Introduction
Game theory is a specific model of thinking that uses
precise logic reasoning to solve problems. It is used to help understand
situations in which decision-makers interact. Osborne (2000) provides an
excellent introduction to game theory, focused more on the ability to follow
logical processes than mathematical reasoning. Game theory involves using
models to simplify transform reality into an abstraction which is more easily
analyzed or understood. Most models are based on a set of actions available to
decision makers, and assume that decision makers are rational actors, meaning
that they will always choose the most preferred action. Game theory works best
with a finite action space and a specific set of rules for the environment.
Basketball is an excellent example of a zero-sum game, with
two actors, or teams, both pursuing the same goal, victory. This is zero-sum
because one team’s victory means the other team’s failure. In these game’s the
coach’s only objective is to win, but he or she must juggle a number of factors
to do so. Certain situations within basketball provide great opportunities for
game theoretic analysis. In this paper, two of these will be evaluated. In the
first, I look at the classic issue of foul trouble. Conventional wisdom is that
players should be immediately benched, but using game theoretic principles,
this assumption can be questioned. In the second situation, I modeled an end of
game situation where one team trails another by two points with less than 20
seconds left in the game. This time crunch shrinks the options available to
either coach, and forces them to choose to shoot or defend, respectively, the
two or three point shot. I assigned payoffs and calculated a mixed strategy
equilibrium for both the offensive and defensive teams.
Situation
1: Foul Trouble
1: Total
threshold fouls and yanks per team 2006-2007 to 2009-2010.
Teams are consistent regarding benching players in
foul trouble. Source:
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Star players often give the team a better chance to win, and
their playing time should be maximized. One factor which reduces the playing
time is fouls. In the National Basketball Association (NBA), a player can
commit at most six personal fouls before he is disqualified from the game.
Referees govern fouls according to the rules set down by the NBA. Coaches may
sit their star players for an extended period of time if they feel that their
number of fouls puts them at risk for disqualification from play. Maymin et al.
discuss this problem from a resource allocation standpoint that addresses
strategic idling. “The advantage of yanking is that the starter will likely be
able to play at the crucial end of the game but the disadvantage is that he may
not play as many minutes as he otherwise would. On the other hand, if a starter
is kept in the game, he may not play at his full potential, as the opposing
team tries to induce him to commit another foul” (Maymin, Maymin, & Shen, 2012) . Conventional wisdom
says that the threshold for acceptable fouls is the quarter plus one: i.e. two
fouls in the first quarter, three in the second, four in the third, or five in
the fourth. As Figure 1 shows, NBA teams are very consistent when applying this
rule.
This is a situation that does not
apply to a strict interpretation of game theory, as there is only one actor,
the coach, who has two choices: sit the star or play the star with foul
trouble. Although the observer may believe that wins are the only thing that
matters, they are not. The coach must also balance the desire to win with
maximizing star player’s times, and keeping the fans happy. These must be
balanced in such a way that the team and the coach and the star are all
happy. When handling foul trouble, the
decision to bench the star may be consistent with winning the game, but as
Weinstein observes, voluntarily benching the star for foul trouble is simply
enacting the penalty the coach wishes to avoid.
This is the one situation that depends more on the quality of player
(disparity between starter and sub) available to the coach; we will look at
some specific examples of NBA teams.
In 2011, the average number of foul
outs per game was 0.3153; I used this number as a proxy to estimate the
possibility of a player fouling out given a threshold foul. Goldman and Rao
show that the value of a point increases as the game wears on. In order to
compensate for this phenomenon I gave quarters 1 and 2 a normal weight,
weighted the 3rd quarter 1.5 times, and gave the fourth quarter 2
times the importance of the first. In order to evaluate the effectiveness of
individual players, I used Wins Produced per 48 minutes, available at www.theNBAgeek.com/teams.
At any state in the game, there are two particular states, not in threshold
foul trouble, or in threshold foul trouble. Once a team’s star player enters
the threshold foul trouble state, the coach has two choices. The payoffs of
these are shown below for a number of different teams. This functions as an iterated payoff matrix,
where in each quarter, the coach should maximize his expected value.
