Showing posts with label baseball mogul. Show all posts
Showing posts with label baseball mogul. Show all posts

Thursday, September 27, 2007

Which is the Better Sim for Historical Leagues: BM or OOTP?

In my last post, I introduced a measure called the Noll-Scully measure. The concept behind the Noll-Scully measure is that a perfectly competitive league would be a league where every team was the same -- had the same strength of pitching talent, batting talent, fielding talent, managing talent, etc.


In such a league, you would expect a team to finish at 81-81 for the year -- after all, it is playing against teams as evenly matched as it is, and trying to determine who would be most likely to win any particular game would be similiar to flipping a coin.


However, not every team would finish 81-81 in this league. There would be some random chance along the way. After all, if you flip a coin ten straight times, you don't always get five heads and five tails. Sometimes, you get four heads or six heads -- or an even greater "deviation" from the mean. So there would be some deviations from an 81-81 record.


With a lot of games, the "number of wins" variable approaches a bell curve distribution. One could expect that our "average" team would win between 74.7 and 87.3 games about 68.2 percent of the time. We could expect that it would win between 68.4 and 93.6 games about 95 percent of the time! The chances of one of these even teams in an even league winning less than 69 or more than 93 games are very small indeed: only 4.6 percent.


What the Noll-Scully measure does it that it compares the "scatter" of a perfectly matched league to the "scatter" of any league you give it. The actual measure is (standard deviation of wins in given league)/(standard deviation of wins in perfect league) = (standard deviation of wins in given league)/[(1/2)*(square root of games played)]. The denominator comes from what one would expect in a binomial, or "coin-flip" distribution.


A "perfectly competitive" league would have a Noll-Scully measure of 1.0, since the numerator would be equal to the denominator. I gave a list of Noll-Scully measures for various sports leagues in an earlier posts.


CatKnight then did an interesting experiment. He performed historical simulations for a number of years, and then he compared how well Out of the Park Baseball (OOTP) did with Baseball Mogul (BM). His results follow, and I quote the private message he sent me:


(* * *)


Hi, petrel: I said I'd do some experiments and get back to you on this. Interesting tidings - not entirely surprising.


First, here are the values you took from that article - modern values which we more or less instinctively expect:


National Basketball Association: 2.89

American League: 1.78

National League: 1.76

National Hockey League: 1.70

National Football Legue: 1.48


*******


Now, I ran both OOTP and BM through the years 1901-1925. League balance was still kinda fragile at that time, so it's useful to look at what really happened:


MLB (1901-1925): Average 2.52

Most Competitive: 1.87 (1918)

Least Competitive: 3.39 (1909)


OOTP first: Fictional setup, but everyone in the correct cities with hopefully correct demographics and statistical patterns for that time.


OOTP (1901-1925): Average 1.60

Most Competitive: 1.12 (1913)

Least Competitive: 2.04 (1903)


So...far more competitive - even a bit more so than modern day baseball, but purists might wonder if it's realistic for the time.


BM (1901-1925): Average 2.39

Most Competitive: 1.74 (1906)

Least Competitive: 3.16 (1922)


BM's numbers are much closer to what really happened, though a little more draconian than we modern day fans may be used to.


*****


One of the main questions BM's raised is whether the financial model unbalances the game over time - so Year 1-2 may go smoothly, but by Year 10 competitive balance is gone. Let's look:


OOTP (1901-05) 1.91

(1906-1910) 1.61

(1911-1915) 1.40

(1916-1920) 1.63

(1921-1925) 1.43


So pretty uniform. OOTP actually settled down once the AIs got moving after a few years.


BM (1901-05) 2.10

(1906-10) 2.00

(1911-15) 2.45

(1916-20) 2.47

(1921-25) 2.96


BM did fine for about ten years. After 1920 the situation descended rapidly, partially because the Braves tanked (.299 or worse record) for four straight years and the Phils for two.


