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  PHONE   FAX   WEB  

 

QUANTIFYING  PLAYER  DECISION  MAKING  

By  Norman  de  Silva  

Data  Tracking  Credit:  Kevin  Owens,  Ford  Higgins  &  Trevor  Bergwall  

 

April  6,  2015  

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Quantifying  Player  Decision  Making  

BACKGROUND  

“The  most  difficult  thing  in  all  of  basketball  is  knowing  when  to  shoot  and  when  to  pass.”  

-­‐  Oscar  Robertson  

 

DEFINING  DECISION  PARAMETERS:  GOALS,  URGENCY  &  LOCATION  

   

  This  study  is  aimed  at  finding  measurable  and  meaningful  methods  which  can  help  improve  the  most  important  factors  in   successful  basketball:  Effective  Field  Goal  Percentage,  Field  Goal  Percentage  at  the  Rim  and  Assisted  3  Point  Percentage.  

All  decision  making  by  any  player  on  the  floor  can  be  thought  of  as  having  a  different  level  of  urgency.  If  you  have  the  ball,   the  urgency  is  usually  higher  than  when  you  don’t.  The  urgency  level  usually  defines  the  amount  of  time  that  a  player  has  before  a   decision  needs  to  be  made  (much  like  how  urgency  level  increases  while  a  5  second  count  approaches  during  an  inbound  situation).     In  less  urgent  situations,  the  offensive  player  is  afforded  more  time  before  he  must  decide  what  to  do.    

It  can  be  accepted  as  a  general  rule  that  the  closer  the  ball  is  to  the  goal  or  rim,  the  more  dangerous  the  threat  of  a  score  is   to  the  defense.    The  closer  the  ball  is  to  the  rim,  the  more  defensive  help  is  required  to  lessen  the  threat  of  a  score  by  the  offense.   This  is  usually  the  most  common  way  to  put  the  defense  at  an  immediate  disadvantage.    Coaches  consistently  reinforce  this  truth  by   preaching  and  stressing  the  importance  of  not  only  penetrating  deep  into  the  defense  and  putting  “pressure  on  the  rim”.    No  matter   how  you  look  at  it,  the  urgency  of  all  decisions  ramps  up  as  you  get  closer  to  the  rim  because  you  are  requiring  more  immediate   defensive  attention  and  the  player  has  less  time  before  facing  a  negative  outcome.  

One  of  the  most  statistically  important  factors  in  both  offensive  and  defensive  efficiency  is  converting  (FG%)  at  the  rim.        

  *If  you  aim  to  have  a  high  field  goal  percentage  at  the  rim,  one  often  overlooked  factor  is:    knowing  when  NOT  to  shoot   can  be  just  as  important  as  how  well  you  finish  at  the  rim.    This  is  often  never  accounted  for  in  analysis.*  

Before  we  can  measure  the  effectiveness  of  shooting  or  not  shooting  we  must  define  a  measurable  decision  area.    The  area   where  it  can  be  seen  that  this  heightened  decision  making  process  really  intensifies  is  a  common  location  on  the  court  known  as   “the  nail”  or  at  the  center  of  the  floor,  15  feet  from  the  front  of  the  rim.    Inside  this  15  foot  region  can  easily  be  referred  to  as  a   “paint  touch”  for  practicality.    Therefore  this  imaginary  arch  is  the  threshold  where  we  begin  to  measure  the  players  decisions  based   on  his  actions  once  in  the  “paint  touch  region”.    

The  other  type  of  meaningful  movement  involved  in  decision-­‐making  is  horizontal  movement,  which  is  measured  in  “thirds”   of  the  court.    We  can  then  begin  to  measure  not  only  how  deep  the  ball  has  gotten  or  not  gotten,  but  also  how  much  the  defense   has  had  to  move  from  side  to  side  before  the  possession  is  used.  

Both  vertical  and  horizontal  movement  will  help  us  derive  conclusions  about  both  the  team  and  its  players’  decisions.    We   will  aim  to  find  optimal  decision  times,  measured  by  both  metrics,  as  they  apply  to  the  team.    We  will  also  aim  to  find  specific  results   and  optimal  levels  for  each  player.    This  type  of  data  is  a  much  more  usable  form  which  coaches  can    

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Quantifying  Player  Decision  Making  

MEASUREMENT  METRICS  

THIRDS  &  PAINT  

 

When  deciding  how  to  measure  ball  movement  at  the  beginning  of  the  season,  the  process  caused  me  to  be  cognizant  of   what  is  and  isn’t  “relevant”  when  it  comes  to  moving  the  ball.    Some  ball  movement  can  be  purposeful  while  other  movement  can   be  meaningless.    It  is  near  impossible  to  categorize  all  ball  movement  into  a  category  that  is  either  good  or  bad  but  there  are  some   things  that  are  present  and  recognizable  in  most  useful  ball  movement.  

One  of  the  purposes  of  ball  movement  is  to  force  the  defense  to  move  from  their  desirable  and  current  position,  to  some   other  position  where  they  currently  are  not.    Forcing  defenders  to  move  causes  openings,  gaps,  and  other  opportunities  that  were   once  unavailable  when  the  defense  was  in  their  desired  position.  

Some  of  the  most  dangerous  and  valuable  ball  movement  is  vertical  movement  of  the  ball  (penetration).    We  were  charting   this  through  what  we  called  “paint  touches.”    This  is  when  the  ball  is  advanced  to  within  15  feet  of  the  rim  or  within  an  imaginary  15-­‐ foot  arch,  which  is  helpfully  visualized  by  the  paint.    What  this  doesn’t  account  for  is  horizontal  movement  of  the  basketball.     Coaches  all  over  the  world  preach  ball  movement  and  specifically  “ball  reversals”  in  order  to  “turn  the  defense  over.”    In  sticking   with  our  organizational  terminology,  I  chose  to  measure  the  floor  in  “Thirds”.    There  is  a  “Middle  Third”  which  is  in  between  the  lane   lines  extended  up  to  half  court  and  then  there  are  the  two  “Outside  Thirds”  which  are  between  the  lane  line  and  sideline,  again   extended  up  to  half  court.  

When  quantifying  the  horizontal  ball  movement,  I  decided  to  value  each  possession  based  on  how  many  thirds  of  the  court   the  ball  entered  into  on  any  given  possession.    This  score  could  be  unlimited  within  the  amount  of  movement  physically  possible,   given  the  24-­‐second  shot  clock.    

-­‐ If  the  ball  was  brought  over  half  court  on  an  outside  third,  and  never  left  that  third,  the  possession  was  scored  for   having  1  third.  