Expected Value = Pfoul
out(Qweight)(WP48player)
Boston Celtics:
Paul Pierce vs. Mickael Pietrus
Quarters 1 and 2:
EVPierce = (1-0.3153)(1)(0.151) EVPietrus = (0.3153)(1)(0.053)
EVPierce =
0.103 EVPietrus
= 0.0167
Quarter 3:
EVPierce =
(1-0.3153)(1.5)(0.151) EVPietrus
= (0.3153)(1.5)(0.053)
EVPierce =
0.1545 EVPietrus = 0.0251
Quarter 4:
EVPierce =
(0.3153)(2)(0.151) EVPietrus
= (1-0.3153)(2)(0.053)
EVPierce =
0.2067 EVPietrus
= 0.0334
The fourth quarter is the only time where a player should
actually be in a position to foul out; for the rest of the evaluations only the
fourth quarter was examined.
Oklahoma City Thunder:
Kevin Durant vs. James Harden
EVDurant =
(1-0.3153)(2)(0.226) EVHarden = (0.3153)(2)(0.263)
EVDurant =
0.3095 EVHarden
= 0.1658
Philadelphia 76ers:
Andre Iguodala vs. Evan Turner
EVIguodala
= (1-0.3153)(2)(0.255) EVTurner
= (0.3153)(2)(0.111)
EVIguodala =
0.3491 EVTurner
= 0.0350
Los Angeles Clippers:
Chris Paul vs. Mo Williams/ Eric Bledsoe
EVIguodala
= (1-0.3153)(2)(0.313) EVTurner
= (0.3153)(2)((0.024+0.040)/2)
EVIguodala = 0.4286 EVTurner
= 0.0201
Implication:
3: Since
1987, the number of foul outs per game has
consistently trended downward. Source:
|
Although it is unclear whether
foul trouble drives performance or vice versa, it is clear that coaches are
being too cautious with their players regarding foul trouble. The benefits of
having your star player in the game out-weigh the possible drawbacks of his
fouling out. This is especially clear because of the fourth quarter scaling.
Although in the first three quarters, the drop off to the bench player may not
be as severe, in the fourth quarter, these differences are magnified by the
heightened value of a point as the amount of time left in a game nears
zero. This is even true for teams where
the disparity in talent between starter and substitute is not drastic. For
example, with the Oklahoma City Thunder, should Kevin Durant get into foul
trouble in the fourth, the payoff of leaving him in to finish the game is much
higher than his value on the bench. It just so happens that, for the Thunder,
James Harden’s play has been great enough that the drop off, should Durant foul
out, is not particularly problematic.
These results are consistent with
findings from Moskowitz and Wertheim (2011), who found that stars actually play
better in the fourth quarter with foul trouble. However, this is contrary to
Maymin et al., who found that teams generally perform better if foul-troubled
starters are benched. Both Maymin et al. and I agree that benching a player in
foul trouble is more beneficial in the early quarters, mostly because early in
the game, “benching a player preserves “option value” since the coach can
reinsert a fresh, non-foul plagued starter back into the game in the fourth
quarter” (Maymin, Maymin, & Shen, 2012) .
Situation
2: Defend Two or Three Pointer
Often in late game situations, a team may find themselves up
by two points with the shot clock turned off. In this situation, the offensive
team must decide to go for the tie and hope for overtime, or shoot the three
and win the game in regulation. Similarly, the defending team must decide which
to defend, the inside or outside shot. For our purposes, it can be assumed that
the probability of winning in overtime will be basically a coin-flip, or 50%,
as there are too many variables to consider in our theoretical setting (Chow, Miller, Nzima, & Winder, 2012) .
In this situation,
most often the offensive team’s coach will call a timeout in order to set up
his play. Simultaneously, the defensive coach must decide the best way to set
his defense in order to ensure the win. This functions as a simultaneous game, where
both coaches make their decisions without knowledge of the other’s strategy (Osborne,
2000) .
Instead of using the data for actual players and teams, I used league averages
for my base assumptions regarding the game. According to Weill (2011) tight
defense drops expected shooting by 12%. Also, I found data for the effective
shooting percentages from Peterson (n.d.) that I feel is representative of the open
FG% (although all teams track contested and open FG%, this information is not
yet available to the casual fan).
League-wide 2 point FG% in 2011-2012: 47.7%
League-wide 3 point FG% in 2011-2012: 34.8%
Open 2 pt. FG% (from eFG%): 62.5% (Peterson, n.d.)
