Balance: Causal Effect of First Turret on the Probability of Winning

Zeoons·6/22/2017, 5:51:42 PM·9 votes·615 views
http://imgur.com/uwOrF1Q

Introduction

Initially released in Patch 6.15 the First Turret bonus has been associated with a high positive effect on the probability of winning. Statistics released by Riot in here suggest that 71.1% of the teams that acquire the First Turret bonus also win the game. My purpose is to estimate this effect while taking into account concerns over sample selection bias and hopefully obtain a proper causal effect estimate.

PDF Link in here for details on methodology, tables, and figures.

Data

To determine this effect I have collected data on 32,603 matches that took place in seasons 6 and 7. The data was collected by extracting match histories from summoner IDs contained in RIOT's seed match list. Please visit here for more information on how to use the API to extract data and to find download links for the seed matches.

Results

The baseline model simply compares averages across the group that obtains the First Turret and the group that does not. Estimation over the full-sample shows a 26.9% higher probability of winning when you obtain the first turret. When breaking the sample into pre-patch 6.15 and post-patch 6.15 we find the effect to be 25.2% and 28.4%, respectively. As such, the introduction of patch 6.15 led to an increase in the estimate of about 3.3 percentage points. This estimate is affected by time related events so we cannot guarantee that it solely captures the first turret bonus.

The regression discontinuity design model departs from the assumption that teams cannot perfectly control the time gap between the moment each team destroys their first turret. Imagine that the two teams are mutually attacking the first turret. The time difference between the moments in which the red and the blue team acquire their turret cannot be precisely determined by players as it depends on many factors. When control is imprecise then we can define an arbitrarily small interval of time in which the outcome becomes random. For example, if we collect data on matches where teams obtained the first turret by 1 second, then we are bound to find teams that possess more comparable characteristics since the outcome becomes random at that point. This provides a quasi-random setting where we can compare the red teams who marginally obtained the first turret with the red teams who marginally lost it. Results from **parametric **estimates suggest that the first turret bonus produced an effect between 1 and 3% on the probability of winning. Results from non parametric estimates suggest that the effect is almost non-existent.

Conclusion

Analysis based on simple averages is ineffective since it fails to take into account endogeneity present in the relationship between winning a match and obtaining the first turret. Skilled teams are more likely to acquire both, thus establishing a link outside of the causal effect of the first turret bonus. To correct for this we rely on the lack of precise control over a "first turret rush" to match on unobserved characteristics. Comparing teams that barely get the first turret with those that barely lose it shows effects ranging from 0% to 3%, much smaller than any other number shown so far. First turret bonus appears to be balanced and its main purpose is to simply accelerate games which are a priori unbalanced. Details on the analysis are available on the PDF link.

12 Comments

Darkdemon6536/22/2017, 6:34:50 PM5 votes

25.2% to 28.4% is a 12.7% increase, not 3.3%.

Tobias Brackner6/22/2017, 7:15:04 PM2 votes

THANK YOU THANK YOU THANK YOU!

More people need to not only see hard evidence, but also be willing to go and find that evidence themselves. Thank you very much for your contribution to the education of our community. [slayer-pantheon-thumbs]

Zeoons6/22/2017, 10:00:12 PM2 votes

I can apply this concept to first blood as well if the community appears to be interested. Furthermore, I am looking for someone with a developer API key to join me -- I want to extract a lot of data, maybe half a million matches. That would allow me to break down these effects according to rank cause I am guessing the effect will be strongest in higher ranks where every little edge counts.

I have coded in python so I just need a key to run this for a few days and get lots and lots of data.

ShinkoMinori6/22/2017, 6:27:35 PM1 votes

Majority of boards users wont be able to understand this...

deadlychuck6/22/2017, 9:21:44 PM1 votes

First turret bonus appears to be balanced and its main purpose is to simply accelerate games which are a priori unbalanced.

That's fine. I'd rather the game last longer and feel like we could've still won, even if we were already at such a priori disadvantage that the resultant outcome would've been equivalent, than your teams' disadvantage be so prominently displayed for such a large proportion of the game.

Basically, by exacerbating the disparities between the teams, in order to end games more quickly, you're making more of the overall experience worse. If i spend 40 minutes in a game, and feel like we have no chance of winning in the last 10 minutes, then that's 1/4 of the time spent playing feels like an insurmountable disadvantage. As apposed to 1/2 of it if i'm spending 20 minutes in a game, and the last 10 minutes of the game feel like an insurmountable disadvantage. Substantially more of my time spent playing the game is unenjoyable. Yes, the results might be the same, but the experience is very different.

In effect, by only reducing the game time and retaining the same win rate, the perception of the game experience is one of degrading quality. In order to avoid such a perception, then riot would've needed to actually reduce the correlation between first tower and winning the game. However, that would likely run the risk of making games feeling like they could end in a single push.

Great Ozymandius6/23/2017, 12:03:16 AM1 votes

This is awesome. I'm a big fan of RDD. Are you an economist?

I'm convinced by your analysis. First turret gold has a miniscule effect on game outcomes.