-­‐ If  the  ball  was  brought  over  half  court  on  an  outside  third  and  was  reversed  through  the  middle  to  the  opposite  third   and  the  possession  was  then  used,  this  would  be  considered  3  thirds  that  the  ball  existed  in  during  that  possession.   -­‐ If  the  ball  was  brought  over  half  court  on  an  outside  third,  was  reversed  to  the  opposite  outside  third  and  then  back  

again  to  the  original  third,  this  would  be  considered  a  possession  with  5  thirds.    This  is  because  the  ball  entered  5   “new”  thirds  during  the  possession  with  the  initial  third  being  the  first.  

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Quantifying  Player  Decision  Making  

PAINT  

SUCCESS  LEVELS  WITH  PAINT  TOUCHES  

 

Each  possession  this  year  was  documented  in  binary  fashion  with  either  a  1  or  a  0  as  having  a  paint  touch  or  not  having  a   paint  touch.    With  this  very  simple  yes  or  no  tracking  statistic,  the  results  between  the  two  categories  were  drastic.    It  can  be   believed  that  vertical  penetration  closer  to  the  goal  is  more  valuable  when  used  correctly  than  horizontal  ball  movement  on  the   whole.    In  our  tracking,  we  were  able  to  sort  between  half  court  possessions  and  transition  possessions.    The  following  numbers   include  both  all  possessions  and  then  also  specifically  just  half  court  possessions  against  a  set  defense.    As  can  be  expected  our   transition  possessions,  against  an  unset  defense,  were  more  effective  and  brought  up  the  overall  numbers  despite  transition  only   accounting  for  27%  of  our  possessions.  

 

TOTAL  

SUCCESS  

SCORE  RATE  

PTS  

PPP  

PAINT  TOUCHES  

3145  

1872  

59.52%  

3865  

1.2289  

NO  PAINT  TOUCH  

1730  

486  

28.09%  

1258  

0.7272  

 

HALF  COURT  PAINT  TOUCH  

2267  

1267  

55.89%  

2670  

1.1778  

HALF  COURT  NO  PAINT  TOUCH  

1360  

377  

27.72%  

963  

0.7081  

 

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Quantifying  Player  Decision  Making  

THIRDS  

SUCCESS  LEVELS  IN  CORRESPONDING  THIRDS  

 

When  looking  at  the  data  compiled  throughout  the  season,  we  were  able  to  pull  the  results  for  every  possession  and  assign   those  results  to  the  number  of  thirds  that  the  ball  entered  in  to  for  each  of  those  possessions.    From  there,  we  were  able  to  analyze   the  level  of  success  we  had  in  each  number  of  thirds.    Below  is  a  table  showing  the  results  corresponding  with  how  many  thirds  the   ball  moved  in  to.    We  are  able  to  see  the  following:  

-­‐ Number  of  Thirds.  

-­‐ How  many  possession  we  achieved  that  exact  number  of  thirds.  

-­‐ The  number  of  times  we  were  successful  when  the  ball  reached  exactly  that  number  of  thirds.   -­‐ The  rate  of  success  in  that  number  of  thirds.  

-­‐ How  many  points  we  scored  when  reaching  that  number  of  thirds.   -­‐ The  points  per  possession  when  reaching  that  number  of  thirds  

THIRDS  

TOTAL  

SUCCESS  

RATE  

PTS  

PPP  

1  

293  

75  

25.60%  

85  

0.2901  

2  

1086  

478  

44.01%  

617  

0.5681  

3  

1007  

450  

45%  

659  

0.6544  

4  

707  

356  

50.35%  

505  

0.7143  

5  

315  

158  

50.16%  

235  

0.7460  

6  

133  

79  

59.40%  

107  

0.8045  

7  

59  

31  

52.54%  

44  

0.7458  

8  

15  

10  

66.67%  

16  

1.0667  

9  

5  

4  

80.00%  

5  

1.0000  

10  

4  

1  

25.00%  

3  

0.7500  

 

  At  first  glance,  the  data  seems  to  be  somewhat  obvious.    The  more  ball  movement  we  got,  the  better  our  final  result  in  that   possession  was.    What  starts  to  become  apparent  is  that  there  is  a  tipping  point  where  the  more  and  more  ball  movement  we  get,   we  eventually  come  to  a  point  where  we  fall  off  a  “cliff”.    What  this  means  is  that  ball  movement  is  great  but  if  you  aren’t  taking   advantage  of  it  or  if  you  are  unable  to  couple  it  with  meaningful  penetration  into  the  defense,  then  it  soon  becomes  meaningless   and  self-­‐perpetuating.    The  question  then  becomes,  “are  you  moving  the  ball  with  purpose  or  just  moving  the  ball?”  

  The  more  you  move  the  ball  side  to  side,  the  more  you  are  moving  closer  to  a  shot-­‐clock  violation  or  some  other  type  of   potential  turnover.    That  aside,  your  likeliness  of  finding  a  better  shot  than  the  first  available,  is  also  increasing.    Your  risk-­‐reward  for   that  possession  is  increasing  over  time.    It  is  certainly  a  line  worth  walking  but  the  question  also  becomes,  “to  what  point?”  

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Quantifying  Player  Decision  Making  

The  previous  data  and  the  “Possession  Cliff”  is  further  visualized  below.  

 

 

It  can  be  seen  that  once  we  begin  to  enter  7  thirds,  the  rates  take  a  small  dip  and  the  amount  of  data  for  thirds  8  and  up  is  not   enough  for  us  to  assume  the  results  are  stable.    There  seems  to  be  a  sweet  spot  forming  which  we  will  discuss  later.  

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Quantifying  Player  Decision  Making  

COMBINING  BALL  MOVEMENT  &  PENETRATION  

PAINT  &  THIRDS  IN  RELATION  TO  EACH  OTHER  

 

Now  that  we  have  established  the  relative  importance  of  ball  movement  and  penetration  (thirds  and  paint  touches),  we  can   now  move  a  step  forward  and  talk  about  the  results  when  we  do  both.    We  can  then  compare  that  to  the  results  of  when  we  only  do   one  of  the  two  or  none  at  all.    Below  is  a  chart  encompassing  the  data  from  the  entire  season  that  shows  how  often  we  score  when   we  get  different  levels  of  ball  movement  along  with  or  without  a  paint  touch.  

