the hot hand paradox Light _ □ ✕
  • Posts
  • About
  • Debug
Post

the hot hand paradox

Published
2026-08-04 16:17 UTC (precision: second)
Author
Ippagunta Dheeraj
Source feed
Ippagunta Dheeraj [exclude this blog]
Link
https://1beautifulproblem.substack.com/p/the-hot-hand-paradox
Length
1886 runes
Extracted text
Let’s assume your favourite team is called ABC. Does being in form, mean ABC is going to win their next game? This point can be argued in fact from both sides. Usually being in form, translates to feeling good, mentally as well as physically. ABC in good health is likely to do well in the game they play. With every game ABC plays, they gain confidence. They get rewarded with dopamine. With this, they are ready to play in almost any circumstance. Although, too much of dopamine, can make them overconfident, almost always resulting in cocky, unsportsmanlike behavior, bringing us to the other side of the argument. So coming to the other side of the argument, well maintaining consecutive wins while in good form is in fact hard. The team must not be complacent, tired or lose motivation. Any one of these can affect the performance and bring an end to their record. Then, there’s the gambler’s fallacy, which argues that 5 wins and 1 loss is the same as 6 wins, which is true if the events are independent. But are they independent? Suppose the probability of winning a game is 0.4. ABC has won 5 games in a row and the stakes are being decided for the sixth game. Did I say there were only 2 arguments to this, when in fact there are 3 sides to this coin. The sides / arguments being: Winning 6 games in a row is highly unlikely as probability of it is (0.4)6 which is a significantly lower number(0.004096). Every game is treated independently, which brings the probability of ABC winning to 0.4. A better chance of winning. We take into account the current “form” of the ABC, now that they have won 5 games in a row, we divide 0.4 by a number k(let’s take 0.8)<1 and arrive at an answer = 0.5. We update k everytime we get a new result. In other words, k decreases on a win and increases on a loss. The question is, if you were deciding the stakes, which approach would you take?
Stored topics

Every stored assignment is listed, including rows below the current cutoff (0.75), so a missing tag can be explained.

