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Win Distributions

What is a Win Distribution?

A win distribution looks at every possible schedules and counts the records from each schedule. (eg. In how many schedules did Team 1 go 0-14. In how many schedules did Team 1 go 1-13, etc.)

With over 105610^{56} possible schedules in most league formats, the counts are extremely large, so the counts are converted to a percentage by dividing by the total number of possible schedules.

Example Win Distribution (Full Season)

0-141-132-123-114-105-96-87-78-69-510-411-312-213-114-0
Win Percentage (%)0.0300.5603.51011.0520.7525.2520.7911.824.671.270.2300.0200.0100.0000.000

In this example win distribution, in 11.05%11.05\% of schedules, the team's record was 3-11

Creating a Win Distribution

One Week

The simplest win distribution is one week. For a given team, T1T_1, and week, W1W_1, count how many teams they would have beat if they played them, and how many teams they would have lost to.

For example, in a 6 team league, if T1T_1 would have won against 3 teams and lost against the other 2 teams, then the percentage of schedules that T1T_1 was 1-0 is 35=60%\frac{3}{5} = 60 \% and the percentage of schedules that T1T_1 was 0-1 is 25=40%\frac{2}{5} = 40 \%.

0-11-0
Win Percentage (%)4060
tip

In a 6 team league, there are 5 other teams to play against, since you cannot play against yourself.

Adding Another Week

To add another week, W2W_2, follow the same process as above to determine how teams T1T_1 would have won or lost against in W2W_2.

tip

When adding another week, the number of schedules increases exponentially. In this example, there is 25 schedules that we need to determine the outcome of.

For example, let's say T1T_1 would have won 4 games and lost 1 games in W2W_2. To find the percentage of schedules that T1T_1 went 2-0, we start by looking at the 35\frac{3}{5} schedules where T1T_1 won W1W_1. Each of the 3 winning schedules from W1W_1 will have 4 schedules where T1T_1 also won in W2W_2.

3455=1225=48%\frac{3*4}{5*5} = \frac{12}{25} = 48 \%

The percentage of schedules where T1T_1 was 1-1 is the percentage of schedules where T1T_1 won W1W_1 and lost W2W_2 plus the percentage of schedules where T1T_1 lost W1W_1 and won W2W_2.

2455+3155=825+325=1125=44%\frac{2*4}{5*5} + \frac{3*1}{5*5} = \frac{8}{25} + \frac{3}{25} = \frac{11}{25} = 44 \%

Finally, calculating the percentage of schedules where T1T_1 went 0-2,

2155=225=8%\frac{2*1}{5*5} = \frac{2}{25} = 8 \%
0-21-12-0
Win Percentage (%)84448

To add more weeks, continue this process with additional weeks!

tip

Try creating scores for each of the 6 teams for 2 weeks. Then create all 25 possible matchups for one team count the number of 0-2, 1-1, 2-0 records.

Using Percentages Instead of Counts

Since the counts can get massive (over 105010^{50}) there can be problems with integer overflow. To avoid this problem, percentages are used instead.

Looking at the calulation for the percentage of schedules that T1T_1 went 1-1, the fractions can be split up into percentages.

2455+3155=(25)(45)+(35)(15)=(0.4)(0.8)+(0.6)(0.2)=44%\frac{2*4}{5*5} + \frac{3*1}{5*5} = (\frac{2}{5})(\frac{4}{5}) + (\frac{3}{5})(\frac{1}{5}) = (0.4)(0.8) + (0.6)(0.2) = 44 \%

This can be be generalized. For:

  • NN = Number of wins
  • KK = Number of weeks
  • RNKR_{N}^{K} = Percentage of records with NN wins after KK weeks
  • PKP_{K}' = Percentage of wins in week KK
  • PKP_{K} = Percentage of losses in week KK
RNK=(RN1K1)(PK)+(RNK1)(PK)R_N^K = (R_{N - 1}^{K - 1})(P_{K}') + (R_{N}^{K - 1})(P_{K})

Edge Cases

Ties

In most scoring formats, ties are extremely rare. Due to their rarity and to help simplify the math, winners of a tied game is chosen with a coin flip.

Losses

If ties are ignored, then losses can be inferred by the number of wins a team has and how many weeks have been played in the season.

Losses=WeeksPlayedWinsLosses = WeeksPlayed - Wins

Divisions and Playing Teams Equally

Our win distributions look at every possible schedule, including schedules where a Team 1 plays Team 2 every single week of the season. The math is significantly more complex to account for divisions / playing teams an equal amount of times and simulating schedules with code would take a very long time.

Rounding and Floating Point Math

Due to rounding and/or very small accuracy issues from floating point arithmetic, all numbers in a win distribution may not perfectly sum up to 100%100\%.