NO  PAINT  TOUCH:    

 

 

 

 

PAINT  TOUCH:  

THIRDS  &  

PAINT   P  &  SUC.   TOT.  T&P   T&P  SC.  RT   T&P  SUC.  RT  

1   25   46   54.35%   0.54   2   378   690   54.78%   0.55   3   333   604   55.13%   0.55   4   304   544   55.88%   0.56   5   127   220   57.73%   0.58   6   63   101   62.38%   0.62   7   23   41   56.10%   0.56   8   8   12   66.67%   0.67   9   4   4   100.00%   1.00   10   1   4   25.00%   0.25    

  It  soon  becomes  obvious  that  both  of  these  metrics  are  powerful  in  their  own  right,  but  when  used  together  in  concert  with   one  another,  the  success  rates  are  significantly  higher.    At  different  points  during  the  season,  Coach  Young  would  encourage  me  to   put  these  numbers  on  the  board  due  to  their  visual  power  and  the  obvious  message  they  send.    An  example  of  how  we  would   display  this  data  to  the  players  in  a  simple  fashion  is  given  below.    A  ball  reversal  is  any  possession  with  at  least  5  thirds,  signifying  

that  the  ball  changed  sides  of  the  floor  and  then  came  all  the  way  back  to  where  it  started.  

 

NO  REVERSAL  &  

NO  PAINT  TOUCH  

 

25.53  %  

BALL  REVERSAL  &  

NO  PAINT  TOUCH  

 

34.94  %  

NO  REVERSAL  &  

PAINT  TOUCH  

 

54.93  %  

BALL  REVERSAL  &  

PAINT  TOUCH  

 

61.11  %  

THIRDS  &  

NO  PAINT   NP  &  SUC.   T&NP  TOT.   SC.  RT  T&NP   SUC.  RT  T&NP  

1   50   247   20.24%   0.20   2   100   396   25.25%   0.25   3   117   403   29.03%   0.29   4   52   163   31.90%   0.32   5   31   95   32.63%   0.33   6   16   32   50.00%   0.50   7   8   18   44.44%   0.44   8   2   3   66.67%   0.67   9   0   1   0.00%   0.00   10   0   0   #DIV/0!   #DIV/0!  

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Quantifying  Player  Decision  Making  

  Below  is  another  visualization  of  the  same  data.  

   

 

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Quantifying  Player  Decision  Making  

DECISION  OPTIONS  

 

The  closer  the  ball  gets  to  the  rim,  the  less  time  that  player  has  to  decide  between  a  number  of  options.    The  player  could   shoot,  pass,  get  fouled,  turn  the  ball  over,  dribble  it  out,  etc.    As  mentioned  earlier,  it  is  just  as  important  to  know  when  not  to  shoot   as  when  to  shoot  when  related  to  field  goal  percentage.    Because  of  this,  I  have  categorized  all  the  options  into  what  I  believe  to  be   the  2  most  important  possible  outcomes.    These  two  outcomes  would  be  “using”  the  possession  for  yourself  or  “not  using”  the   possession  for  yourself.    A  shot,  turnover,  dribble  out  or  drawing  a  foul  would  be  a  use  of  the  possession;  a  pass  would  be   considered  a  non-­‐use.  

             

It  is  through  these  high-­‐pressure  moments  with  less  reaction  time  that  we  can  observe  and  learn  how  a  player  will  

continually  react  over  time  and  with  what  level  of  efficiency  his  decisions  render.    We  can  begin  to  quantify  what  percent  of  the  time   the  player  decides  the  best  outcome  is  to  use  the  possession  for  himself  and  when  they  decide  the  best  possible  outcome  was  best   served  by  not  using  the  paint  touch  for  himself.      

 

POSSIBLE  DECISION  OUTCOMES  

 

Once  the  player  has  decided  to  use  the  possession  or  not  use  the  possession,  we  can  then  begin  to  evaluate  the  efficiency   rendered  by  that  player’s  decisions.    There  are  a  number  of  possible  outcomes  that  we  chose  to  observe.    They  include  the   following:  

 

   

Points  Scored  

No  Points  

Scored  

Good  Shot  

Apempt  

Shot  Apempt  

Bad  or  No  

Shot  Locaqon  

PAINT   TOUCH  

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Quantifying  Player  Decision  Making  

METRICS  USED  

 

-­‐  Points  were  measured  on  a  basic  scale  of  0  to  4  possible  points  for  each  possession.  

  -­‐  Shot  attempts  were  graded  by  basketball  staff  members  in  real  time  who  judged  whether  the  shot  attempt  was  a  good   shot  or  bad  shot  based  on  things  like  personnel,  location,  rhythm,  level  of  defensive  contest  and  other  factors  on  a  simple  binary   scale  of  0  for  a  bad  shot  and  1  for  a  good  shot.  

  -­‐  Shot  location  was  observed  with  regions  of  the  court  broken  down  into  Restricted  Area,  Paint,  Mid-­‐range,  Corner  3,  and   Above  the  Break  3  as  well  as  whether  or  not  a  foul  was  drawn  on  the  shot.  

Some  of  the  valuable  statistics  we  were  able  to  derive  from  this  data  that  helps  to  quantify  the  decision  making  of  a  player   and  the  team  are  as  follows:  

Paint  Touch  Score  Rate  =  PTSc/PT   Paint  Touch  Good  Shot  Rate  =  PTGs/PT   Paint  Touch  Usage  Percentage=  PTU/PT   Paint  Touch  Non-­‐Usage  Percentage  =  PTNU/PT  

Paint  Touch  Usage  Score  Rate  =  PTUSc/PTU   Paint  Touch  Usage  Points  =  PTP  –  PTNUP   Paint  Touch  Non-­‐Usage  Score  Rate  =  PTUSc/PTNU  

Paint  Touch  Non-­‐Usage  Points  =  PTP  –  PTUP   Paint  Touch  Points  Per  Possession  =  PTP/PT   Paint  Touch  Points  Per  Usage  =  PTUP/PTU   Paint  Touch  Points  Per  Non-­‐Usage  =  PTNUP/PTNU  

  The  above  metrics  can  be  used  to  see  many  things:  For  instance,  how  often  a  player  chooses  to  shoot  in  the  paint  versus   deciding  to  kick  the  ball  out  to  a  teammate.    Depending  on  the  physical  attributes  and  skills  of  a  given  player,  the  optimal  balance   between  usage  and  non-­‐usage  can  vary  (we  will  calculate  this  optimization  later  on).    Some  players  shoot  too  much  on  their   possessions  in  the  paint  and  their  percentages  from  the  field  and  at  the  rim  suffer  as  a  result.    As  defenses  adjust  to  the  tendencies   of  certain  players  this  can  become  even  more  problematic.    Some  players  will  pass  too  much  on  their  paint  possessions.    This  can   cause  them  a  strong  opportunity  cost  of  potential  high  percentage  shots.    Also  as  defenses  adjust,  they  may  stay  home  when  these   players  reach  the  paint  and  passing  opportunities  will  become  less  available  and  the  paint  touch  will  render  fewer  open  shots.  

