![]() |
![]() |
Thoughts from Diamond Mind
Welcome to the Diamond Mind weblog. For a while, we've been looking for the best way to publish small pieces of baseball commentary and research, items that may not warrant a full article (such as the ones we've been writing for ESPN.com since 1998) or items that would be outdated by the time our next email newsletter is due to be issued. A weblog seems perfectly suited to this purpose, and we hope you enjoy what you read here. To provide feedback, email us at blog@diamond-mind.com.
We won't be able to reply to those messages individually, but we'll read them all,
and we may respond by posting a reply in the weblog itself.
|
|
Blog Archives Weblog Home |
Wednesday, August 18, 2004
Ball-strike dynamics In June, 2001, we wrote a newsletter essay about a misleading Sports Illustrated article on the subject of batting performance on different ball-strike counts. Someone asked me about that essay recently, and that made me think it might be interesting to revisit this subject with some updated stats. The main source of confusion in that SI article was the difference between stats when the ball is put in play ON a certain count and stats when the battle between batter and pitcher passes THROUGH a certain count. To illustrate the difference, let's go over the three things that can happen on the first pitch: 1. The batter concludes the plate appearance by putting the ball in play or getting hit by the pitch. 2. The batter takes ball one. This puts him a little closer to a walk, reduces the ability of the pitcher to go outside the strike zone on subsequent pitches, and puts the batter in a position where he be more selective, looking for a pitch he can drive. 3. The batter falls behind the pitcher. Now the batter is a step closer to striking out, the pitcher has a little more freedom to go outside the strike zone in hopes that the batter will chase a bad pitch, and the hitter has to be ready for anything the pitcher might throw at him. If you use the "at 0-0" data, you lose most of the effects of 2 and 3 above. The averages are distorted because all of the strikeouts are loaded into the counts with two strikes and all of the walks are loaded into the counts with three balls. It's impossible to walk or strike out on the first pitch, so batting averages are higher and on-base percentages are lower than on other counts. If, on the other hand, you use the "through 0-0" data, you see the effects of all three of these forces at work. The incremental steps toward walks and strikeouts are reflected in the stats for each count, as is the relative advantage for the batter or pitcher when a ball is put in play. To illustrate this point, here are the 2003 totals for both leagues with pitcher hitting removed: AVG OBP SPC AB H 2B 3B HR RBI BB IBB K For example, the "through 0-0" data shows the results of all plate appearances, since everybody starts with a 0-0 count. At this point in the sequence, the batter is almost twice as likely to strike out as to walk. If, however, the first pitch is a ball, the batter has a slightly better chance to walk than to strike out. But starting with strike one makes him almost five times more likely to strike out than to walk. In round numbers, that first pitch shifted the K:BB ratio from 2:1 to either 1:1 (ball one) or 5:1 (strike one). That's a big deal. And batters who reached 1-0 had a batting average 51 points higher than batters who started with strike one, with even larger gains in slugging. Now, if you'll forgive me for a blatant Diamond Mind Baseball plug ... the ebb and flow of the batter-pitcher confrontation is one of the reasons we rebuilt our game engine seven years ago to simulate every pitch. In DMB games, just as in real life, the advantage swings between batter and pitcher as the count changes. Another big advantage of pitch mode is the ability to change tactics on every pitch, thus creating an interesting cat-and-mouse game between the two managers. Worried about a possible suicide squeeze? Call for a pitch out, but understand that this will move the count in the batter's favor. Worried about a steal attempt? Make a pickoff throw. Want to steal but are afraid of a pitch out? Give the hitter the take sign and see if you can get ahead in the count. Last but not least, pitch mode can significantly increase drama and tension. In batter mode, the outcome of a play is revealed immediately. But in pitch mode, the outcome can hang in the balance over an extended sequence of pitches. That suspension of time in a critical situation is one of the great things about baseball, and we wanted to give you the option to experience the same thing in your DMB games. Of course, veteran DMB gamers know that this doesn't mean you must play your DMB games in pitch mode. You can toggle between pitch mode and batter mode at any time. In batter mode, the game simulates every pitch, so you don't lose any realism, but it speeds game play by generating the play-by-play commentary only when the ball is put in play or some other notable event takes place. To get the best of both worlds, many people play the majority of the time in batter mode and switch into pitch mode for big games, big moments in other games, and situations that are rife with tactical options. posted by Tom at 10:07 AM |
![]() |