Sunday, June 29, 2008
Late Goals in Euro 2008
Which Half is the What Now?
x / (x+y+3.0*10^6) = 1/2
2x = x + y +3.0*10^6
x - 3.0*10^6 = y
This tells us that x > 3.0*10^6 and x > y, assuming that x + y > 0. The percentage of dead Americans who have died of heart attacks or strokes is equal to x/(x+y). Since x > y, x/(x+y) > 1/2. For example, suppose that 500 million Americans have died. Plugging that number into the formula:
x/(5.0*10^6+3.0*10^6) = 1/2
x = 4.0*10^6
x / (x+y) = % of dead Americans who have died of heart attacks or strokes
4.0*10^6 / 5.0*10^6 = .8 or 80% of dead Americans have died of heart attacks or strokes
I am unaware of what twisted game the doctor is playing. He is trying to emphasize the risk of heart attacks and strokes with the "1/2 comment", when he could quote the x / (x+y) = % of Americans who have died of heart attacks or strokes. The latter is larger than 1/2. A mystery of a man who is trying to shock the public and undersell the problem at the same time.
On a less mathematical note, there are worse things than heart attacks or strokes to have as the leading cause of death in a society. I am reading the book Chances Are... . I am surprised by how short the life expectancy for Londoners was in prior centuries and how resistant to statistical studies the medical community was. Unfortunately, as the NYTimes article details, there are still resistance to evidence based medicine.
Friday, June 20, 2008
When to Foul the Shooter
During the 2006-2007 NBA season, teams scored about 1.1 points per possession and made 75.5% of free throws. If the offensive team is in the bonus, a non-shooting foul results in the defense allowing .43 more expected points than they do on an average possession. 2*.752 - 1.1 = .43. It is better to let the possession elapse without commiting a non-shooting foul. The defensive team would rather not be in the bonus. Should you still foul the shooter on an easy shot?
Before estimating the additional penalty that committing a foul detracts, here are some statistics:
The difference in Total Points Lost is .343 which is < .4. Although the defense's Total Points Lost increases with the early foul it does not increase enough to justify letting a player have an easy shot. Thus the conventional wisdom is reaffirmed for the league average player; foul him rather than let him have an easy shot. If Total Points Lost had been more than .4, the next step would have been to calculate a more accurate Total Points Lost by accounting for offensive fouls (which do not result in free throws) and shooting fouls (which always result in free throws). However that is not needed and the reader will never learn that 9.8% of all fouls committed during the 2006-2007 NBA season were offensive fouls.
Sunday, June 15, 2008
Bringing Math to the Gauntlet
To determine which game the players will play in the Gauntlet, a wheel with six outcomes (five different games and a spin again) is spun. Since all five games have an equal chance of being selected, Player 1 can calculate his odds by estimating his subjective probability of winning in each individual game, summing the probabilities and dividing by five (the number of games). For example, if Player 1 believes that he is evenly match with his opponent in all five games, his chances of winning are 50%, shown by the formula Pv:
Pv (Probability of Victory) = (.5 + .5 + .5 +.5 + .5)/5 = .5 = 50%
The games are varied and certain games favor certain types of players. It is unlikely that a player would estimate himself as evenly matched with his opponent in all five games. Force Field-basically tug of war with pulleys-favors body strength and weight. Ankle Breakers-reverse tug of war with a rope tieing a player to his opponents ankle-and Ram it Home-a shoving match of sorts also favor strength and body weight. Sliders is a puzzle game that does not require athletic ability. Ball Brawl-a race to grab and carry a ball across a goal line-gives the advantage to the faster player. Let's do another example. This time Player 1 can select a weaker, smaller Player 2, who is faster and smarter (one would assume giving Player 2 an advantage in the puzzle game) than Player 1. Player 1 calculates the games in his favor of giving him a 70% chance of winning and only 30% for the games that favor Player 2.Pv = (.7 + .7 + .7 +.3 + .3)/5 = .54 = 54%
Another wrinkle. Ball Brawl is a repeated stage game. The winner is the first who scores 4 points. Repeated stage games, compared to a single elimination games, favor the team with a higher probability of winning. Much like the 7 game series of the NBA playoffs favor the better team more than the NCAA college basketball tournament does. If Player 1 believes that his chances of scoring in each stage game of Ball Brawl is 30%, his overall odds of winning the game drop to roughly 18%. The logic being it is easier for Player 1 to convert one 30% chance than it is to convert multiple 30% chances. The actual math can be calculated using the binomial theorem:
The winning player needs to score 4 points. There are five stage games in which to score points. In the first three stages, grabbing a ball and returning it over the goal line is worth 1 point. In the last two stages, a successful score is worth two points. The winning player needs to score 2 or 3 points in the first three stages and 2 points in the final two stages or to score 4 points in the final two stages. Say the probability of scoring in a stage game is .3. The function b(x) can be created to calculate the chance of winning ball brawl. b(.3) =
= .181 = 18% =
Or in Excel:
=BINOMDIST(2,2,.3,FALSE)+BINOMDIST(1,2,.3,FALSE)*(BINOMDIST(3,3,.3,FALSE)+BINOMDIST(2,3,.3,FALSE))
BINOMDIST(s, n, p, false) where s = number of successes, n = number of trials, p = probability of success for a trial, false = not cumulative
Formally, Pv = (p1 + p2 + p3 + p4 + b(p5)) / 5
where p1 = estimated probability of winning game 1, p2 = game 2, ..., p5 = prob of winning a stage in ball brawl
So what should Player 1 look for in an opponent? Since three games emphasize strength and body weight, Player 1's first criteria is to choose a weaker opponent. After that, the repeated stages of Ball Brawl, and the advantage it gives to the faster player, dictate choosing a slower opponent. The last criteria to evaluate is your potential opponent's intelligence. Big players will pick on small players and small players will choose weaker, slower, and or less intelligent small players.
More formally, the dominant strategy is to pick a person i ∈ S (set of of all players) for Player 2 such that Pv(i) ≥ Pv(j) for all players j ∈ S.
While I would be surprised if anybody on the Gauntlet reasoned his or her opponent selection out to this degree, it does explain why a player like Eric survived to the end of the competition. Eric was not suited for the final competition, but his sizable body weight and strength advantage made him an opponent no one wanted to face in the Gauntlet.