No team 'tanked' during the OOTP run. It happened twelve times (7 with the Braves) during BM.


*******


The last indicator of competition is how often one can expect to win the pennant. Here are the results:


Real Major Leagues

10: New York Giants

6: Boston Red Sox, Philadelphia Athletics

5: Pittsburgh Pirates, Chicago Cubs

4: Chicago White Sox

3: New York Yankees, Detroit Tigers

2: Washington Senators, Brooklyn Dodgers

1: Cleveland Indians, Philadelphia Phillies, Boston Braves, Cincinnati Reds

0: St Louis Browns, St Louis Cardinals


OOTP
10: New York Yankees

8: Chicago Cubs

4: St Louis Cardinals, St Louis Browns, Washington Senators

3: Philadelphia Athletics, Cincinnati Reds, Brooklyn Dodgers

2: Detroit Tigers, New York Giants, Pittsburgh Pirates, Philadelphia Phillies

1: Cleveland Indians, Chicago White Sox, Boston Braves

0: Boston Red Sox


A little more inclusive, but not much. Two teams dominating for so long (NYY, CHC) is interesting.


BM
8: New York Giants

7: Cleveland Indians

5: Washington Senators, Chicago Cubs

4: Brooklyn Dodgers

3: Cincinnati Reds, Pittsburgh Pirates, Philadelphia Athletics, St Louis Browns, New York Yankees, Boston Red Sox

2: St Louis Cardinals

1: Chicago White Sox

0: Detroit Tigers, Philadelphia Phillies, Boston Braves


More domination here, and more teams left out - but not our usual suspects. The NY Giants almost always dominate and are directly responsible for a rise in Noll-Scully in the mid-late 1910s, and Washington is (interestingly) the big AL market, but Cleveland's not that large. The Cubs don't usually benefit from Chicago's size.


OOTP - 1901 through 1925 v 2.0


(I then) attempted to recreate what would have been correct financially for this time period:


No free agency

Arbitration after 1 yr (to force the AI to think about a player's true value, as contracts were only 1 yr in this time period)

No revenue sharing

No salary cap


OOTP with corrections above
1901-25: 1.71


1901-05: 1.71

1906-10: 1.88

1911-15: 1.78

1916-20: 1.64

1921-25: 1.55


Best Year: 1.20 (1921)

Worst Year: 2.23 (1910)


This league showed more signs of "have" and "have not" syndrome than the original run of OOTP. Still, while these ratings are more competitive than early 20th century ball, they're comparable to modern figures.


Again, no team 'tanked.' The worst record belonged to the 1903 Tigers (47-93 .335) followed by the 1915 Yankees (52-102 .337). The best record belonged to the 1915 White Sox (109-45 .707). In all, only one team recorded 100 losses, and three recorded 100 wins.


Upward mobility within the league suffered compared to OOTP or even BM, possibly because of the lack of player mobility. Teams would stay down for a decade or more before recovering. Using my current franchise relocation rules, FOUR teams would have moved: Cincinnati and Detroit in 1916, the Yankees in 1918, and Braves in 1925. This is higher than I'd intended and, again, suggests teams in a rut are going to stay there, and those on or near the top aren't going to fall far.


Pennants by Team:
11) Chicago White Sox

9) Pittsburgh Pirates

6) Brooklyn Dodgers

5) Boston Red Sox

4) St. Louis Browns

3) St. Louis Cardinals, Philadelphia Athletics, Philadelphia Phillies

2) Cincinnati Reds, New York Giants

1) Cleveland Indians, New York Yankees

0) Washington Senators, Boston Braves, Chicago Cubs, Detroit Tigers


Again, a bit top heavy with the White Sox and Pirates dominating their leagues.


--CatKnight


(* * *)


Thanks once again to CatKnight for all the hard work.


After reading all of the above, I am forced to conclude that OOTP simply does a better job of historical simulation than BM does. After a while, BM "degenerates", with large market teams dominating, and if one doesn't decide to play by some set of "house rules" balance becomes farcical.


