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The 8th Australasian Conference on Mathematics and Computers in
Sport, 3-5 July 2006, Queensland, Australia
A PROBABILITY BASED APPROACH FOR THE ALLOCATION OF PLAYER
DRAFT SELECTIONS IN AUSTRALIAN RULES FOOTBALL
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School of Mathematical and Geospatial Sciences, RMIT University, Bundoora,
VIC, Australia.
| Published |
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15
December 2006 |
©
Journal of Sports Science and Medicine (2006) 5, 509 - 516
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| ABSTRACT |
| Australian Rules Football, governed by the Australian Football
League (AFL) is the most popular winter sport played in Australia.
Like North American team based leagues such as the NFL, NBA and NHL,
the AFL uses a draft system for rookie players to join a team's list.
The existing method of allocating draft selections in the AFL is simply
based on the reverse order of each team's finishing position for that
season, with teams winning less than or equal to 5 regular season
matches obtaining an additional early round priority draft pick. Much
criticism has been levelled at the existing system since it rewards
losing teams and does not encourage poorly performing teams to win
matches once their season is effectively over. We propose a probability-based
system that allocates a score based on teams that win 'unimportant'
matches (akin to Carl Morris' definition of importance). We base the
calculation of 'unimportance' on the likelihood of a team making the
final eight following each round of the season. We then investigate
a variety of approaches based on the 'unimportance' measure to derive
a score for 'unimportant' and unlikely wins. We explore derivatives
of this system, compare past draft picks with those obtained under
our system, and discuss the attractiveness of teams knowing the draft
reward for winning each match in a season.
KEY
WORDS: AFL, probability, draft, importance.
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| INTRODUCTION |
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The AFL draft system has been designed to favour teams anchored
to the bottom of the ladder. This enables those teams to improve
their player lists and propel themselves up the ladder during future
seasons by having a first choice of picking rookie players. Currently,
the order of the AFL draft coincides with the inverse order of the
ladder as it stands at the conclusion of the home and away season.
This system allocates the first draft choice to the team that finished
last (or sixteenth), the second draft choice to the team that finished
fifteenth, and the sixteenth draft choice to the team that finished
first. Subsequent rounds of the draft replicate the exact order
of the first round.
A highly contentious issue surrounding the AFL draft has been the
allocation of priority picks. A priority pick is a draft choice
provided to a team prior to the first round of the national draft.
From 1997 to 2005, priority picks were provided to teams that won
fewer than five games during the regular season. In effect, if a
team finished last with less than five wins, they received a priority
pick in addition to the first choice in the national draft, thus
enabling the club to receive the two best available players. This
system provided teams with poor win/loss records with little incentive
to win games during the latter part of the season and actually provided
clubs with an incentive not to win five games.
The draft systems of other major world sports are somewhat comparable
to that of the AFL. Major League Baseball (MLB) and the American
National Football League (NFL) both allocate draft choices using
inversed final season standings (Grier and Tollison, 1994);
Spurr, 2000).
However, neither competition provides priority picks and thus does
not provide additional reward for winning only a handful of games.
Several studies have assessed the incentive effects of draft systems
and their impact on team performance. Taylor and Trogdon, 2002
assessed the performance of teams following initiatives by the NBA
to reduce team incentives to win or lose games. After controlling
for venue and the quality of each team, these authors found that
when draft choices were decided on inverse rankings (1983-84 season),
non-playoff teams were 2.5 times more likely to lose games than
teams likely to feature in the playoffs. However, when the NBA modified
the draft system and gave all teams an equal probability of obtaining
the first draft choice (1984-85 season), non-playoff teams were
as likely to win as play-off bound teams. Finally, when the lottery
system became weighted during the 1989-1990 season, non-playoff
teams were 2.2 times more likely to lose when compared to teams
qualifying for the playoffs (Taylor and Trogdon, 2002).
These findings demonstrate the profound impact of providing incentives
for teams to lose games and head towards the bottom of the ladder.
Furthermore, it highlights that an incentive based system such as
the process employed by the AFL increases the likelihood that teams
will lose additional matches during the latter part of the season
since they are unlikely to feature in the finals.
In this paper we use a model that allocates a Draft Point Reward
(DPR) to each team when they win a match. This reward varies
in value from 0 to 1 depending upon the Unimportance of the match.