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Quantifying  Player  Decision  Making  

Other  things  we  can  learn  from  these  metrics  are  things  like  Success  Rates  and  Points  Per  Possession  on  both  Uses  and  Non-­‐ Uses.    Some  players  will  show  to  be  poor  finishers  if  they  have  low  results  on  their  uses.    On  the  flip  side,  this  could  mean  they  are   drawing  extra  attention  at  the  rim  and  are  missing  out  on  higher  percentage  open  shots  by  their  teammates  if  they  were  to  look  to   kick  the  ball  out  more.    Other  players  who  have  high  results  on  their  paint  uses  could  prove  to  be  good  finishers  or  rather  they  aren’t   shooting  enough  when  getting  in  the  paint  and  have  high  percentages  because  they  are  too  selective.  

   

Players  with  high  rates  and  points  per  possession  on  their  non-­‐uses  could  prove  to  be  great  passers  in  these  high  pressure   situations.    They  could  also  alternatively  prove  to  be  not  passing  the  ball  out  enough,  meaning  they  pass  so  infrequently  that  teams   don’t  bother  to  stay  home  on  the  perimeter  and  all  assume  the  player  is  going  to  shoot.    Players  with  low  results  on  their  non-­‐uses   could  either  be  poor  passers  under  duress  or  they  could  be  over-­‐passing  when  they  get  in  the  paint  and  teams  don’t  help  on  them  as   much.  

   

All  of  these  potential  conclusions  about  a  certain  player  have  to  be  used  in  the  coexistence  of  the  eye  test.    Any  of  these   individual  stats  alone  may  not  tell  you  much  of  anything  but  when  they  are  looked  at  together  and  relative  to  each  other,  they  can   be  very  helpful  in  identifying  issues  and  strengths.    Later  in  this  study,  we  will  show  examples  of  this  analysis  in  real-­‐life  use  during   the  2014-­‐15  Delaware  87ers  season.  

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Quantifying  Player  Decision  Making  

DECISION  MAKING  ANALYSIS  

 

MEASURING  OVERALL  SUCCESS  AND  FAILURE  

   

Defining  success  and  failure  in  these  cases  is  really  a  matter  of  relativity  to  the  measurements  of  other  players.    The  sample   size  of  this  study  is  only  1  team  throughout  the  course  of  1  full  season.    The  down  side  is  you  are  limited  to  a  sample  of  players  who   can  add  to  or  retract  from  each  other’s  success  or  failure  and  are  not  independent  of  one  another.    The  upside  is  that  we  have  a  full   50  game  season  of  data  on  these  players  which  is  a  significant  amount  of  time  to  observe  trends  and  accumulate  reliable  data  on   those  players.  

   

Generally  speaking,  Points  Per  Paint  Touch  could  be  considered  one  of  the  best  measures  to  use  because  it  encompasses   the  most  variables  while  still  maintaining  a  level  of  objectivity.    As  in  most  cases,  anything  over  1.0  would  be  considered  good.    That   being  said,  when  you  are  successful  at  getting  the  ball  into  the  most  dangerous  regions  of  the  defense,  you  would  hope  to  convert  at   a  higher  rate  than  other  times,  making  1.0  on  the  low  end  of  what  you  would  hope  for  as  a  result  from  your  average  paint  touch.                      

  Since  we  do  not  have  data  on  this  topic  from  any  other  teams,  we  will  have  to  use  these  numbers  as  the  baseline  for  what   the  averages  are  across  the  board.    From  here  we  can  start  to  evaluate  where  individual  players  fall  on  the  respective  spectrums  of   usage  and  efficiency.    Below  you  can  observe  the  season  totals  for  each  player.    Green  cells  recognize  an  above  average  result   whereas  red  cells  designate  a  below  average  result.    The  color  intensity  represents  how  far  each  result  is  from  the  mean.  

2014-­‐15  DELAWARE  87ERS  TEAM  AVERAGES  

POINTS  PER  PAINT  TOUCH:          1.0922   GOOD  SHOT  SUCCESS  RATE:          68.31%   PAINT  TOUCH  USAGE  %:            60.52%   PAINT  TOUCH  USAGE  POINTS  PER  POSSESSION:        1.073   PAINT  TOUCH  NON-­‐USAGE  %:          39.48%   PAINT  TOUCH  NON-­‐USAGE  POINTS  PER  POSSESSION:    1.1217  

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Quantifying  Player  Decision  Making  

 

EXAMPLE  OBSERVATIONS:  

-­‐ Excluding  players  with  small  sample  sizes,  the  players  with  the  highest  rates  on  their  paint  touches  this  season  were   Jordan  McRae,  Drew  Gordon,  D.J.  Seeley,  Ron  Roberts  and  Jamal  Jones.    It  is  possible  that  you  could  make  the   argument  that  these  were  our  5  best  overall  players  this  season.  

-­‐ Kenny  Hall  uses  90%  of  his  paint  touches.    This  is  something  that  confirms  the  eye-­‐test  in  the  fact  that  he  rarely  ever   kicks  the  ball  out  once  he  gets  it.  

-­‐ Malcolm  Lee  and  Malik  Wayns  have  the  highest  Non-­‐Usage  percentages.    This  makes  sense  that  our  point  guards  would   be  kicking  the  ball  out  the  most  for  others.    While  this  makes  sense  for  Lee,  since  he  only  scores  a  team  low  0.75  points   per  possession  on  his  uses,  at  the  same  time  Wayns  could  potentially  be  using  more  of  these  possessions  for  himself   since  he  is  at  1.11  points  per  possession  on  his  finishes.  

-­‐ Joonas  Caven  is  a  surprisingly  very,  efficient  decision  maker.    He  has  a  small  sample  size  because  he  thinks  of  himself   simply  as  a  shooter  and  prefers  not  to  drive.    He  was  also  100%  on  his  5  kick-­‐outs  for  a  total  of  15  points  and  3.0  points   per  possession.    He  could  be  coached  into  driving  the  ball  more  often  as  well  as  using  his  underrated  passing  ability.   -­‐ As  might  be  expected,  Ron  Roberts  was  our  best  finisher  in  the  paint,  scoring  1.32  points  per  possession  on  his  paint  

touches.  

