often than it does on average). The smaller the sample size, the wider the standard deviation (i.e., weirder results may happen more often, just because you hit that one in a million on the first 5 tries); but the ultimate bell curve is based on a mathematical "infinite" sample size.
I've done a formula for average injuries in a season based on injury rating. But it's only AVERAGE -- the problem is, standard deviation. In other words, there's an average number of injuries and innings missed, but due to s.d. sometimes the guy will have 5 15-game injuries, and sometimes 5 0-game injuries (a roll of "1" gets a 0 game injury, one not even noted because the guy stays in the game). The higher the injury rating, the worse the standard deviation is -- that is, you're gambling. If you're lucky, the inj-6 guy gets a lot of low-number game injuries, and passes the savings on to your roster.
(Random note: my experience suggests that HAL never allows your position roster to go below 9 players; I think there's a maximum number of injured position players you can have at one time, and then there are no more injury rolls until one of the injured guys is back. That's ONLY position guys -- I don't know what the story is with pitchers.)
Anyway, here's an example of the bell curve at work -- a high-injury team, where Sam Fuld (inj-6) nevertheless got a total of at least 528 PA. My formula says that on average, an inj-6 guy playing every healthy day will miss more than 460 innings (I don't remember the exact number, but it's a bit higher). 460 innings is maybe -- what?, 250 PA?
http://onlinegames.strat-o-matic.com/team/1023809
So obviously this was the bell curve at work, with a slight assist from the minimum roster injury "rule." Compare this to the guy mentioned above, who got 5 injuries in 60 games but had a 600+ PA card.
Just something to keep in mind when looking at this relatively small sample sized SOM 162-game universe -- the bell curve rules the world, not just "averages."
I don't know how many of you are familiar with the bell curve. It's about statistics. Imagine a bell-shaped curve with a line down the middle. The line goes through the bell's peak, and represents EXACT probability, if the universe were clockwork and all coins were tossed twice simultaneously, and never just once (since if you toss the coin once, you'll get heads either 0% or 100% of the time -- outrageous! ... it should be 50%!). The curve is high near the middle, and very low on the extreme right and left sides. As you move away from the middle, you're looking at standard deviation. A first standard deviation is the margin of error within which you'll be that close to exactly average about 2/3 of the time -- meaning a third of the time, you'll be even further away from "average." The second s.d. margin of error (much wider) is the one you'll be in 95% of the time -- so it's significant if something happens in that 5% outlier zone, suggesting chance alone is not the explanation. But one in a hudred or thousand or million times you'll be way over to the left or right (i.e., something happening much less often or much more often than it does on average). The smaller the sample size, the wider the standard deviation (i.e., weirder results may happen more often, just because you hit that one in a million on the first 5 tries); but the ultimate bell curve is based on a mathematical "infinite" sample size.
I've done a formula for average injuries in a season based on injury rating. But it's only AVERAGE -- the problem is, standard deviation. In other words, there's an average number of injuries and innings missed, but due to s.d. sometimes the guy will have 5 15-game injuries, and sometimes 5 0-game injuries (a roll of "1" gets a 0 game injury, one not even noted because the guy stays in the game). The higher the injury rating, the worse the standard deviation is -- that is, you're gambling. If you're lucky, the inj-6 guy gets a lot of low-number game injuries, and passes the savings on to your roster.
(Random note: my experience suggests that HAL never allows your position roster to go below 9 players; I think there's a maximum number of injured position players you can have at one time, and then there are no more injury rolls until one of the injured guys is back. That's ONLY position guys -- I don't know what the story is with pitchers.)
Anyway, here's an example of the bell curve at work -- a high-injury team, where Sam Fuld (inj-6) nevertheless got a total of at least 528 PA. My formula says that on average, an inj-6 guy playing every healthy day will miss more than 460 innings (I don't remember the exact number, but it's a bit higher). 460 innings is maybe -- what?, 250 PA?
http://onlinegames.strat-o-matic.com/team/1023809
So obviously this was the bell curve at work, with a slight assist from the minimum roster injury "rule." Compare this to the guy mentioned above, who got 5 injuries in 60 games but had a 600+ PA card.
Just something to keep in mind when looking at this relatively small sample sized SOM 162-game universe -- the bell curve rules the world, not just "averages."