The cumulative sum of DPR, known as the DScore, is used to determine
the final draft picks at the conclusion of the regular season.
We will begin our work by defining the criteria our model should
meet. We then outline the methods employed, and consider the operational
aspects of the model.
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| METHODS |
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Our
system is based on Carl Morris' famous work on the most important
points in tennis (Morris, 1977).
He defined the importance of a point as the difference between two
conditional probabilities: the probability a server wins the game
given that he wins the next point, minus the probability a server
wins the game given that he loses the next point. Here we are not
considering points in a game, but rather matches in a season, and
it is the Unimportant matches that appeal to us. We calculated Unimportance
so that it is independent of the opposing team.
Criteria
In devising the system of selection for the AFL national draft,
we designed our model based on the following:
Teams with a reduced probability of making the finals are rewarded
incrementally higher for winning matches of high Unimportance
Teams that have qualified for the finals are ineligible for any
reward.
DPR is restricted to a 16-week period commencing from the end of
Round 6.
DPR is higher for teams unlikely to win, and is further enhanced
by the Unimportance of a match in terms of making the finals.
No DPR is given in defeat, so teams must win to obtain a reward.
A priority system is in place to protect teams that have continuous
runs of losses, but it is not implemented at the expense of rewarding
victory.
The way in which the number of matches 'needed to win' is calculated
is based upon the minimum number of wins needed by a team in the
remainder of the season based solely upon making the final 8 (F8).
Obviously this is not precisely known until the end of the season;
however a reasonable estimation can be made.
Probabilistic
model
The heart of our model is based upon reworking Morris' equation
to suit our purpose of determining how Unimportant a match is to
a team's finals aspirations. There are a number of things that we
need to evaluate first, such as what measures are required in our
assessment of what makes a match Important, and, in turn, Unimportant.
A regular AFL season constitutes 22 matches and we need to consider
the probability of a team making the finals based upon the number
of matches won at round r. There are a number of features in our
probabilistic model that were used to determine how much a team
was rewarded for winning a match. The process is as follows:
Determine the minimum number of wins (Par Wins) required
for team i to make the final 8 after round r.
Check if team i at round r has already made the final 8 or cannot
make the final 8. If neither of these events are true, we determine
the probability of team i making the finals at the completion of
round r.
Calculate the Unimportance of match r +1 for team i using the above
results.
Allocate the Draft Points Reward (DPR) based on the above
measures.
Determination
of projected wins to make the final8
There are two possible approaches to determining the number of wins
required to make the final 8 at round r for team i. We could either
use the final season's required wins and impose that retrospectively
on the completed season, or use a projected requirement during the
season and keep this result even at the end of the season. For example,
in season 2004, the eighth placed team won 12 of 22 matches to make
the finals. Ultimately, differing results make it difficult to predict
this result during the season. However, the attraction of our model
is that teams must know the rewards of winning their next match
prior to the game as an incentive to win. They should also be confident
this reward does not change post game. So we used a projected final
8 wins, or Par Wins, during the season and maintain these
values to seasons end, despite minor variations in predictions (see
Appendix Eq 1).
This does, on occasion, return a result that is not possible. For
example, a team with 4 wins at the completion of round 7, and sitting
in 8th place, yields a Par Wins of 8.57. Therefore we round
to the nearest 0.5, using 0.25 and 0.75 as the round off points.
In this example, we round to 8.5, and this is interpreted as team
i requiring 8.5 wins (minimum) from the remaining 15 games to make
the finals.
Determination
of the probability of making the final 8
At the heart of the second stage of the process is the binomial
distribution. A number of other methods were considered, such as
simulating the remainder of the season using success probabilities
for each team using p = 0.5, or varying p; also averaging the number
of wins of all teams and forward multiplying to determine the number
of wins needed to make the final 8. Ultimately, it was both simplicity
and a reduction of variability that settled our choice. We define
the probability of team i at the completion of round r making the
final 8 as Pri (F8/r). Using B (x, n, p) (the cumulative
binomial distribution function with x = number of successes, n =
number of trials and p = probability of success), we have Equation
2 (see Appendix Eq 2).