PLAYER   PT   SUCCESS   PTS   RATE   PPP   PTU   PTU%   PTU  

PTS   PTUPPP   PTNU   PTNU%   PTNU  PTS   PTNUPPP  

MALCOLM  LEE   150   101   171   0.6733   1.1400   68   45.33%   51   0.7500   82   54.67%   120   1.4634   NOLAN  SMITH   51   30   56   0.5882   1.0980   32   62.75%   41   1.2813   19   37.25%   15   0.7895   VICTOR  RUDD   254   171   268   0.6732   1.0551   164   64.57%   181   1.1037   90   35.43%   87   0.9667   JAMAL  JONES   108   80   110   0.7407   1.0185   71   65.74%   72   1.0141   37   34.26%   38   1.0270   D.J.  SEELEY   437   330   543   0.7551   1.2426   242   55.38%   276   1.1405   195   44.62%   267   1.3692   GIDEON  GAMBLE   25   16   27   0.6400   1.0800   19   76.00%   20   1.0526   6   24.00%   7   1.1667  

MELVIN  JOHNSON  III   33   23   37   0.6970   1.1212   25   75.76%   26   1.0400   8   24.24%   11   1.3750  

RAHLIR  HOLLIS-­‐ JEFFERSON   130   93   153   0.7154   1.1769   70   53.85%   83   1.1857   60   46.15%   70   1.1667   KENNY  HALL   100   64   100   0.6400   1.0000   90   90.00%   88   0.9778   10   10.00%   12   1.2000   DREW  GORDON   218   167   253   0.7661   1.1606   148   67.89%   159   1.0743   70   32.11%   94   1.3429   RONALD  ROBERTS   97   72   128   0.7423   1.3196   78   80.41%   103   1.3205   19   19.59%   25   1.3158   JARED   CUNNINGHAM   84   60   104   0.7143   1.2381   62   73.81%   67   1.0806   22   26.19%   37   1.6818   SEAN  KILPATRICK   81   57   103   0.7037   1.2716   47   58.02%   47   1.0000   34   41.98%   56   1.6471   JOONAS  CAVEN   18   15   28   0.8333   1.5556   13   72.22%   13   1.0000   5   27.78%   15   3.0000   TINY  GALLON   44   26   44   0.5909   1.0000   29   65.91%   24   0.8276   15   34.09%   20   1.3333   LAQUINTEN  MILES   52   33   59   0.6346   1.1346   34   65.38%   30   0.8824   18   34.62%   29   1.6111   MALIK  WAYNS   177   129   219   0.7288   1.2373   73   41.24%   81   1.1096   104   58.76%   138   1.3269   JORDAN  MCRAE   82   64   105   0.7805   1.2805   47   57.32%   54   1.1489   35   42.68%   51   1.4571   JOEL  WRIGHT   49   33   59   0.6735   1.2041   37   75.51%   38   1.0270   12   24.49%   21   1.7500   NORVEL  PELLE   5   3   6   0.6000   1.2000   4   80.00%   6   1.5000   1   20.00%   0   0.0000   TEAM   1603   1147   1846   0.7155   1.1516   1007   62.82%   1100   1.0924   596   37.18%   746   1.2517  

(14)

 

 

   

Quantifying  Player  Decision  Making  

PLAYER  PATIENCE  LEVEL  

DATA  CAPTURING  

 

  In  order  to  get  a  more  encompassing  measure  of  a  player’s  level  of  patience,  we  need  to  extrapolate  from  additional  data,   which  we  tracked  over  the  course  of  the  season.    For  each  possession  of  the  season,  in  addition  to  penetration  via  paint  touches,  we   also  tracked  ball  movement  via  “Thirds”.    Thirds  is  a  term  used  in  our  organization  to  break  the  court  into  three  vertical  segments.     The  middle  third  being  between  the  lane  lines  and  extended  up  to  half  court.    In  addition,  there  are  2  outside  thirds  extending  from   each  lane  line  to  the  sideline,  again  extended  up  to  half  court.    In  order  to  track  the  movement  of  the  ball,  we  counted  the  number   of  new  thirds  the  ball  entered  in  to  on  every  possession.  

  Since  we  have  established  that  paint  touches  are  good,  we  must  note  that  we  have  also  established  in  previous  reports   that  ball  movement  is  a  good  thing,  to  a  point,  before  reaching  the  “possession  cliff”.    In  knowing  that  these  two  things  are  good   for  our  team’s  chances  of  success  on  a  given  half-­‐court  possession,  the  measure  then  becomes,  how  willing  is  the  player  to  wait   on  these  things  to  be  accomplished  before  choosing  to  use  the  possession.  

  It  should  be  noted  that  in  this  analysis,  I  have  thrown  out  all  possessions  deemed  as  “transition”  because  in  a  transition   situation,  a  player  is  usually  better  served  in  using  the  possession  quickly  before  the  defense  is  set  because  transition  opportunities   usually  render  higher  percentage  outcomes.    The  data  being  used  moving  forward  will  only  be  data  pulled  from  half  court  

possessions  against  a  set  defense.  

NUMERICAL  PATIENCE  VALUE  

 

  In  determining  patience,  there  are  two  variables  now  involved:  ball  movement  and  penetration.    Unless  a  great  opportunity   presents  itself  unexpectedly,  it  is  wiser  to  not  use  the  possession  until  the  offense  has  accomplished  a  quality  level  of  ball  movement   or  penetration  which  we  already  know  increases  the  chance  that  your  usage  will  render  success.  

  Each  player  has  a  total  number  of  used  possessions.    It  can  then  be  determined  how  many  of  these  possessions  included  a   paint  touch  and  also  how  many  thirds  were  accomplished  on  these  possessions  where  the  player  decided  he  would  be  the  one  to   use  the  possession.    We  can  then  derive  the  average  amount  of  thirds  are  achieved  before  a  certain  player  uses  the  possession.    We   can  also  measure  how  likely  a  player  is  to  wait  for  a  paint  touch  by  himself  or  others  before  using  the  possession.    This  gives  us  2   values:        

PAINT  TOUCHES  

PER  USAGE  

THIRDS                        

PER  USAGE  

(15)

 

 

   

Quantifying  Player  Decision  Making  

 

The  following  is  a  chart  that  shows  each  player’s  Paint  Touches  Per  Usage  and  Thirds  Per  Usage  for  our  entire  season.   PLAYER   TOTAL  POSS  USES   USAGE  THIRDS   THIRDS  PER  USE   USES  W/  PT   PT  PER  USE  

MALCOLM  LEE   190   565   2.97   92   0.4842   NOLAN  SMITH   77   243   3.16   51   0.6623   VICTOR  RUDD   485   1634   3.37   271   0.5588   JAMAL  JONES   214   778   3.64   131   0.6121   D.J.  SEELEY   563   1680   2.98   337   0.5986   GIDEON  GAMBLE   113   354   3.13   49   0.4336  