Open 3 pt. FG%: 50.0% (Weill, 2011)
Contested 2 pt. FG%: 35.7% (Weill, 2011)
Contested 3 pt. FG%: 22.8% (Weill, 2011)
The simultaneous game offers no dominant strategy for either
team. The teams should therefore employ a mixed strategy in order to remain
unpredictable. In order to calculate the right balance of two and three point
shots, the Mixed Strategy Equilibrium was calculated for each team.
For offense, let q
equal the percentage of time the defending team defends the three. The expected
payoff to the shooter is: q * 0.228 +
(1 – q) * 0.5 when shooting a three
and q * 0.312 + (1 – q) * 0.178 when shooting a two. The
offensive team should shoot the three if:
q * 0.228 + (1 – q) * 0.5 > q * 0.312 + (1 – q) *
0.178
This simplifies to q
> 0.793, meaning the offensive team should always shoot the three if the
defending team defends against the three point shot less than 79.3% of the
time. The expected payoff for shooting either a two or a three in this case is 0.284.
For defense, let p
equal the percentage of time the offensive team shoots the three. The expected
payoff to the defensive team is: p * 0.772
+ (1 – p) * 0.688 when defending a
three and p * 0.5 + (1 – p) * 0.822 when defending a two. The defensive
team should defend the three if:
p * 0.772 + (1 – p) * 0.688 > p * 0.5 + (1 – p) * 0.822
This simplifies to p
> 0.330, meaning the defensive team should always defend the three if the
offensive team shoots the three point shot more than 33.0% of the time. The
expected payoff for defending either a two or a three in this case is 0.716.
Implication: Simply
put, it is likely in the best interests of the losing team to shoot the three almost
all the time. As long as the defending (winning) team guards the three pointer
less than about 80% of the time, the losing team should seek to end the game in
regulation every time. Similarly, the team that is ahead should fear the three
pointer much more than overtime. As long as the team that is losing shoots the
three at least a third of the time, the defending team should always defend the
three.
Unfortunately, often finding the best three point shot
involves working the ball around and having someone other than the team’s
superstar take the shot. In today’s NBA Culture, Hero Ball (Abbott, 2012) has often taken the place of team
basketball in crunch time. The problem with this is that isolation plays are
good for only 0.78 points per possession (ppp), as opposed to off-the-ball cuts
(1.18 ppp) or transition plays (1.12 ppp). When star players do not take the
last shot, or when role players miss wide open opportunities, the star is
blamed for not taking the shot. However, this analysis shows that the three
pointer, especially if the team is able to get off an open look, dramatically
improves the team’s chances of winning the game.
Works Cited
Abbott, H. (2012). Hero Ball, or how NBA teams fail
by giving the ball to money players in crunch time. ESPN The Magazine.
March 19, 2012. Accessed at: http://espn.go.com/nba/story/_/id/7649571/nba-kobe-bryant-not-money-think-espn-magazine
Chow,
T., Miller, K., Nzima, S., & Winder, S. (2012). Game Theory (MBA 217)
Final Paper. University of California, Berkeley. Accessed at: http://faculty.haas.berkeley.edu/rjmorgan/mba211/Chow%20Heavy%20Industries%20Final%20Project.pdf
Feldman,
D. (2010). NBA Players are Fouling Out Less Often. Detroit:
PistonPowered.com. Accessed at: http://www.pistonpowered.com/2010/12/nba-players-are-fouling-out-less-often-and-other-interesting-facts-you-didnt-think-you-wanted-to-know-about-fouling-out/
Goldman,
M., & Rao, J. M. (2012). Effort vs. Concentration: The Asymmetric Impact of
Pressure on NBA Performance. Boston: MIT Sloan Sports Analytics Conference.
Maymin,
A., Maymin, P., & Shen, a. E. (2012). How Much Trouble is Early Foul
Trouble? Strategically Idling Resources in the NBA. Boston: MIT Sloan Sports
Analytics Conference.
Moskowitz,
T., & Wertheim, L. (2011). Scorecasting: The Hidden Influences Behind
How Sports are Played and Games are Won. New York, NY: Crown Archetype.
Osborne,
M. (2000). An Introduction to Game Theory. Oxford: Oxford University
Press.
Peterson,
E. (n.d.). Open/Contested Shots. 82games.com. Accessed at: http://www.82games.com/saccon.htm
Weill,
S. (2011). The Importance of Being
Open: What optical tracking data says about NBA field goal shooting.
Boston: MIT Sloan Sports Analytics
Conference.
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