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How the Results of a Game May Be Stated as a Winning Percentage (Baseball)

January 5, 2009

      I was working on a project for which I needed to state the results of a single game as a winning percentage.   The larger project will follow, but here’s how that can be done. 

            Of course, every game results in a winning percentage either of .000 or 1.000, but a 7-6 game is different than a 10-0 game.   The 10-0 victory is much more decisive, and thus represents a higher level of performance.  

            In the majors this year (last year. . ..2008) there were two games in which teams scored 20 runs, and those two teams were 2-0.    Here is a chart of the won-lost records at each run level: 

 

Runs

Games

Wins

Losses

Percentage

 

20

2

2

0

1.000

 

19

6

6

0

1.000

 

18

4

4

0

1.000

 

17

3

1

2

.333

 

16

6

6

0

1.000

 

15

18

18

0

1.000

 

14

21

20

1

.952

 

13

41

40

1

.976

 

12

67

65

2

.970

 

11

103

98

5

.951

 

10

118

109

9

.924

 

9

192

171

21

.891

 

8

256

216

40

.844

 

7

373

300

73

.804

 

6

464

329

135

.709

 

5

552

352

200

.638

 

4

640

308

332

.481

 

3

677

249

428

.368

 

2

640

128

512

.200

 

1

465

38

427

.082

 

0

272

0

272

.000

 

 

 

 

 

 

 

 

4920

2460

2460

.500

 

            Let us assume that the game is 50% offense, 50% defense.  

Let us take a game that is won 7-6.   From an offensive perspective, your winning percentage is .804.   Offense is half the game, so your offensive contribution to winning percentage is .402.   

From the defensive side, you have performed in such a manner that your winning percentage would be .291.  (When you score 6 runs in a game, your winning percentage is .709.   Therefore, when you allow 6 runs in a game, your winning percentage has to be .291)  Half of that is .1455.   Adding them together and using one more decimal than I’m showing you, your winning percentage for the game would be .548--.402 + .146. 

A 10-0 game, on the other hand, is .462 from the offensive side (.924 divided by 2), and .500 from the defensive side (1.000 divided by 2).  Thus, a 10-0 game has a “Game Winning Percentage” of .962.  

We have madcap data in the small groups, of course. . .one can’t really assume that a team that scores 17 runs in a game should lose two-thirds of the time, even though they did.   I fixed that by evening out the curve at the upper boundaries: 

 

Runs

Games

Wins

Losses

Percentage

Use

 

20

2

2

0

1.000

1.000

 

19

6

6

0

1.000

.995

 

18

4

4

0

1.000

.990

 

17

3

1

2

.333

.985

 

16

6

6

0

1.000

.980

 

15

18

18

0

1.000

.975

 

14

21

20

1

.952

.970

 

13

41

40

1

.976

.965

 

12

67

65

2

.970

.960

 

11

103

98

5

.951

 

 

10

118

109

9

.924

 

 

9

192

171

21

.891

 

 

8

256

216

40

.844

 

 

7

373

300

73

.804

 

 

6

464

329

135

.709

 

 

5

552

352

200

.638

 

 

4

640

308

332

.481

 

 

3

677

249

428

.368

 

 

2

640

128

512

.200

 

 

1

465

38

427

.082

 

 

0

272

0

272

.000

 

 

 

 

 

 

 

 

 

 

4920

2460

2460

.500

 

 

             Except that algebra abhors zeroes, so you might want to use .999 for 20 runs and .001 for a shutout. Fortunately in 2008 there were no 20-0 games. …in fact, I don’t know if there has ever been a 20-0 game in the majors.   Anyway, you probably don’t want zeroes in your system; they cause problems.         

            This simple approach can be used to figure the “winning percentage” for a team in any game. . .for example, 6-5 if .536, 4-3 is .557, 11-3 is .792, 5-1 is .778, 11-7 is .574, 7-0 is .902, etc. 

            This system has the following virtues:

            1)  That every winning score has a winning percentage over .500,

            2)  That every game has a winning percentage between .000 and 1.000,

            3)  That the results seem reasonable, and

            4)  That it seems kind of cool to be able to state the score of a game as a winning percentage.

            Usually the winning percentage of a game is similar to what you would get if you just divided the runs by the runs allowed.   A 7-5 game, for example, gives a .583 winning percentage—the same winning percentage a pitcher would have if he was 7-5.  

            But a problem with that is that that would make a 1-0 game the same as a 9-0 game—1.000.    A 1-0 game is not a dominating performance.  A 1-0 game in this system is a winning percentage of .541--.041 for the offense, .500 for the defense.    A 9-0 game is .946.   These two should not be the same, and they are not.  