Notably, one must consider the value of Pi. We have chosen to look
at two methods, the first, and predominant choice in our results,
is the classic coin toss model pi =0.05. The second method
uses the winning ratio (pi = TWi/r). One could be tempted to use
successful prediction probabilities such as those determined by
Stefani and Clarke, 1992;
or the simpler winning ratio. However, we wanted the system to be
as simple as possible, and the introduction of a nested probability
model may complicate this idea. A brief treatment of this is given
in the discussion section.
The
unimportance of a match
We define the Importance for team i at the end of round r, or Ii(r),
as Equation 3 (see Appendix
Eq 3).
Now we unpack the two components of Importance (see Appendix
Eq 4 and 5).
By using the binomial cumulative density function to model the probability
of making the finals based on winning or losing the next match,
we can, in turn, calculate the Unimportance of a match. Through
some neat cancellation of terms we obtained a simple result for
the Unimportance (see Appendix
Eq 6).
Allocation
of Draft Point Reward (DPR)
The allocation of DPR is simply the Unimportance probability multiplied
by the probability of not making the final 8 at round r. In this
way, the Unimportance is tempered by the likelihood of making the
final 8. Teams that cannot make the final 8 receive the highest
weight possible (1), that is, the full Unimportance probability,
as long as they win the match. The allocation of DPR for team i
at round r is given by the following Equation 7 and 8 (see Appendix
Eq 7 and 8).
Using
the DScore for the national pre-season draft
The use of the DScore towards draft selections encompasses some
parts of the AFL's latest policy on priority picks. For our DScore
system, the teams are ranked 1 through 16, with the highest DScore
attracting pick 1, and the lowest pick 16. This ordering remains
for the subsequent iterations of the draft with one exception. Current
AFL policy dictates that a team that wins less than or equal to
4 matches in a season receives a priority pick in the second round
of the draft. As a method of protecting teams that may never win
another match after round 6, we employ a similar priority pick system,
whereby a team that wins less than or equal to 5 matches in a season
receives a priority pick at the start of the second round of the
draft. This is a little more generous than the AFL system, however
the bottom side will not necessarily end up with the first draft
pick under the DScore model.
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| RESULTS |
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We
begin by examining how the system operated for 2005 in finer detail.
We then cover some interesting scenarios, and investigate the implications
of the model.
The
2005 season
For season 2005, a number of teams remained in contention for the
final 8 right through to the last round. The final round saw five
teams competing for three finals places. One win separated 6th
through 10th at seasons end. Notably, half a win separated
last (16th) from 14th and all three bottom
sides received a reward from the AFL for winning less than or equal
to 5 matches. Table 1 outlines the final results of three draft systems;
first the variable success DScore model, then the 50-50 DScore
model, and finally the AFL system (Figure
1). Note that there is little variation when using a team's
win ratio to determine Pri(F8/r) instead of the simpler
pi = 0.5, and henceforth we will only consider the equal
success probability model.
Variation of the DScore throughout the season is evident; with the
number 1 pick changing teams 11 times during the season - twice
in the last three rounds. Also, picks 3 to 7 provided extremely
close results in the final round, given that if Collingwood had
won its last match against the Western Bulldogs they could have
secured pick 3 (instead of 7) and cost the Western Bulldogs first
pick. So a win to Collingwood under the DScore model would see a
rise to pick 3, however a win under the AFL model would have seen
a drop to pick 5.
An
evaluation of the incentive of the DScore model
Ideally the DScore model should evidence high DPR continuously for
low placed teams, given they win. Table
2 outlines the number of teams in contention for the number
one pick in the last round, and three rounds before the end of the
home and away season under the DScore model. The first overall draft
pick changed teams in the last round during seasons 2001, 2005,
and in the last 3 rounds during seasons 1997, 1999, 2001, 2003,
2004, 2005. There was a blowout in the DScore in 2000 and thus,
the race for the top draft pick was over by round 20. However, six
teams fought it out for picks 2 to 7. Of course, these matches were
not played with the DScore incentive and therefore imposing it retrospectively
is hypothetical.
Importance
Of interest to us was when the maximum value of importance occurs
for each team. We then sorted the teams by final ladder position
(FLP) and calculated the mean and standard deviation of the round,
as given in Figure 2.
As
shown in Figure 2, the teams
finishing in the top 2 and bottom 3 have their most important games
generally in the early rounds of the season (note that we have only
considered round 6 onwards). All other teams heading towards the
middle of the ladder have maximal important matches later in the
season. As one would expect, the 8th FLP has the maximal importance
match in the last three rounds.
