The easiest way to do this is to filter out all games where the final MOV was less than some threshold when computing a team's RPI. Making that change and applying it with various thresholds to our current best "% Correct" RPI variation gives these results:
Predictor | % Correct | MOV Error |
---|---|---|
1-Bit | 62.6% | 14.17 |
RPI (unw,15+15+70) | 75.4% | 11.49 |
RPI (nw, 15+15+70, mov-cutoff=1) | 76.8% | 11.46 |
RPI (nw, 15+15+70, mov-cutoff=3) | 75.4% | 11.56 |
RPI (nw, 15+15+70, mov-cutoff=8) | 73.4% | 11.62 |
RPI (nw, 15+15+70, mov-cutoff=12) | 70.0% | 11.98 |
Filtering out all games that were decided by 1 point provides a big improvement in "% Correct" and a small improvement in "MOV Error". It's also interesting to note how resilient RPI is to removing games. MOV cutoff = 12 removes more than 40% of the games and only introduces a few percent more error.
We can try the same technique with our current best "MOV Error" variation (the infinitely deep RPI):
Predictor | % Correct | MOV Error |
---|---|---|
1-Bit | 62.6% | 14.17 |
RPI (improved) | 74.6% | 11.33 |
RPI (improved, mov-cutoff=1) | 74.2% | 11.31 |
RPI (improved, mov-cutoff=3) | 74.6% | 11.43 |
RPI (improved, mov-cutoff=8) | 73.4% | 11.36 |
RPI (improved, mov-cutoff=12) | 72.0% | 11.79 |
Again, an MOV cutoff of 1 provides a (small) improvement in the MOV Error.
It turns out I lied in the last post when I said the MOV cutoff would be the last tweak we examined for RPI. In the next posting, I'll take a quick look at calculating RPI using a rolling window that only counts the last "N" games, to see if there's a usable "recency" effect in teams' performances.
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