            A problem with our little system, however, is that the season’s winning percentage is not the average of the game winning percentages.   A .600 team will come in with a game average of .550, more or less; a .550 team will come in around .525.  

            Maybe this isn’t a problem, I don’t know.  Your season’s ERA is not the average of your ERAs for each start; your batting average is not the average of your batting averages from each game.

            You can probably figure out as well as I can why it doesn’t work that way.   The average game winning percentage tends to track the ratio of runs scored to runs allowed—as the individual games do.  The ratio of runs scored to allowed is not the winning percentage; the winning percentage is a ratio of squares.  

            Working on the game level. . .let’s take a 6-1 game.   Teams that score six runs in a game win 70.9% of the time, which means that scoring six runs in a game increases the win expectation by 20.9%--not 10.4%.   When we divide it by two, we get 10.4%.   Teams that allow only one run in a game win 91.8 percentage of the time, meaning there is a “positive win contribution” of +41.8—not +20.9.

            We are studying the combined impact of scoring six runs in a game and of allowing only one run in a game, as if these were separate and unrelated events.    It happens that they’re in the same game, so we put them together in one game.  But what it really should be, for a 9-0 game,  is .709 + .918 = 1.627 minus .500, which is 1.127.    But who wants a system which tells you that the winning percentage for a team in a game is 1.127?   It’s not the way winning percentages work. 

            But the winning percentage for one game part of it.  ..that works pretty well.   I don’t know how to make it adjust for the home field advantage; I guess I would need two sets of charts, one for home games and one for road games.  The highest winning percentage for any team in a game last season was .9825, for games that were 13-0; I think there were a bunch of games that were 13-0.   The lowest winning percentage for any team that actually won a game was .5025, for Colorado’s 18-17 ass whuppin’ of Florida on the Fourth of July.     I don’t know how to adjust it for park effects, either. 

  

Alternative Method

            I needed a method to do this, so I tried some other methods first, one of which is worth describing.

            I started by squaring the runs scored; a 3-1 game becomes 9 to 1, which is .900.   1 to 0 is 1.000.   Obviously that doesn’t work; everything is kept within zero to 1.000 but most everything comes out under .200 or over .800, and 1-0 is the same as 20-0.   Also, you get a lot of zeroes, and algebra despises zeroes. 

            Let’s try adding one run as “ballast” before we look at the ratio of squares.

            Still doesn’t work.   A 3-1 game becomes 16-4, or .800; 1-0 if 4-1, also .800.   

            I tried adding two, three, four.    Four seems to work.   A 3-1 score become 7-5 which becomes 49 to 25, or .662.    By the other method we’re at .643.     1-0 becomes 25-16, which is .610; 9-0 becomes 169 – 16, which is .914. 

            That method is, as a practical matter, about the same as this one, and the average game winning percentage is too close to .500, same as in the other method.   But in this method it is pretty easy to fold in the home field advantage.   Since the home field advantage is one-fourth of a run, you just add one-eighth of a run to the road team, take away one-eighth of a run from the visiting team, before you square the runs.   A 4-1 win becomes .760 if you’re on the road, .729 if you’re at home.  

It works OK, but I just prefer the other method.  

 
 

COMMENTS (7 Comments, most recent shown first)

DanaKing
Thanks to my beloved Pittsburgh Pirates, aided and abetted by the Milwaukee Brewers, I can safely say there has, in fact, been at least one 20-0 baseball game in MLB history.

Damn it.

3:59 PM May 7th
 
Trailbzr
Sorry... I messed up my first table by using different denominators.
The table is additive down the columns, which would sum to unity if I included all the rows. The way to read the table is "a team that scores 0 runs will achieve 0-4 Johnson points 0.76% of the time, 5-9 JPs 6.22% of the time, etc." Rows should not be added.

JPnts 0runs 1Run 2Runs 3Runs 4Runs 5runs
00-04 0.0076 0.0000 0.0000 0.0000 0.0000 0.0000
05-09 0.0622 0.0039 0.0002 0.0000 0.0000 0.0000
10-14 0.1555 0.0371 0.0045 0.0002 0.0002 0.0000
15-19 0.2559 0.1223 0.0326 0.0082 0.0007 0.0000
20-24 0.2457 0.2308 0.1062 0.0372 0.0099 0.0006
25-29 0.1617 0.2563 0.1975 0.1025 0.0386 0.0116
30-34 0.0755 0.1889 0.2456 0.2025 0.1053 0.0455
35-40 0.0271 0.1036 0.2085 0.2345 0.2030 0.1221
41-45 0.0062 0.0408 0.1254 0.2029 0.2393 0.1904
46-50 0.0018 0.0130 0.0566 0.1265 0.1887 0.2259