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| DISCUSSION |
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It
is somewhat difficult to measure the effect of our model on past
results as we are implementing our method retrospectively. As a
consequence, where players would end up under our model would be
different to reality and therefore team success may change. Even
so, the findings are still an eye-opener, and indeed motivate poorer
teams toward success. As was shown in the results section, for the
final round of 1998, the 1st and 2nd draft
pick had been decided. However, 11 teams could still be playing
in expectation of a change in their draft pick with a victory. The
'ideal' advocate of our system was the final round of 2003. Geelong
played St Kilda, and it could be argued they were playing for 'nothing',
sitting 10th and 13th on the ladder - no finals
place or priority pick at stake. Under our DScore system
the winner of that match would take 1st pick and the
loser potentially 3rd. The match played on Saturday had
Geelong prevail by 19 points, snatching 1st pick. Remarkably,
the result was not yet settled, with the Sunday encounter between
Hawthorn (9th) and Richmond (10th), (again
two sides with nothing to play for), pivotal in the DScore
outcome. Hawthorn won by 4 points, winning their fourth game in
a row, snatching the number 1 pick on the last game of the home
and away season!
Alternatives
A criticism that may be leveled at the DScore system is that teams
which continually lose are never rewarded. A possible way of assisting
teams that consistently lose may be to reward a 'gallant' defeat.
Calculating an expected and actual margin, then smoothing the difference,
is an approach used in other areas of sport analysis, such as tennis
as in Bedford and Clarke, 2000.
They used their model to predict and improve upon ATP ratings in
tennis based on margin of victory rather than win or loss. Once
again, a team may play so poorly as to never get within the expected
margin, and the same problem arises. We believe the priority criteria
is a reasonable approach to combat this, and we can only hope teams
would 'try harder' to win to obtain better draft picks, and in turn,
enhance their future chances, rather than 'lie down' and be rewarded
for defeat.
A point of interest raised in the methods section was the possible
inclusion of a team's relative skill into the system, either using
probabilities such as those pioneered by Stefani and Clarke, 1992,
or more arbitrary measures such as a win ratio to weight the DPR.
The use of an 'opponent' weight would see some rather unattractive
scenarios. Specifically, the use of a probability based multiplier
on the DPR introduces only occasional need for lowly placed teams
to win, as they need only defeat one successful team and reap a
high DPR, thereby obtaining a high draft pick. This is a clear disincentive
as the DScore system is designed to encourage teams to win every
game possible.
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| CONCLUSIONS |
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In this
paper, we have developed a unique system for player allocation in
the AFL draft using probabilistic principles designed to encourage
success. Whilst the AFL system was not designed to encourage teams
to lose, it does reward teams that only win a small amount of games.
Our model, known as the DScore model, uniquely encourages
teams to strive for victory with a high draft pick as the prize,
especially when the game (and their season) is - in terms of the
finals - Unimportant. Utilizing this principle of unimportance,
we cited exciting and motivating cases whereby otherwise 'meaningless'
encounters become a battle for high draft picks. The DScore
model may also have a broad appeal, with potential outcomes easily
publishable in daily newspapers and on the internet, with the relevant
draft permutations providing a motivator not only for the club,
but for the supporters alike.
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| KEY
POINTS |
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Draft choices are allocated using a probabilistic approach that
rewards teams for winning unimportant matches.
- The
method is based upon Carl Morris' Importance and probabilistic
calculations of making the finals.
- The
importance of a match is calculated probabilistically to arrive
at a DScore.
- Higher
DScores are weighted towards teams winning unimportant matches
which in turn lead to higher draft selections.
- Provides
an alternative to current draft systems that are based on 'losing
to win'.
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| AUTHORS
BIOGRAPHY |
Anthony BEDFORD
Employment: Senior Lecturer in Statistics.
Degree: Ph.D.
Research interests: Sport Statistics, Queueing Theory,
Biostatistics, Simulation.
E-mail: anthony.bedford@rmit.edu.au |
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Adrian SCHEMBRI
Employment: Honours Student.
Degree: Bachelors Degree.
Research interests: Psychology and Statistics in Sport.
E-mail: s3020239@student.rmit.edu.au
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