RD Sports Report

Game Sim

Every game simulated play by play. Pick a matchup, move the sliders to change how each side plays, and run it. All sliders at 0 is the straight model.
How to use the Game Simulator
  1. Pick a game.
  2. Set the number of simulations.
  3. Customize game settings (optional).
  4. Hit Run Simulation.

Tabs switch between full game, halves, and quarters.

Output

  • Win percentage — how often each team won.
  • Margin — how often the game ended in each range.
  • Total points — how often the combined score landed in each range.
  • Defensive and special teams touchdown — how often a team scored without its offense.
  • Projections — each player's expected line and touchdown chance.

Sliders

All start at zero. At zero, the model uses each team's last eight games.

  • Style — prevent to aggressive. At plus twenty-five, an offense passes twenty-five percent more often, throws twenty-five percent deeper, and plays twenty-five percent faster. Worth about six points, plus three or four for the opponent from the faster pace.
  • Performance — underperform to overperform. At plus twenty-five, a team gains twenty-five percent more on runs and after the catch, with twenty-five percent fewer incompletions and sacks. Worth about eleven points in pro football, fourteen in college. On defense, takes about ten points off the opponent.
  • Turnovers — whole turnovers. Plus one on a team averaging two makes it three. Costs that team about two points, gives the opponent about two and a half.
  • Penalties — whole flags. Plus three costs about two points.

Style and performance set per quarter; overtime uses fourth quarter. Turnovers and penalties apply to the whole game.

What is EPA?

Expected Points Added grades a play by how much it changed the team's scoring chances rather than by yards gained.

Every situation has a value based on what really happened from that spot across thousands of drives. First-and-10 at your own 20 is worth about 0.5 points; first-and-goal at the 3 is worth about 5. A play's EPA is the value after minus the value before.

  • A 4-yard gain on 3rd-and-8 loses the drive: positive yards, negative EPA.
  • A 3-yard gain on 3rd-and-2 keeps it alive: fewer yards, strongly positive EPA.
  • A sack on first down costs more than the yards lost, because it damages the next two plays.

EPA per play shows who controlled the game more reliably than total yards.

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