Explaining the Worst Big Data Bowl Submission of 2022

Me, scrolling twitter, September 2021 and I see a @statsbylopez tweet that says this year’s Big Data Bowl will be starting soon and will be about special teams:

“Awesome, I’d love to dig into some punting data, this will be cool!”

(some time passes)

Me, scrolling twitter, January 2022 and I see a @statsbylopez tweet that says the 2022 Big Data Bowl submission deadline was in 6 days:

“Shit!”



(I’ll preface this post with some quick excuses: While I’m experienced in Excel, I’ve only had a couple guided trips into the deep sea of R and JMP about 5-7 years back, so I’m still a data analysis novice I’d say. Plus, I have never made tracking simulations or models before – which is what most of the Big Data Bowl submissions seem to be – so I knew anything I could pull together in a week would be strictly Excel-based.

I’ve also never submitted a notebook or dataset in Kaggle before and I submitted the wrong notebook format for the Big Data Bowl. I just copy-pasted from a word doc to the notebook and uploaded all(?) of my Excel data – initially private then re-uploaded to make it public smh. So I probably should’ve looked at that earlier than 15 minutes before the deadline.)

: /

But I was able to find out a couple things from the Big Data Bowl 2022 dataset regarding an idea to move the punter back from 15 yards behind the snap to 20 yards should result in:

  • more fair catches

  • less returns (and less chance of the return scoring)

  • less touchbacks

  • the same amount or slightly less blocked punts



A couple years back, I asked a good friend of mine – who punted in college and privately coaches high school punters today – a question about punting that had been bugging me: if special teams coaches are scared of the punt being blocked or giving up a big return, why don’t they move the punter move back 5 yards to punt? 

The thinking is that this should make it harder for the punt to be blocked as well as produce more fair catches. (The theory for more fair catches is that moving the punter back 5 yards would increase the time that the gunners have to get closer to the returner as well as move the returner 5 yards closer to the gunners.)

Not only should we expect less blocks and more fair catches, but there should also be second-order benefits like reducing the number of chances of a return for a touchdown and reducing the amount of injuries to your coverage unit.

My friend wasn’t as convinced of the merits of this idea; he immediately brought up some downsides in that there’s no guarantee that it would decrease the number of blocked punts (since the punter is 5 yards further back, the same angle of punt block attack could result in the punt block team spreading further out) and you would very likely be accepting a decrease in total and net punting distance (since the ball is punted 5 yards further back).

But the more I’ve thought about it I think if I was a coach I’d be ok with accepting a lower punting distance – since this should also come with less risk (of a block or a long return). Less punt distance for less risk doesn’t sound like a bad trade. Plus I think the net punting distance drop would be much less than 5 yards, since it would increase the number of fair catches (thus decreasing return yardage) and decrease the number of touchbacks.

Let’s see if the Big Data Bowl dataset can offer any clues.



There were 7 punt outcomes for a subtotal of 5,919 punts, as seen in Table 1, over 759 games – for an average of 7.79 total punts (by both teams) per game, as seen in Figure 1 – that came from a team’s decision to punt (and not run a fake punt) in the dataset of 5,991 total punts:

  1. the punt is blocked before it is punted

  2. the punt is downed by the punting team

  3. the punt goes out of bounds

  4. the punt goes into the opponent's end zone for a touchback

  5. the punt is fair caught

  6. the punt is returned

  7. or the punt is attempted to be returned but is muffed by the returner



specialTeamsResult

COUNTA of ID_ALL

COUNTA of ID_ALL

Blocked Punt

39

0.66%

Downed

830

14.02%

Fair Catch

1640

27.71%

Muffed

154

2.60%

Out of Bounds

587

9.92%

Return

2286

38.62%

Touchback

383

6.47%

Grand Total

5919

100.00%

Table 1


Figure 1


I then got rid of the punts that didn’t have an outcome where the returner had a decision to make: when the punt is either downed, goes in for a touchback, is fair caught, or is returned. (This was my second mistake: I wrongly eliminated muffed punts. For some reason, I thought that specialTeamsResult meant the punt was muffed by the punter, and not the returner – ideally I should’ve added the muffed punts to the number of returned punts. In total, this wrongly deleted 154 muffed punts (additional return decisions) from the dataset)




To begin investigating the merits of moving the punter back 5 yards, let’s look at punt outcomes and their proportions given what line of scrimmage (LOS) the ball was at. I started by converting the yardline to a “total distance-to-go” metric – since both a LOS of 30 (yards) was used to represent 30 total yards to go AND 70 total yards to go. This was done with a “=if” formula to classify if the LOS was on the punter’s team’s half of the field or the opponent’s, and if it was the punter’s side 50 additional yards were added to the yardline. This metric is TOTALyardsToGo.