This leads to two questions: 1) how come BM hasn't been knocked out of the market yet, and 2) how come BM doesn't change their engine to be a bit more realistic over the long run?


As for BM and the market, both CatKnight and I agree on one thing: Baseball Mogul's ease of set-up and play simply blows OOTP out of the water. The OOTP curve is sharp, and even though I've purchased OOTP, I rarely play it. There's so much going on in OOTP, the menus are hard to find and you never know exactly where to find what you're looking for. Baseball Mogul's menus are simple, and you can just breeze right through and get started, although with none of the options in setting up leagues that OOTP offers.


In some quarters, BM is damned for its simplicity. However, with Baseball Mogul, at least you don't have to read a 500 page manual to get started.


So how come BM doesn't change their historical engine to be more realistic? CatKnight came up with some theories with which I agree. Either a) Clay Dreslough simply isn't aware of how unbalanced the game becomes over a long period of time, b) he simply doesn't care that it becomes unbalanced, as he figures that most people just want to play in the 2007-plus era with big-market teams dominating, or c) he doesn't intend to make it a priority at this time.


What can I conclude? For dynasty makers, you still have the same choice: BM or OOTP. Making a choice between one or the other has always involved trade-offs. OOTP is actually "tighter" than reality, in that it's actually more competitive than is historically appropriate. BM is "looser" than reality -- it is less competitive than a real league over time. The question -- as always -- is "what do you want"?

Monday, August 27, 2007

Health Versus Suspension, or the Thumbtack Incident





Rick Honeycutt had a 20-year career as a starter and reliever for several teams, ranging from 1977 to 1997. Among the many teams with which Honeycutt served time were the Mariners, Rangers, Dodgers, Athletics, Yankees, and Cardinals. He would finish with a 3.72 lifetime ERA and a 109-143 loss record. His lifetime WHIP was 1.315. (WHIP = the sum of walks plus hits, divided by innings pitched.)

On September 30th, 1980, as a Mariner starter (he would go 10-17 that year), he taped a thumbtack to his finger with a band-aid, using it to scuff the ball. In a game against the Royals, Willie Wilson hit a double for Kansas City and ended up at second. Looking at Honeycutt from behind, he noted the thumbtack and brought it to the attention of the umps. Honeycutt was given the boot and the league would suspend him for ten days.

To add insult to injury, not only did Honeycutt whine about the ineffectiveness of his technique -- he had only scratched three balls and none of them did what he wanted them to -- but walking back to the dugout, he thoughtlessly wiped the sweat from his forehead with his tacked finger, gashing his forehead and almost putting out his eye.

(* * *)

One of the problems with Baseball Mogul and OOTP is that, of course, you can't duplicate events like this. Adding some sort of "cheat engine" which might generate a random number and conclude that a player every five years or so would get caught at doing something stupid would be a pointless act. The power posters on the Baseball Mogul message board would claim it would be a waste of time for Clay to have to program something like this; I have a more practical vote against it -- we only know the cheaters who got caught. There might have been guys in baseball who spent twenty year careers cheating here and there but never got caught at it.

One can laugh at these real life absurdities, but like it or not, they do actually affect game play. Undoubtedly, Honeycutt missed a start or two during his suspension. As the years go by, a baseball axiom becomes all the more apparent -- "in the end, all you have is your stat line".

All Honeycutt has his is 1980 stat line, all the Lahman database has is his stat line, and all the Baseball Mogul engine has is his stat line. The Baseball Mogul AI doesn't know why Honeycutt missed a tenth of the season, and it will automatically assume that the reason he missed those games was because of health, which impacts Honeycutt's overall health rating.

Clearly, a "sim head" has one of two options, if he remembers Honeycutt's thumbtack drama: to have a sim where Honeycutt is caught "after the fact" (after a completed game and assign him a fake injury that will take him out of ten games), or to assume Honeycutt was never caught in the dynasty. In any event, Honeycutt's health rating should be readjusted to assume that he would have made those missing starts barring the incident. However, the question then becomes "how do you do it?"