MELVIN  JOHNSON  III   113   385   3.41   58   0.5133  

RAHLIR  HOLLIS-­‐JEFFERSON   122   392   3.21   101   0.8279   KENNY  HALL   192   584   3.04   153   0.7969   DREW  GORDON   369   1135   3.08   296   0.8022   RONALD  ROBERTS   125   413   3.30   106   0.8480   JARED  CUNNINGHAM   176   529   3.01   102   0.5795   SEAN  KILPATRICK   182   566   3.11   101   0.5549   JOONAS  CAVEN   72   215   2.99   32   0.4444   TINY  GALLON   67   205   3.06   44   0.6567   LAQUINTEN  MILES   61   178   2.92   39   0.6393   MALIK  WAYNS   148   359   2.43   89   0.6014   JORDAN  MCRAE   136   419   3.08   81   0.5956   JOEL  WRIGHT   57   183   3.21   53   0.9298   NORVEL  PELLE   12   23   1.92   9   0.7500   TEAM   3474   10840   3.12   2195   0.6318    

When  considering  only  the  players  with  a  significant  sample  size,  we  can  derive  a  few  facts  about  certain  players.    (All   extrapolations  are  in  comparison  to  the  team  averages  of  3.12  thirds  previous  to  possession  usage  and  waiting  for  a  paint  touch   63.18%  of  the  time  before  using  the  possession.)  

-­‐ Jamal  Jones  can  be  considered  one  of  our  most  patient  offensive  players,  and  on  average,  waits  for  at  least  1  ball   reversal  before  looking  to  use  the  possession.      

-­‐ Malik  Wayns  can  be  seen  as  our  most  impatient  player  in  terms  of  ball  movement  and  is  willing  to  use  the   possession  earlier  than  all  others,  after  only  2.43  thirds  have  been  reached  on  average.  

-­‐ Gideon  Gamble  and  Joonas  Caven  are  the  most  likely  to  use  the  possession  without  the  team  first  achieving  a   paint  touch.    This  can  be  sensible  at  times  given  their  outside  shooting  ability.  

-­‐ Our  big  men,  as  one  would  expect,  are  our  more  patient  players  based  on  waiting  for  a  paint  touch,  mainly   because  they  don’t  use  many  possessions  outside  the  paint  and  often  must  wait  for  the  ball  to  come  to  them.  

(16)

 

 

   

Quantifying  Player  Decision  Making  

CASE  STUDY:  VICTOR  RUDD  –  INCREASING  PAINT  EFFICIENCY  

  Through  the  first  22  games  of  the  season,  we  began  to  see  a  trend  as  a  staff  specifically  with  Victor  Rudd’s  efficiency  on  his   paint  touches  despite  his  exceptional  athleticism.    The  obvious  red  flag  led  us  to  investigate  further  as  to  why  his  efficiency  levels   were  relatively  low.    Upon  review,  I  began  to  notice  that  every  time  Vic  drove  to  the  paint,  he  was  committing  himself  to  a  decision   before  he  even  got  to  the  paint.    His  usage  percentage  on  paint  touches  was  very  high  as  Vic  continually  picked  his  dribble  up  before   he  even  got  to  the  paint  in  a  “wind-­‐up”  type  attempt  to  attack  the  rim  as  fast  and  as  hard  as  possible.    Defenses  had  begun  to  expect   Vic  to  shoot  it  each  time  at  the  rim  or  attempt  to  dunk  it.    When  he  would  be  met  at  the  rim,  his  finishes  became  increasingly  more   difficult  as  time  went  on.  

As  a  remedy  to  this,  I  began  to  work  with  him  consistently  on  taking  just  1  extra  dribble  on  all  of  his  drives  into  the  paint.     This  forced  Vic  to  slow  down  just  enough  to  realize  more  options  and  buy  himself  more  time  to  make  a  sound  decision.    Adopting   this  new  habit  of  taking  an  extra  dribble  and  creating  more  time  for  him  to  decide  whether  to  jump  into  contact  and  score  or  use  his   vision  to  find  a  teammate  for  an  open  3,  allowed  him  to  increase  his  efficiency  significantly.    There  are  still  other  times  where  it  is  a   good  thing  to  attack  the  basket  hard  like  before  and  it  turns  out  these  opportunities  were  not  sacrificed  because  his  instincts   inherently  kicked  in  at  the  right  times.    We  did  not  want  to  sacrifice  his  usage  percentage  because  6’8  athlete  of  his  caliber  should  be   thinking  about  finishing  when  he  gets  in  the  paint,  but  we  rather  aimed  to  increase  efficiency.  

PLAYER   PT   SUCCESS   PTS   RATE   PPP   PTU   PTU%   PTU  

PTS   PTUPPP   PTNU   PTNU%   PTNU  PTS   PTNUPPP   VICTOR  RUDD  

(GAMES  1-­‐22)  

92   53   89   0.576   0.9   62   67.4%   60   0.96   30   32.61%   29   0.9  

VICTOR  RUDD  

(GAMES  22-­‐50)   152   111   171   0.731   1.2   96   63.2%   115   1.20   56   36.84%   56   1.1  

Vic  went  from  converting  on  57%  of  his  paint  touches  in  the  first  22  games  to  converting  on  73%  of  his  paint  touches  in   the  following  28  games  after  we  began  this  emphasis  in  his  teaching.    In  using  the  extra  dribble  and  slowing  down  just  a  bit,  Vic  

managed  not  to  sacrifice  his  high  usage  percentage  (a  good  thing  considering  his  personal  attributes)  and  only  went  from  using  67%   of  his  paint  touches  down  to  63%.    He  increased  his  points  per  paint  touch  overall  from  0.9  to  1.2.    In  addition,  when  kicking  the  ball   out  of  the  paint  to  others,  the  points  per  possession  on  his  non-­‐uses  also  rose  from  0.9  to  1.1  mainly  due  to  increasing  the  amount   of  decision  making  time  he  has  in  the  paint  which  allowed  him  to  make  better  passes  and  see  more  of  the  floor.    

