Friday, October 26, 2007
This article by yours truly looks at two interesting things about defense
This is a two-part article published by The Hardball Times. In Part 1, I look at the relationship between speed and UZR. It gives us a lot better numbers to regress small sample UZR’s toward.
Part 2 looks at the, until now, (as far as I know), unanswered question, “Does a small OF allow a team to ‘hide’ a slow (poor) OF’er and can you leverage a fast (good) OF’er in a large OF, and if yes, how large is the effect?”
I really didn’t look into the latter question too deeply, but I have some preliminary answers I think.
The leveraging of speed to park is very interesting. Good stuff.
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You had very few CF games in the first two charts. How about doing speed scores by position? For example, if the mean speed score at CF was +0.7 SD, then make the fast runners those at +1.7 SD or higher and the slow ones at -0.3 SD or lower (or whatever process you used).
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Mike Cameron is one of your 5 CF in large parks. I didn’t look at the other 4 parks, but it’s certainly likely that the CF are not randomly distributed among the parks.
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Here are the Fans’ overall position-specific evaluation of the top 10 / bottom 10 (by speed score) for each position (there’s about 51 players at each OF position):
LF: 72 points / 25 points (gap of 47 points = 25 runs)
CF: 79 / 51 (gap of 28 pts = 20 runs)
RF: 68 / 28 (gap of 40 pts = 21 runs)
Note that unlike MGL, I have an equal number of players in each top/bottom group, which I think, in the position-centric comps, makes a bit more sense.
Since the two Speed components makes up 55% of the evaluation, I’m not surprised at all by the results. So, if you have two guys who have the same sample UZR (say +10), and one is super fast and the other is super slow, their regression points are far different. The +10 fast guy gets regressed to the mean (+10), so he’s a (likely) true +10. The +10 slow guy gets regressed toward the mean of -10, so he’s likely a true +0 or something.
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Btw, to convert to position-neutral UZR:
(cornerOF - 9) * 4/3 = CF
The 4/3 is required, because CF gets 4/3 more opps. The “-9” is solved by looking at players who play dual positions. MGL, you can figure this out with your current dataset if you like. I’m quite sure you’ll get something very close to -9.