Is health in Baseball Mogul on a linear scale? If a player has a health of 50, do we assume that the statistical mean of games he would miss is 81 (i.e., 50 percent of all games)? If a player has a health of 100, do we assume that he plays every game that season?

I'm sure the answer among most dynasty players would be, "Who gives a damn? Ten games is an eyeblink." However, if you're the kind of player who wants a dynasty where Joe Blow did not have a career-ending injury in real life -- for example, a world where J. R. Richard does not have a stroke -- these questions begin to count.

Another dynasty where health questions might be important is a "steroid-free" dynasty. If you want to adjust stats so that Mark McGwire, Sammy Sosa, Barry Bonds, and Roger Clemens (*) were not steroid-users, you might be of the school that the health in their later careers should be adjusted upward, to eliminate the muscle pulls and breakdowns that steroid abuse is known to cause. The question of how to adjust health is important.

The only solution is probably a comprehensive list of suspensions in baseball. From that point, the dynasty player can decide how he (or she (**)) wants to change things.





(*) Yes, I know Roger Clemens never tested positive for steroids.
(**) Are there any females playing BM or OOTP? I believe there was one who played OOTP and posted; I have never heard of a female playing Baseball Mogul who posted on the boards there.

Thursday, August 23, 2007

On Liquidity



Among the various stats that Baseball Mogul generates is a curious percentage called "liquidity". If you pull up the Front Office screen for a team in OOTP, you will not find any mention of liquidity anywhere.

The Baseball Mogul help files (at least the ones on the web) make it clear that "liquidity is not used in the game" -- I suppose it's provided as a matter of curiousity. In the scant number of posts that mention liquidity those posts either a) use liquidity in some other sense than the BM definition, or b) assume that having a high liquidity is a factor in lowering fan support, although Clay Dreslough or any of the the other programmers have never made a definitive statement.

BM defines liquidity as the cash on hand divided by the value of a franchise. For example, suppose your team has $3 million cash on hand and the franchise has been assessed at $300 million by Baseball Mogul's engine. Your team's liquidity would therefore be 3 mil/300 mil, or 0.01 -- 1 percent liquidity. If the team were in debt by $6 million, the liquidity would be -6 mil/300 mil, or -0.02 -- negative 2 percent liquidity.

This definition of liquidity jibes -- sort-of -- with the real definition of liquidity. Briefly, liquidity is the percentage of assets you have that can be quickly turned into cash.

Let's assume you own a business. The assets can be both cash assets and non-cash assets: examples of "non-cash" assets include land contracts, vehicles, equipment, or insurance policies -- in order to sell any of these, you'd have to put them on the market and it might take a while to get your money.

Baseball Mogul uses cash assets/total value (as opposed to assets/liabilities). Furthermore, one can have negative liquidity because one's cash could be "tied up" in debt.

Did any of that make sense? No. Good.

It seems that Baseball Mogul assumes that the only cash asset of a franchise is...well...cash. Everything else is assumed to be non-liquid -- the stadium, the players, the equipment and all the non-tangible assets such as trademarks, etc. This seems to make sense -- there are few things that a franchise owns that it can turn to money instantly -- most of a franchise's value is tied up in the stadium, the property, and player contracts.

It's a pity that Baseball Mogul cannot make use of liquidity, or that if they do make use of it, we're not told how and why it is used. In effect, it is a useless stat -- sort of like the names of the minor league teams in Baseball Mogul -- you go to the League Editor screen and fill in the names of the teams. You can call the teams anything you want, even put one hundred minor league teams in New York City -- the names and locations you choose have nothing to do with how the game plays out, whereas OOTP actually has a functioning minor league system where city location is important. Baseball Mogul needs to either drop liquidity, or find some use for it.