When I did a PivotTable of the number of punts that have occurred from each TOTALyardsToGo, it showed the total number of punts per outcome at each TOTALyardsToGo yardline. This wasn’t very useful but then I changed the output format from a raw count to a proportion per outcome. This was more helpful to visualize what happens on each TOTALyardsToGo yardline, as you can see in Figure 2 below.

Figure 2




That is cool and all but not helpful in proving whether moving the punter back would be advantageous or not. It’d be more helpful to look into specific punt stats – things like average snap time, punt operation time (punter catching the punt, taking their prep steps, and then actually punting the ball), and hang time for all punt outcome types and see if there’s anything that stands out. 

I created a snap2puntTime metric that is the addition of the snap and operation (punter catches the snap, takes their prep steps, and punts the ball) times. I then added the snap2puntTime and hang times to get a totalPuntTime from snap of the ball to catch/down of the ball.


Average time (in seconds)

Avg. snapTime

Avg. operationTime

Avg. snap2puntTime

Avg. hangTime

Avg. totalPuntTime

COUNT

Blocked Punt

0.864

2.159

3.023

2.080

5.150

39

Downed

0.863

2.128

2.991

4.166

7.157

830

Fair Catch

0.864

2.132

2.996

4.478

7.474

1639

Muffed

0.857

2.128

2.985

4.320

7.305

154

Out of Bounds

0.859

2.131

2.989

4.147

7.136

587

Return

0.859

2.135

2.994

4.323

7.317

2286

Touchback

0.862

2.112

2.974

4.417

7.390

383

Grand Total

0.861

2.131

2.992

4.332

7.324

5918


Table 2


Looking at Table 2 above, you can see that the average snapTime for a punter standing 15 yards behind the LOS is pretty consistently ~0.86 seconds, as NFL long snappers are professionals and have practiced this highly specialized skill many, many, MANY times. This means the ball travels at an average speed of 17.44 yards/second.

The average operationTime doesn’t vary much – understandably as punters are professionals (too!) and have practiced this catch-steps-punt motion many, MANY times. But the small amounts it does vary tell you a little bit. Notice the average operationTime for a Blocked Punt is highest at 2.159; this is likely when a punter hasn’t handled the snap catch or prep steps properly or had a bad snap. 

Initially, what I don’t get is why the average operationTime for Touchbacks are the shortest. You would think punters would want to hold onto the ball more if they were kicking with a possibility of a Touchback, thus giving their gunners more time to get down the field and down the ball before it rolls into the endzone. Maybe the punt return team is rushing all 11 players and not attempting to field short punts, thus the punter tries to get a quick punt off similar to being backed up in their own end zone?

The shortest hangTimes for Blocked Punts make sense since a partially blocked punt won’t travel nearly as far as a normal punt. Also, the longest hangTimes for Fair Catches makes sense as this long hangTime allows the punt team gunners to get further down the field, or closer to the returner. Plus it disrupts the normal punt returner routine – making them feel like they have less time and cushion to return the punt before they’re hit – and therefore it likely causes more fair catch decisions. The 2nd-longest hangTimes for Touchbacks doesn’t really make sense though, unless the punter just mistakenly punted a better ball (longer distance and hang time) than they intended?

Finally, the longest totalPuntTimes for Fair Catches makes sense because this longer period of time once again reduces the time the returner has before they can begin returning the ball and I’d assume they feel less safe, which leads them to playing it safe and making that fair catch decision.




Ok ok, that’s better data and insights but nothing too helpful either way, we did get a couple insights that:

  1. long snappers are incredibly consistent

  2. longer totalPuntTimes would likely lead to more fair catches by the punt returner

So a new thesis emerges: a punter could (theoretically) increase the amount of their punts that are fair caught – and thus decrease the number of potentially dangerous returns – by increasing their totalPuntTime.

To try and look into that theory, I looked at only two binary punt returner decision outcomes: either a return or a fair catch. Creating a scatterplot (Figure 3 below) of the % of fair catches by totalPuntTime shows a fairly strong correlation between longer totalPuntTimes and more fair catches, with a R-squared of 0.312.

Figure 3


Obviously correlation doesn’t automatically equal causation, but don’t dismiss the correlation as useless in this scenario. Longer totalPuntTimes are more associated with a higher % of punts being fair caught, so naturally one thinks the punter should just hold onto the ball longer and take as much time as they can operationally (from snap to punt), thus increasing the totalPuntTime and leading to more fair catches. 

