Statistical education, publishing, sports analytics, and game theory - everything that makes math useful in real life. Now carbon negative!
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Textbook: Writing for Statistics and Data Science
If you are looking for my textbook Writing for Statistics and Data Science here it is for free in the Open Educational Resource Commons. Wri...
Wednesday, 31 December 2014
GDA-PK, a cleaner powerplay skill measure for NHL hockey
Thursday, 18 December 2014
New Kudzu Material - The Halls of Lorsem
Google Drive link to 2014-12-17 Version
There are only typo fixes to the material that was in the 2014-12-05, but a lot of new material has been added.
Specifically, a new six-room dungeon called "The Halls of Lorsem" and eight new Relics to draw from a random deck.
To avoid this becoming a single unwieldy document, new material will likely be given as separate modules while rule changes will follow future versions of this document.
Sunday, 14 December 2014
Examples of the Play to Donate model
It's December, so in the spirit of giving, I've been looking for ways to make better use of my phone. Specifically, uses of the Play to Donate business model, because it's motivation to continue developing the scrabble style dungeon crawler (see previous post).
There have been a few of these in the last 10 years, but they never seem to take off. In the Play Store for Android, I found three apps:
Give a Heart, which is the app port of the website of the same name. They have a simple catch the falling objects game, which occasionally rewards players with donation hearts. Donation hearts can be given to your choice of many charities, and they translate to 10 cents per heart.
Give a Heart has almost no activity, which is probably good because anyone with skill could produce more donations than the ad revenue being produced. The mobile port of the game is buggy, and playing it is truly an act of charity. I do like that skill increases the donation potential, although this is a tricky thing to pull off from a designer standpoint. A pity really, because a better game and a more active or aggressive revenue stream and this could go somewhere.
ALS Ice Bucket Challenge, by Fortee Too Games, is a good foil. This is another catch falling object game, but it's native to mobile and runs much better. In this game, skill is rewarded by unlocking videos of the ice bucket challenge. There are full screen ads between every three games, which is about one every 90 seconds.
42% of the ad revenue goes to ALS research, but there's no way to see your personal contributions. Also, being good at the game means seeing fewer ads, so if you're playing out of charity, it is tempting to throw games intentionally. Also, the game is only amusing for ten minutes, shorter when you realize the video rewards are YouTube links.
Swagbucks, is a paid to surf system with an option to donate earnings. It's mostly on the traditional web, but it has a mobile search widget that functions similarly.
Swagbucks has games, licensed of commissioned from third parties, but the large majority of player earnings come from other activities like watching videos and searching the web.
In short, for existing systems, either the games are ineffective or the donation potential is. Disappointing really.
Friday, 5 December 2014
Scrabble Dungeon - The Cavern
This is a rough draft of the first module, in tabletop format.
Scrabble Dungeon - The Cavern
I have ambitions to make several of these modules, because I think there's a lot of fun mechanics and maps that can be slotted into the game without much difficulty. I'd also like to explore the possibility of making it an Android app in the future, potentially with ads and under a play-to-donate model.
If any of you could have a look at this, especially reading the rulebook (2 main pages + 1 appendix page), I'd appreciate it greatly. Is the rulebook simple enough? Does it leave unanswered questions? Does it need a turn by turn example? Making it easy to digest is my current concern.
Please get back to me in the comments or at jackd@sfu.ca
Monday, 17 November 2014
First look at the statistical thesaurus
Part of my work at the Institute for the Study of Teaching and Learning in the Disciplines, or ISLTD for short, is to develop a handbook for statistical design and analysis.
The clients of the ISTLD are Simon Fraser University faculty across all disciplines that are looking to incorporate new teaching ideas and methods into their courses. This handbook is intended for faculty and grad student research assistants with little statistical background. As such, the emphasis is on simplicity rather than accuracy.
One wall I've run into in making this document as accessible as possible is terminology. Different fields use different terms for the same statistical ideas and methods. There's also a lot of shorthand that's used, like "correlation" for "Pearson correlation coefficient".
Why is spatial autocorrelation referred to as 'kriging'? Why is spatial covariance described in terms of the 'sill' and the 'nugget'? Because those are the terms that the miners and geologists came up with when they developed it to predict mineral abundance in areas.
Why are explanatory variables still called 'independent variables' in the social sciences even though it causes other mathematical ambiguities? Because they're trying not to imply a causal relationship by using terms like 'explain' and 'response'.
For the sake of general audience readability field specific language will be kept to a minimum, and shortenings will be used whenever a default option is established, as it is with correlation. However, the alternate terms and shortenings will be included and explained in a statistical thesaurus to be included with the handbook.
Here are three pages from the rough draft of that thesaurus. Since such a thesaurus, to my knowledge, has not been published before, I would very much appreciate your input on its readability, or what terms should be included.
https://docs.google.com/document/d/15IWtH9a_bpfhu2cvvtBOCL6FCCaH7zyPwDDsLEXz7d4/edit?usp=sharing
Thanks for reading!
- Jack
Tuesday, 4 November 2014
Sabremetrics, A.K.A. applied metagaming.
In baseball, sabremetrics started a push for batters to hold off for more and better pitches. By 2011 or 2012, strikeout rates were higher than they were in a century, probably in part of the reduced hitting but also due to pitchers throwing more pitches, knowing they would be swung at less often. How long until batters adapt and capitalize on the higher quality pitches they are receiving to increase hit rates and home runs instead of waiting for many pitches?
This is an example of perfect imbalance, as explained in this video by Extra Credits. Players of strategic games that involve a lot of pre game decisions often refer to these decisions and the information leading to them as "the meta game". In MOBA games like League of Legends or fighting games like Smash Bros. or Soul Caliber this amounts to selecting one's avatar character and the bonuses they will bring into the start of a match. In collectible and living card games like Magic: The Gathering and Android: Netrunner the meta game is one's deck building process and the popular types of decks among one's opponents.
The pre game decisions, the meta game, in sports include who to hire and how to train. In sports where game-to-game fatigue is a factor, such as hockey with goalies or baseball with pitchers, the meta also involves choosing who will start the game, and how well that matches against the opposing goalie or pitcher.
The general idea of metagaming is to make choices that counter the likely choices of opponents. Against a learning opponent, this requires constant adaptation.
Consider fashion, where to win is to receive attention, admiration as a consumer and sales as a designer. Fashion is played by wearing/creating an outfit that stands out from that of the existing crowd.
Consider the red queen hypothesis, a biological principle whereby a species succeeds by apadting to its prey predators and competitors. Specifically, the red queen hypothesis is that since all species are doing this, the best a species can hope for is to keep up in evolution, never get ahead.
Sabremetrics got so big as a statistical toolset not simply because it was interesting or novel, but because it was actionable. It provided information that could be converted in decisions, instead of just being elegant or produce a pretty graph.
If hitting in baseball is due for a comeback, might it make sense to load up your farm team with sluggers and curveball pitchers now? Do you reduce your emphasis on stolen bases in anticipation of fewer pitches per at bat?
Would a change from walks and strikeouts to hitting favour franchises that traditionally rely on high scores like Texas, or ones that rely on many small hits like Kansas City?
As always, comments welcome, including those stating I'm wrong about everything.