NSBA Draft Analyticsembargoed · 2026-06-06

16b_coverage_design_revised.md

A16b (R2) — Coverage, rebuilt from roster DESIGN (not realized production)

A16b (R2) — Coverage, rebuilt from roster DESIGN (not realized production)

Revision of A16 / F16 in response to red-team T2 (91_causal_redteam.md, also M-list in 90_methodology_redteam.md). Date: 2026-05-30. Reproduce: /home/david/code/nsba/.venv/bin/python scripts/analysis_16b_design_coverage.py → writes data/processed/team_design_coverage_16b.csv.


Lead caveats (read first)


TL;DR — the coverage rule does not survive a design-based rebuild

The original F16 headline ("don't leave a subject uncovered → ~7 win-pts/punt, corr −0.54") is a property of REALIZED in-game coverage and does not reproduce when coverage is measured from roster DESIGN.

coverage definition corr(#punts, win%) p n punters
Realized (≥2 net-correct in games) — F16, same bridged sample −0.575 0.001 32 5 (all nsba3)
Design (≥1 drafted player with theta_cat ≥ 0.0) −0.108 0.56 32 7 (1/2/3 mixed)

Conclusion: the "don't punt a subject" rule is tautological with being good. "Realized punt = a subject your team didn't score in" is downstream of being a weak (or short-schedule) team. When coverage is measured from the pre-game roster you drafted, it carries no detectable, talent-independent signal for winning at this sample size. The red-team's T2 critique is confirmed, not refuted.


What was tested

For each historical game team (which carries win%), bridge to its drafted roster (draft_rosters.csv), and for each combine-measurable subject mark it covered if ≥1 drafted player has combine_ability.theta_<cat> ≥ threshold. #punts = # measurable subjects with no such player. Re-run the F16 tests: univariate corr(#punts, win%), talent-controlled partials, drop-one leverage, within- vs cross-season. Design subject slate: nsba2/nsba3 = {bio,chem,cs,ess,math,phys}; nsba1 = {bio,chem,ess,math,phys} (no CS/Energy combine).

Results in detail

1. Univariate punt → win% (games ≥ 5, n = 32)

design threshold corr p teams with ≥1 punt mean punts
theta ≥ −0.5 (no variance / 0 punters) 0 0.00
theta ≥ 0.0 (primary) −0.108 0.56 7 0.34
theta ≥ +0.5 −0.133 0.47 27 1.72
theta ≥ +1.0 −0.215 0.24 31 3.38
top-25% within season −0.220 0.23 17
top-40% within season −0.098 0.59 7
top-50% within season +0.156 0.39 1

Compare F16's realized measure, which strengthened monotonically as the floor rose (−0.40 → −0.54 → −0.57 → −0.60). The design measure shows no such monotone strengthening and no significance anywhere. Win% by design-punts at the primary threshold is essentially flat: 0 punts → 0.504 (n=25), 1 → 0.366 (n=3), 2 → 0.471 (n=4) — the n=3 dip is not monotone and not distinguishable from noise.

2. Talent controls kill what little is left (games ≥ 5)

control partial corr(#punts, win%) p
realized star talent (top-2 toss pts, z) −0.043 0.82
realized roster toss pts (z) −0.202 0.27
design talent (mean drafted combine theta, z) +0.071 0.70

F16's realized partial-over-talent was −0.37 (p=0.026). The design partial is ~0 and sometimes flips sign. There is no talent-independent design-coverage effect.

3. Drop-one DFBETA leverage (base r = −0.108)

Most influential single teams: dropping Okeh City Okehios moves r to −0.197 (Δ −0.089); dropping usmic moves it to −0.162 (Δ −0.054); dropping the other team moves it to −0.060 (Δ +0.048). No single team rescues the effect into significance, and the leverage is mixed-sign — i.e. the near-zero correlation is fragile in both directions on individual teams. (For contrast, F16's realized −0.54 collapsed to −0.32 when its two 0%-win nsba3 teams were dropped — also leverage-driven.)

