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TheMouth's avatar

How is margin of victory (mov) implemented in your model? Is (3 + s)^.85 applied as a scalar to your k value or as an addition to post-game elo change?

In other words,

If the standard elo change is: +- k * (1 - expected_win)

is the mov applied like:

1. +- k * (1 - expected_win) * (3+s)^.85 (would be a large number)

2. +- k * (1 - expected_win) + (3+s)^.85

Both seem larger than I'd expect. In the scenario where a 2000 elo team beats a 1500 elo team by 20, the expected point spread, the winning team would normally gain ~2 elo points (k factor of 38). With the MOV adjustment (as addition, option 2 above), this would be boosted to ~16. (as mult, option 1 above, this would be ~30).

Intuitively, this feels high for a team meeting expectations. Am I missing something? Or is this meant to add volatility?

"Margin of victory matters. Although there is some degree of diminishing returns — in basketball particularly, teams often send in the scrubs in lopsided games, and free-throw strategy can turn narrow wins into games that were closer than they appear from the final score — larger margins of victory get a higher multiplier. Specifically, the margin of victory factor is calculated as (3 + s) ^ .85, where s is the scoring differential"

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Tom Adams's avatar

The LRMC (Baysian) pi factors are posted here:

https://www2.isye.gatech.edu/~jsokol/lrmc/lrmcratings.html

So there is a "rating" of sorts, not just a ranking

Don't use the conversion factors from Sokol's early papers because they are for classical LRMC. But the two conversion *methods* in those papers might be useful.

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