(17)

 

 

   

Quantifying  Player  Decision  Making  

CASE  STUDY:  D.J.  SEELEY  –  MAXIMIZING  TEAM  PERFORMANCE  

 

  Early  in  the  D-­‐League  season  it  can  be  difficult  to  find  out  who  your  team  is;  specifically  who  your  players  are  and  how  they   are  best  used.    As  a  coach,  you  most  likely  have  never  worked  with  or  seen  any  of  them  play  live  before.    In  the  beginning  of  the   2014-­‐15  season,  D.J.  Seeley,  a  2nd  round  draft  choice,  was  being  played  as  a  shooting  guard,  off  the  ball.    It  became  clear  early  on   that  D.J.  was  one  of  our  best  shooters  from  the  outside  and  lacked  both  speed  and  quickness.    Conventional  wisdom  tells  you  that   with  those  characteristics,  he  should  play  on  the  wing  as  a  2.  

  After  game  10  of  the  season,  we  took  the  time  to  reevaluate  our  team  and  our  overall  strategy.    We  were  3-­‐7  overall  and   had  just  suffered  a  6  game  losing  streak.    One  of  the  things  that  became  apparent  to  us  was  our  lack  of  efficiency  in  the  paint.    When   evaluating  further  into  which  players  were  efficient  there  and  which  ones  were  not,  it  became  glaringly  apparent  that  D.J.  Seeley   was  one  of  our  best  decision  makers  in  the  paint.    He  had  the  highest  success  rate  on  his  paint  touches  of  anybody  on  the  team   outside  of  our  incredibly  athletic  and  physical  Forward/Center  who  finished  most  of  everything  around  the  rim.    D.J.  was  finding   success  on  73%  of  his  paint  touches,  which  was  second  behind  the  leader  at  77%.  

The  problem  was  that  despite  playing  large  minutes  and  being  incredibly  efficient  in  the  paint,  D.J.  was  only  accounting   for  14%  of  all  our  team’s  paint  touches.    The  majority  of  our  paint  touches  (42.1%  of  them)  were  coming  from  our  point  guards   while  D.J.  spent  most  possessions  spotting  up  on  the  perimeter  as  a  shooter.  

As  a  result,  the  realization  became  that  we  would  need  to  find  a  way  to  get  D.J.  more  paint  touches  and  more  possessions   overall  where  he  was  being  our  primary  decision  maker.    In  game,  11  we  began  to  start  using  D.J.  at  point  guard.    The  reasoning   being  that  Pick  &  Roll  ball  handlers  often  had  the  best  opportunity  to  not  only  get  to  the  paint  but  also  be  responsible  for  major   decisions  on  each  possession.    Our  point  guards  were  the  players  in  the  most  Pick  &  Rolls  by  far.    This  also  allowed  us  to  keep  the   core  of  our  offensive  system  in  tact  without  changing  things  just  to  get  our  wings  in  more  Pick  &  Rolls,  driving  situations  or   isolations.  

By  moving  D.J.  on  the  ball  rather  than  off  the  ball,  his  paint  touches  as  a  percentage  of  our  team’s  total,  doubled  from   14.0%  to  28.1%.  

(18)

 

 

   

Quantifying  Player  Decision  Making  

Subsequently,  right  after  this  change,  our  team’s  output  began  to  skyrocket  as  a  whole  and  we  won  5  of  our  next  8  games.     By  moving  DJ  to  the  point  guard  position  for  the  last  40  games  of  the  season,  our  team’s  success  rate  on  paint  touches  went  from   64%  up  to  70%.    He  also  maintained  his  strikingly  good  balance  of  55%  Usage  and  45%  Non-­‐Usage.      

 

   

In  addition,  our  team  3  point  field  goal  percentage  went  from  32%  to  39%  over  that  stretch  as  we  accumulated  higher   percentage  shots  from  3.    Our  assists  per  game  went  from  17  up  to  22.    Our  Paint  Touch  Points  Per  Game  went  from  45  to  58.    And   maybe  most  importantly,  our  Offensive  Efficiency  Rating  went  from  103  to  114.  

 

CASE  STUDY:  D.J.  SEELEY  –  OPTIMIZING  PLAYER  WORKLOAD  

 

Identifying  the  good  decision  makers  on  your  team  and  putting  them  in  those  situations,  is  not  enough  to  completely   maximize  your  team’s  performance  and  that  player’s  performance.    When  finding  something  that  works,  coaches  are  tempted  to   overuse  that  option,  eventually  forcing  it  to  a  point  where  the  option  begins  to  produce  diminishing  returns.    Just  as  if  a  good   shooter  begins  to  shoot  the  ball  on  every  possession,  the  opponent  also  begins  to  notice  trends  and  adjust  their  defense  accordingly   to  minimize  the  offense’s  efficiency  and  the  shooter’s  shot  results  become  less  and  less  effective.  

  Applying  this  same  principle  over  time,  we  learned  that  the  higher  percentage  of  our  team’s  paint  touches  that  went   through  D.J.,  the  lower  his  and  the  team’s  efficiency  became.  The  more  we  “over  relied”  on  D.J.  to  shoulder  the  load  of  more  paint   touches,  the  worse  our  outcomes  became.    The  initial  increase  helped  us  immensely  but  pushing  it  further  became  

counterproductive.    This  could  be  attributed  to  fatigue,  over  saturation,  or  the  player  forcing  it  too  much  when  its  not  there.  Just  like   in  the  previous  examples,  the  defense  adjusts  to  minimize  the  pattern  they  observe  when  the  repetition  becomes  too  frequent.    It   does  cause  an  exceeding  amount  of  energy  and  effort  to  continually  get  to  the  paint  while  playing  high  minutes  and  also  trying  to   keep  a  sharp  level  of  focus  during  decisions,  which  can  cause  diminishing  returns.    It  could  also  be  true  that  the  player  begins  to  

(19)

 

 

   

Quantifying  Player  Decision  Making  

  The  following  is  a  visualization  of  this  effect.    The  Y-­‐axis  represents  the  team’s  points  per  possession  on  all  of  his  paint   touches.    The  X-­‐axis  represents  his  total  paint  touches  as  a  percentage  of  our  team’s  total.    As  we  can  see  by  observing  the  trend   line,  the  further  we  move  to  the  right  on  the  graph  and  increase  his  workload,  it  is  initially  beneficial  to  the  results,  but  the  further   we  go,  the  less  efficient  the  results  become.    Through  this  analysis,  we  can  see  that  D.J’s  optimal  workload  as  a  percentage  of  the   team  is  just  under  25%.    This  means  that  our  team  operates  most  efficiently  through  D.J.  when  he  is  getting  about  1  of  every  4  paint   touches  we  get  as  a  team.    Putting  this  into  practice  can  become  tricky  throughout  a  game  because  the  sample  size  needs  to  be   relevant  before  making  a  decision.    If  D.J.  gets  2  or  3  paint  touches  in  a  row,  this  shouldn’t  be  cause  for  alarm.    If  over  the  last  10   possessions,  D.J.  has  had  5  or  6  paint  touches  (your  team  doesn’t  get  a  paint  touch  every  possession  –  more  like  70  percent  of  all   possessions),  it  may  be  time  to  get  him  a  few  minutes  rest  or  get  some  other  players  involved  in  the  offense.  