This shows that teams that score zero runs achieve 25 or more JPs about a quarter of the time, and teams that score 3 achieve 25-29 JPs about 10% of the time. So scoring zero is in some sense playing well enough to possibly score three some small fraction of the time.
5:43 AM Jan 7th
 
clarkshu
Would it make sense to model this as a game between two people where they simply draw a card from a deck, and the higher card wins? In this case, the deck would have 4920 cards with 2 "20s, 6 "19s", ... 192 "9s", 256 "8s", ... 272 "0s". Counting a tie as half a win and half a loss, the expected percentages would be:

20: .9999
19: .9991
18: .998
17: .997
16: .996
15: .994
14: .990
13: .984
12: .973
11: .955
10: .933
9: .902
8: .856
7: .792
6: .707
5: .604
4: .483
3: .349
2: .215
1: .102
0: .028
12:09 AM Jan 7th
 
Trailbzr
OK, I tabulated it for this calendar decade 2000-08. Here's the distribution of Johnson Points for low numbers of runs scored:

JPnts 0runs 1Run 2Runs 3Runs 4Runs 5runs
00-04 .0043 .0000 .0000 .0000 .0000 .0000
05-09 .0355 .0041 .0003 .0000 .0000 .0000
10-14 .0886 .0382 .0061 .0003 .0003 .0000
15-19 .1459 .1259 .0436 .0122 .0010 .0000
20-24 .1400 .2375 .1421 .0555 .0142 .0008
25-29 .0922 .2639 .2641 .1527 .0555 .0147
30-34 .0430 .1945 .3284 .3016 .1512 .0577
35-40 .0154 .1066 .2788 .3492 .2915 .1547
41-45 .0035 .0420 .1676 .3021 .3436 .2413
46-50 .0010 .0134 .0757 .1884 .2710 .2864
(Many more cases over 50 for 2+ runs.)
Shutout teams average about 20 Johnson Points. Teams achieving 15-19 Johnson Points average about half a run, and teams with 20-24 average about a run.

So, here are the win-percent equivalents of low scores, working through their Johnson Point distribution:
1 - 0 .6627
2 - 1 .6504
3 - 2 .6205
4 - 3 .6144
5 - 4 .6079

2 - 0 .7877
3 - 1 .7561
4 - 2 .7253
5 - 3 .7133
6 - 4 .6960

3 - 0 .8643
4 - 1 .8387
5 - 2 .8076
6 - 3 .7877
7 - 4 .7738

4 - 0 .9193
5 - 1 .8961
6 - 2 .8643
7 - 3 .8500
8 - 4 .8318

5 - 0 .9532
6 - 1 .9310
7 - 2 .9092
8 - 3 .8929
9 - 4 .8843

9:41 PM Jan 6th
 
Trailbzr
It seems like the question to address is "Given: A and B have played a 4-0 game. If A keeps playing like a team that scored 4 and B keeps playing like a team that scored zero, how often should B beat A in a large number of games?"
I think the answer you want would involve a measure of play quality other than the score. A simple one is the positive events in the Johnson Runs Produced formula. In its most basic form, it's one point for a Hit, two for TB or BB, minus a multiple of Outs, times .16. Since Outs by a team in a game is pretty close to fixed, we can dispense with the .16 and just call Hits+2x(TB+BB)=Johnson Points (JP's).
So what we'd want to do is add up a distribution of JP's by teams that are shut out and by teams that score four runs. NUMBERS BELOW MADE UP FOR ILLUSTRATION:
It might be that a shutout team gets 0-4 JP's 10% of the time, 5-9 20%, 10-14 20%...30-34 5%. A team scoring four might get 10-14 5%, 15-19 10% ... 50-54 5%.
Then you'd ask "How often does a team with 10 JP's beat a team with 25?" and multiply every possible JP result combination by its probability distribution.
I doubt this is practical on a spreadsheet, but would be straightforward in any programming language from a Retrosheet file. I have the skills to do it, but can't promise a turnaround time. Someone reading this might be pretty well set up to do it much quicker.
5:00 PM Jan 6th
 
mskarpelos
I'm not sure why assigning a winning percentage to an individual game is worthwhile. I'm not saying that it isn't worthwhile; I just haven't figured out how to use such information for evaluating teams. If anyone has an idea, please let me know. Thanks.
1:34 PM Jan 6th
 
TJNawrocki
I don't think there's ever been a 20-0 game, but the Pirates beat the Cubs 22-0 in 1975 in the game in which Rennie Stennett went seven for seven.
9:50 PM Jan 5th
 
 
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