You can calculate the PER (Player Efficiency Level) proposed by hollinger. By using PER, all the performances of players can be recorded, and then weighted integration can be carried out, so that players in different positions and times can be compared.
The calculation step begins immediately:
The first step is to calculate uPER (Unadjusted PER).
Let's look at the uPER calculation formula:
Uper = (1/MP) × {3p+(2/3 )× ast+(2 factors× tmast/tmfg )× fg+ft× 0.5 × [1+(1-tmast/tmfg)]+
Where the denominator MP represents the player's playing time. Being used as the total denominator illustrates the PER-minute property of per. Not the higher the data, the better, but the higher the efficiency.
Analyze molecules item by item:
The first item: threesome
Three-way, the player's 3-point hit rate.
The first item measures the player's long-range shooting ability.
Item 2: (2/3)*AST
The second item measures the contribution of players in assists.
Item 3: (2- factor *(tmAST/tmFG))*FG
Factor = (2/3)-(0.5 * (lgast/lgfg))/(2 * (lgfg/lgft))
LgAST/lgFG, league assists/league hits;
LgFG/lgFT, league hit rate/league hit rate
From this point of view, factor should be an alliance data, which has nothing to do with the player's personal performance. As can be seen from the formula, the higher the hit rate, the greater the factor value; The more shots, the smaller the factor value. It should also be noted that the more assists, the smaller the factor value. Obviously, the Factor measures the league's scoring ability in sports, especially the singles ability.
Look at the whole item, tmAST/tmFG, the total number of team assists/the total number of team hits; FG, player clicks;
The easier it is to score in the league, the better the overall game of the team (the more assists) and the smaller the value; The more times a team hits, the more times a player hits, and the greater the value. So I feel that the third item is to measure the scoring ability of athletes in sports warfare. According to the defensive situation of the league, the situation of the whole team and the ability of players to play singles, the stronger the defensive quality of the league, the more valuable the team as a whole, and the stronger the players' singles.
Item 4: feet * 0.5 * (2-(1/3) * (tmast/tmfg))
FT, the player scored a penalty;
TmAST/tmFG, team assists/team hits
In other words, the more players punished, the greater the value, the stronger the overall game of the team (scoring mainly depends on assists and less free throws), and the smaller the value.
The fourth item is to measure the contribution of players to free throws.
Item 5: -VOP *
VOP = LG pts/(LG fga-LG orb+lgTO+0.44 * LG FTA)
LgPTS, the average score of the league;
LgFGA, the average number of shots in the league;
LgORB, the front board of the alliance;
LgTO, average league error;
LgFTA, the average number of free throws in the league;
This shows that VOP measures the average efficiency of each attack of the league.
To the player's error.
The fifth item is used to calculate the player's mistakes, and the negative sign in front indicates that the team loses points because of mistakes.
Item 6:-VOP*DRBP*(FGA-FG)
DRBP DRBP =(LG TRB-LG orb)/LG TRB
LgTRB, the average total number of boards in the alliance;
Average front board of lgORB alliance;
Therefore, DRBP measures the league's overall defensive rebounding ability. (including rebounds and team rebounds)
VOP, the average efficiency of alliance attack;
FGA, the number of shots of the player;
FG, call the number.
The sixth item should be to measure the player's ability to waste shooting opportunities. Adding a minus sign in front of it means that the team lost points because the player missed the shot.
Item 7:-VOP * 0.44 * (0.44+(0.56 * DRBP)) * (FTA-FT)
VOP, the average efficiency of alliance attack;
DRBP, the average defensive rebounds in the league;
FTA, the number of free throws by players;
Feet, median penalty.
The seventh item measures the player's ability to waste free throws. Adding a minus sign in front of it means that the team lost points because the player missed the shot.
Item 8: VOP*( 1-DRBP)*(TRB-ORB)
VOP, the average efficiency of alliance attack;
DRBP, the average defensive rebounds in the league;
TRB, General Committee of Players;
ORB, the player's front board;
The eighth item is to measure the rebounding ability of players.
Item 9: VOP*DRBP*ORB
VOP, the average efficiency of alliance attack;
DRBP, the average defensive rebounds in the league;
ORB, the player's front board;
The ninth item should be to measure the player's front board ability.
Project 10: VOP*STL
VOP, the average efficiency of alliance attack;
STL, the player steals.
The tenth item measures the player's ability to steal.
Project 1 1: VOP*DRBP*BLK
VOP, the average efficiency of alliance attack;
DRBP, the average defensive rebounds in the league;
BLK, the player blocks.
The eleventh item measures the player's ability to block shots.
Item 12:-(pf * (lgft/lgpf)-0.44 * (lgfta/lgpf) * VOP))
PF, player fouls;
LgFT/lgPF, league average penalty/league average foul;
LgFTA/lgPF, average number of free throws in the league/average number of fouls in the league;
VOP, the average efficiency of each attack in the league.
The more accurate the league free throw, the greater the foul loss; The higher the offensive efficiency of the league, the smaller the foul loss; The more fouls in the league, the less the foul loss.
The twelfth item measures the loss caused by a player's foul.
The second step is to calculate aPER (adjusted PER).
Well, it needs to be revised to get the paper.
Calculation formula:
APER = (speed adjustment) *uPER
Pace adjustment = lgPace/tmPace
pace = 48 *(Tm Poss+Opp Poss)/(2 *(Tm Mp/5))
poss = FT+0.44 FM—TmORB+TmTO .
Step by step analysis from bottom to top:
Let's take a look at Poss's calculation first. poss = FT+0.44 FM—TmORB+TmTO
FT, the number of shots of the team; FM, number of free throws; TmORB, the number of front boards of the team; TmTO team mistakes
So the significance of Poss here is the number of attacks of the team.
Let's take a look at Pace again. pace = 48 *(Tm Poss+Opp Poss)/(2 *(Tm Mp/5))
Tm Poss, the number of our attacks; Opp Poss, the number of attacks by the other party; Our game time (usually 48 minutes, sometimes including overtime)
Therefore, the rhythm is the number of attacks by teams and opponents in 48 minutes.
Let's look at the rhythm adjustment again. Pace adjustment = lgPace/tmPace
LgPace, the average number of rounds in the league; TmPace, the average number of rounds per game.
Rhythm adjustment is the correction factor of the team's speed.
Finally, look at aPER.
APER = (speed adjustment) *uPER
APER aims to eliminate the influence of the team's speed on the data.
The third step is the true PER value.
PER = aPER*( 15/aPERlg).
The intention is to eliminate the influence of the alliance again. If the league defense is lax during the player period and the player data skyrockets, then this calculation will depreciate the data accordingly.
In addition, when you say +XX or -XX, you mean how many points a player has won or lost for the team on the court.