4. Within-season vs cross-season

sample corr(#punts, win%) p n punters
nsba2 only −0.000 >0.99 11 3
nsba3 only −0.233 0.44 13 2
nsba2 + nsba3 pooled −0.041 0.85 24 5
strong-bridge only (overlap ≥ 0.5, ~all nsba2/3), n=22 −0.044 0.85 22 4

Unlike the realized measure (whose entire punt-variation was 5 nsba3 teams), design punts are spread across seasons — but the effect is null in every slice, including the within-nsba3 slice where the realized effect was strongest (F16: nsba3 realized −0.76). Restricting to the well-bridged nsba2/3 teams (dropping the noisy nsba1 nickname bridge) does not change the conclusion.

5. CS specifically (nsba2 + nsba3, games ≥ 5, n = 24)

Per F17/F18, CS is the subject of interest. By design, CS coverage is universal: every bridged nsba2/nsba3 team drafted ≥1 above-average (theta_cs ≥ 0.0) CS answerer — there are zero CS design-punters. corr(best drafted CS theta, win%) = −0.036 (p=0.87). If anything the contrast runs backward: teams whose best CS designer is strong (theta_cs ≥ +0.5, n=20) won 0.429; the 4 teams without such a player won 0.731 — small-n noise, but certainly no positive CS-design-coverage edge. This is consistent with F18's "the draft already solves CS coverage 96.6% of the time": once everyone drafts a CS answerer, having one cannot separate winners — only converting in-game (F17's player-level conversion gap) can.

6. Which subjects get design-punted

At theta ≥ 0.0 (games ≥ 5): nsba2 — chem×2, ess×2, phys×1, bio×1; nsba3 — chem×1, ess×1; nsba1 — chem×1, math×1, phys×1. CS is never design-punted. The design holes are scattered (chem/ess most common) and do not line up with the realized holes (which were CS- and ESS-depth-flavored), reinforcing that the two measures capture different things.


Interpretation: why design ≠ realized here

The realized measure conflates three things the design measure strips out: 1. Being good. A strong team converts ≥2 in every subject because it wins buzzer races everywhere; a weak team fails to in several. "Realized punt" is partly just "weak team," which is mechanically anti-correlated with win%. 2. Games played / schedule length. Realized per-subject totals scale with games; nsba3's short, uneven schedules (1–10 games) make a subject read as "punted" simply from low exposure. (All 5 realized punters are nsba3.) 3. Sub/lineup endogeneity. Realized coverage depends on who actually buzzed, which is itself an in-game choice.

The DESIGN measure (who you drafted × their tryout ability) removes (1)–(3). When it does, the coverage→win% relationship disappears. So F16's "don't punt" correlation was largely the tautology good teams don't have empty stat lines, not a roster-construction lever you can pull on draft night.


Verdict on the F16 coverage rule

claim (F16) status after design rebuild
"≈7 win-pts per uncovered subject" Not supported by design coverage (corr −0.11, p=0.56; partials ~0). A realized-production artifact.
"survives a star-talent control (partial −0.37)" Does not survive when coverage is design-based (partial −0.04 to +0.07, ns).
"corr(win%, #punts) = −0.54" Reproduces for realized coverage on the bridged sample (−0.575) but is −0.108 for design coverage.
"CS is the scarcest coverage, reach for a CS answerer to fill the hole" The hole does not exist by design — every team drafts a CS answerer (0 CS design-punts; CS-design-coverage corr −0.04). The F17 CS edge, if real, is a conversion/depth effect among already-covered teams, not a coverage-gap fix.

Bottom line. Measured from roster design rather than realized production, the "don't punt a subject" rule does not survive. At n=32 (effectively 24 nsba2/3) the design-coverage→win% signal is indistinguishable from zero and vanishes under any talent control. The actionable residue is narrower than F16 claimed: drafting a credible answerer in every subject is table stakes the draft already provides (every bridged team did, CS included) — it is not a differentiating lever, and the leveraged value (if any) is in conversion and depth in-game (F17), not in filling a coverage hole on draft night. The realized-coverage "punt penalty" should be read as a symptom of weak/short-schedule teams, not a roster-construction rule.


Artifacts


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