Concept Code Score Meter Margin Origin Path
sport sport 0.83 1.56 direct sport
lifestyle and leisure lifestyle-and-leisure 0.83 1.55 ↑derived from 20000540 lifestyle and leisure
leisure leisure 0.83 1.55 ↑derived from 20000540 lifestyle and leisure > leisure
game game 0.83 1.55 direct lifestyle and leisure > leisure > game
science and technology science-and-technology 0.61 0.44 ↑derived from 20000763 science and technology
technology and engineering technology-and-engineering 0.61 0.44 ↑derived from 20000763 science and technology > technology and engineering
information technology and computer science information-technology-and-computer 0.61 0.44 direct science and technology > technology and engineering > information technology and computer science
video game video-game 0.37 -0.52 direct lifestyle and leisure > leisure > game > video game
MMORPG mmorpg 0.26 -1.03 direct lifestyle and leisure > leisure > game > video game > MMORPG
competition discipline competition-discipline 0.25 -1.08 ↑derived from 20001183 sport > competition discipline
eSports esports 0.25 -1.08 direct sport > competition discipline > eSports
economy, business and finance economy-business-and-finance 0.23 -1.23 ↑derived from local:self-hosting economy, business and finance
products and services products-and-services 0.23 -1.23 ↑derived from local:self-hosting economy, business and finance > products and services
computing and information technology computing-and-information-technology 0.23 -1.23 ↑derived from local:self-hosting economy, business and finance > products and services > computing and information technology
Self-hosting self-hosting 0.23 -1.23 direct economy, business and finance > products and services > computing and information technology > Self-hosting
card game card-game 0.14 -1.86 direct lifestyle and leisure > leisure > game > card game
Tabletop gaming tabletop-gaming 0.13 -1.92 direct lifestyle and leisure > leisure > game > Tabletop gaming
board game board-game 0.11 -2.14 direct lifestyle and leisure > leisure > game > board game
social sciences social-sciences 0.09 -2.30 direct science and technology > social sciences
arts, culture, entertainment and media arts-culture-entertainment-and-media 0.08 -2.46 ↑derived from 20000013 arts, culture, entertainment and media
arts and entertainment arts-and-entertainment 0.08 -2.46 ↑derived from 20000013 arts, culture, entertainment and media > arts and entertainment
literature literature 0.08 -2.46 direct arts, culture, entertainment and media > arts and entertainment > literature
software and applications software-and-applications 0.06 -2.75 ↑derived from local:open-source economy, business and finance > products and services > computing and information technology > software and applications
Open source open-source 0.06 -2.75 direct economy, business and finance > products and services > computing and information technology > software and applications > Open source
education education 0.06 -2.78 direct education
Cryptography cryptography 0.05 -2.88 direct science and technology > technology and engineering > information technology and computer science > Cryptography
Software development software-development 0.05 -2.90 direct economy, business and finance > products and services > computing and information technology > software and applications > Software development
mass media mass-media 0.05 -2.91 ↑derived from 20000051 arts, culture, entertainment and media > mass media
television television 0.05 -2.91 direct arts, culture, entertainment and media > mass media > television
Information security information-security 0.05 -3.02 direct science and technology > technology and engineering > information technology and computer science > Information security
natural science natural-science 0.04 -3.16 direct science and technology > natural science
politics and government politics-and-government 0.04 -3.17 direct politics and government
hobby hobby 0.04 -3.22 direct lifestyle and leisure > leisure > hobby
consumer goods consumer-goods 0.04 -3.24 ↑derived from 20001160 economy, business and finance > products and services > consumer goods
handicrafts handicrafts 0.04 -3.24 direct economy, business and finance > products and services > consumer goods > handicrafts
society society 0.03 -3.43 direct society
human interest human-interest 0.03 -3.49 direct human interest
history history 0.03 -3.63 direct science and technology > social sciences > history
health health 0.02 -3.78 ↑derived from 20000458 health
disease and condition disease-and-condition 0.02 -3.78 ↑derived from 20000458 health > disease and condition
mental health and disorder mental-health-and-disorder 0.02 -3.78 direct health > disease and condition > mental health and disorder
artificial intelligence artificial-intelligence 0.02 -3.81 direct science and technology > technology and engineering > information technology and computer science > artificial intelligence
family family 0.02 -3.87 direct society > family
social media social-media 0.02 -3.91 direct arts, culture, entertainment and media > mass media > social media
scientific research scientific-research 0.02 -3.96 ↑derived from 20000739 science and technology > scientific research
scientific exploration scientific-exploration 0.02 -3.96 ↑derived from 20000739 science and technology > scientific research > scientific exploration
space exploration space-exploration 0.02 -3.96 direct science and technology > scientific research > scientific exploration > space exploration
Blogging blogging 0.02 -3.99 direct arts, culture, entertainment and media > mass media > social media > Blogging
award and prize award-and-prize 0.02 -4.04 direct human interest > award and prize
fundamental rights fundamental-rights 0.02 -4.09 ↑derived from 20001300 society > fundamental rights
privacy privacy 0.02 -4.09 direct society > fundamental rights > privacy
biology biology 0.02 -4.11 direct science and technology > natural science > biology
culture culture 0.02 -4.11 direct arts, culture, entertainment and media > culture
animation animation 0.02 -4.12 direct arts, culture, entertainment and media > arts and entertainment > animation
lifestyle lifestyle 0.01 -4.26 ↑derived from 20001257 lifestyle and leisure > lifestyle
house and home house-and-home 0.01 -4.26 ↑derived from 20001257 lifestyle and leisure > lifestyle > house and home
gardening gardening 0.01 -4.26 direct lifestyle and leisure > lifestyle > house and home > gardening
media and entertainment industry media-and-entertainment-industry 0.01 -4.35 ↑derived from 20000306 economy, business and finance > products and services > media and entertainment industry
books and publishing books-and-publishing 0.01 -4.35 direct economy, business and finance > products and services > media and entertainment industry > books and publishing
crime, law and justice crime-law-and-justice 0.01 -4.41 ↑derived from 20000086 crime, law and justice
crime crime 0.01 -4.41 ↑derived from 20000086 crime, law and justice > crime
cyber crime cyber-crime 0.01 -4.41 direct crime, law and justice > crime > cyber crime
labour labour 0.01 -4.59 direct labour
streaming service streaming-service 0.01 -4.79 direct economy, business and finance > products and services > media and entertainment industry > streaming service
film industry film-industry 0.01 -4.83 direct economy, business and finance > products and services > media and entertainment industry > film industry
environment environment 0.01 -4.83 direct environment
exercise and fitness exercise-and-fitness 0.01 -4.87 direct lifestyle and leisure > wellness > exercise and fitness
wellness wellness 0.01 -4.87 ↑derived from 20001239 lifestyle and leisure > wellness
religion religion 0.01 -5.07 direct religion
conflict, war and peace conflict-war-and-peace 0.01 -5.12 direct conflict, war and peace
disaster, accident and emergency incident disaster-accident-and-emergency-incident 0.01 -5.13 direct disaster, accident and emergency incident
health treatment and procedure health-treatment-and-procedure 0.00 -5.32 direct health > health treatment and procedure
public health public-health 0.00 -5.56 direct health > public health
podcast podcast 0.00 -5.79 direct economy, business and finance > products and services > media and entertainment industry > podcast
diet diet 0.00 -5.79 direct health > health treatment and procedure > diet
food and drink enthusiasm food-and-drink-enthusiasm 0.00 -6.04 direct lifestyle and leisure > leisure > hobby > food and drink enthusiasm
climate change climate-change 0.00 -6.17 direct environment > climate change
travel and tourism travel-and-tourism 0.00 -6.59 direct lifestyle and leisure > leisure > travel and tourism
visual arts visual-arts 0.00 -6.64 ↑derived from 20000036 arts, culture, entertainment and media > arts and entertainment > visual arts
photography photography 0.00 -6.64 direct arts, culture, entertainment and media > arts and entertainment > visual arts > photography
weather weather 0.00 -6.66 ↑derived from 20001128 weather
weather forecast weather-forecast 0.00 -6.66 direct weather > weather forecast
music music 0.00 -7.61 direct arts, culture, entertainment and media > arts and entertainment > music

← Back to posts

feedtagger 0.1.0-dev model: modernbert-base-zeroshot-v2.0/int8@all-s256 660 posts 0 unclassified min score 0.75