    There  are  a  lot  of  variables  that  can  affect  this  type  of  data.    As  I  mentioned  earlier,  data  like  this  can  be  something  that   helps  to  raise  flags  but  is  not  enough  to  base  decisions  upon  completely.    Things  like  this  need  to  be  coupled  with  an  eye-­‐test   assessment  from  someone  who  knows  that  team  and  understands  their  make-­‐up  and  style.    These  data  points  can  be  affected  by   who  is  on  the  court  with  that  player,  who  they  are  playing  against,  if  there  were  changes  made  to  the  roster  or  to  the  offense,  and   even  things  like  health.    It  took  us  almost  an  entire  season  of  data  to  find  a  confident  level  of  workload  that  is  indeed  optimal  for  this   player.    Analysis  like  this  might  be  best  used  over  a  period  longer  than  a  year,  so  that  when  the  player  returns,  we  can  feel  confident   from  the  beginning  of  the  season  the  range  we  should  be  shooting  for  in  terms  of  getting  that  player  to  the  paint  versus  playing  off   of  other  teammates.  

(20)

 

 

   

Quantifying  Player  Decision  Making  

OPTIMAL  PAINT  USAGE  

 

OVERUSAGE  AND  UNDERUSAGE  ON  PAINT  TOUCHES  

 

By  plotting  a  player’s  usage  percentage  on  paint  touches  with  the  corresponding  success  rate  for  each  game  of  the  season   they  played  in,  we  can  begin  to  draw  some  conclusions  about  their  balance  between  usage  and  non-­‐usage.    There  is  usually  a  trend   that  can  be  seen.    If  a  player  has  a  number  of  games  where  their  usage  percentage  was  exceptionally  high,  we  might  see  a  trend  that   their  success  rates  in  those  games  were  also  either  high  or  low.    The  same  goes  for  games  with  low  usages.    By  charting  these  points   and  calculating  a  polynomial  line,  it  will  show  us  when  the  player’s  output  is  maximized.    This  optimal  level  tells  us  what  usage   percentage  is  most  likely  to  render  the  highest  success  rates  for  that  player.  

Using  D.J.  Seeley’s  chart  as  an  example  below,  we  see  that  his  success  rate  would  be  maximized  if  his  usage  percentage  on   paint  touches  each  game  were  around  62%.    Anything  over  70%  or  under  50%,  he  starts  to  become  decreasingly  likely  to  have  a   good  success  rate.    In  reality,  D.J.’s  average  usage  percentage  was  55.38%.    In  his  case  he  was  6.62%  away  from  his  optimal  usage  %,   which  is  really  quite  good.    If  anything,  he  should  have  used  slightly  more  of  his  paint  touches  for  himself  this  season.  

(21)

 

 

   

Quantifying  Player  Decision  Making  

  With  this  data,  we  can  now  start  to  analyze  which  players  either  overused  their  paint  touches  and  should  have  passed  out   more,  and  also  those  players  who  underused  their  paint  touches  and  should  have  looked  to  finish  more.    Players  within  5%  or  10%  of   their  optimal  usage  percentage,  probably  have  a  good  understanding  of  their  own  ability  and  what  they  can  and  can’t  finish  when  in   the  paint.    Below  is  the  entire  team’s  real  usage  and  optimal  usage,  for  the  year,  as  well  as  how  far  off  they  were.  

PLAYER   SEASON  PTU%   OPTIMAL  PTU%   DIFFERENCE  

MALCOLM  LEE   45.33%   45%   -­‐0.33%   NOLAN  SMITH   62.75%   65%   2.25%   VICTOR  RUDD   64.57%   77%   12.43%   JAMAL  JONES   65.74%   68%   2.26%   D.J.  SEELEY   55.38%   62%   6.62%   GIDEON  GAMBLE   76.00%   79%   3.00%  

MELVIN  JOHNSON  III   75.76%   64%   -­‐11.76%  

RAHLIR  HOLLIS-­‐JEFFERSON   53.85%   74%   20.15%   KENNY  HALL   90.00%   65%   -­‐25.00%   DREW  GORDON   67.89%   62%   -­‐5.89%   RONALD  ROBERTS   80.41%   77%   -­‐3.41%   JARED  CUNNINGHAM   73.81%   84%   10.19%   SEAN  KILPATRICK   58.02%   66%   7.98%   JOONAS  CAVEN   72.22%   62%   -­‐10.22%   TINY  GALLON   65.91%   61%   -­‐4.91%   LAQUINTEN  MILES   65.38%   100%   34.62%   MALIK  WAYNS   41.24%   60%   18.76%   JORDAN  MCRAE   57.32%   82%   24.68%   JOEL  WRIGHT   75.51%   100%   24.49%   NORVEL  PELLE   80.00%   100%   20.00%    

Some  observations  from  this  data  (excluding  players  with  small  sample  sizes  –  Miles,  Wright,  Pelle):  

-­‐ A  positive  number  represents  a  player  who  should  have  been  shooting  that  much  more  when  getting  to  the  paint   based  on  their  results.    A  negative  number  represents  a  player  who  was  probably  shooting  or  turning  it  over  too  much   when  in  the  paint  and  should  have  been  passing  it  out  more.  

-­‐ Kenny  Hall,  as  we  know,  rarely  ever  passed  the  ball  out  once  receiving  it  in  the  paint.    If  he  had  passed  it  out  more,  it   would  have  kept  defenses  more  honest  and  allowed  our  team  higher  resulting  rates  on  his  paint  touches.  

-­‐ Melvin  Johnson  III  and  Joonas  Caven  should  both  have  looked  to  pass  it  out  more.    Melvin  lacked  vision  and  only  drove   to  score.    Joonas  actually  had  great  vision  but  didn’t  get  to  the  paint  enough  to  really  have  a  sample  size  that  is  reliable.   -­‐ Jordan  McRae,  Rahlir  Hollis-­‐Jefferson,  Malik  Wayns  and  even  Victor  Rudd,  all  should  have  looked  to  finish  more  when  

in  the  paint.    Jordan,  Rahlir,  and  Vic  are  all  good  finishers  and  were  unselfish  to  a  fault  at  times  given  their  physical   ability  to  finish.    Malik  could  have  kept  teams  honest  by  looking  to  draw  contact  or  shoot  floaters  a  little  more  often.  

References

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