This isn’t always practical in the real world, as the punter can’t just hold onto the ball forever, as there’s this little detail of 7+ guys running full speed at them trying to take their head off! Punters – just like players do at every position – function better in rhythm and want to keep their operationTime as consistent as possible, so the simple action item of “Hey, hold onto the ball as long as possible” isn’t particularly good advice.

The other way a punter might try and increase their totalPuntTime is by simply punting the ball higher and further to have more hang time. Great idea genius! Haha this suggestion isn’t novel at all as punters practice every day to try and increase their hang time. Hang time is incredibly important to punters because the longer the hang time of the punt, the more fair catches there should be. Let’s look real quick to see if this is true or not with a scatterplot of hangTime vs. % fair catch.

Figure 4


As seen above in Figure 4, this relationship has a higher R-squared of 0.489, it shows that a longer hangTime is more associated with a higher % of fair catches (vs. returns) than a longer totalPuntTime is (0.312). So, ideally the punter just punts the shit out of the ball and skies it and gets a massive hangTime, but punters try to get that every single time so that’s nothing new.

But what if you could increase the totalPuntTime a different way? Well, that’d be great, but how??



This is where our thesis picks up: we should increase the snapTime by moving the punter back 5 yards – so they’re standing 20 yards behind the LOS instead of 15 – as this would increase the snap2puntTime and, subsequently, the totalPuntTime while still allowing them to go through their normal punt operation routine and not disrupting their normal rhythm (thus giving them the best chance to get a great punt with a maximum hang time).


I see some initial hesitations to this idea and have listed them below:

  1. the long snapper isn’t used to snapping 20 yards

  2. the increased time from snap to punt would result in more blocked punts

  3. if the punter changed nothing else, the ball would land 5 yards shorter than a normal punt, thus decreasing punting distance


Let’s dig into the data to see if those are real concerns or if they can be alleviated. 

1. Even though the long snapper is not used to snapping 20 yards, I don’t think this would be a hard adjustment for them as they are very specialized professionals who are used to snapping anywhere from 7-15 yards. Of the 5,919 punts in the dataset, Table 3 below shows that over 92% of the snaps are on target, thus indicating that the long snapper can adjust to the situation and deliver an accurate ball. I have few doubts that long snappers could snap 20 yards with comparable accuracy numbers. A bigger question would be about the speed of a 20 yard snap compared to a 15 yard snap – this is something that we need to look at below.


snapDetail

COUNTA of ID_ALL

High

2.30%

Left

1.30%

Low

3.13%

OK

92.09%

Right

1.18%

Grand Total

100.00%

Table 3


2. The second worry is that the increased snap time could potentially lead to more blocked punts. Referencing Table 2 from the beginning, the average snapTime is around ~0.86 seconds for a 15 yard punt (average speed of 1.74 yards per 1/10th second) and does not vary much. Linear extrapolation would put a 20 yard snap at ~1.15 seconds; this is incorrect however as ball snap speed does not degrade linearly but logarithmically, with the snap starting out faster and getting slower and slower.

You can see in Figure 5 below that for a sample of 10 random snap speeds, the average snap starts off at ~1.64 yards per 1/10th second and slows to about ~1.5 yards per 1/10th second after 7/10th seconds. After that, the speed continues to drop off faster and faster. 


Figure 5


In order to calculate the amount of time a 20 yard snap should take, we can estimate it with calculus and the graph below! To start, notice the polynomial trendline correlation is astoundingly high of 0.998, so if we take the integral of this trendline over a varying number of 1/10th seconds, the total is the number of yards the ball would travel over that timeframe. 

Using an online integral calculator (Figure 6 below) for 13.5/10th seconds (or 1.35 seconds) gives an estimated snap length of 19.97 yards. Thus a 20 yard snap should take about 1.35 seconds, or an increase of 57% in snap time over the 15 yard snap of 0.86 seconds! According to the polynomial trendline calculation, plugging in 13.5 for x would give a final ball snap speed of 1.17 yards per 1/10th second. So the average snap speed of a 20 yard snap should start out at 1.64 yards per 1/10th second and drop to 1.17 yards per 1/10th second after 1.35 seconds.


Figure 6


Let’s now look at how this new increased 20 yard average snapTime of 1.35 seconds changes the total snap2puntTime and totalPuntTime. The average snap2puntTime for a 15 yard snap is 2.99 seconds (0.86 avg snapTime + 2.13 avg operationTime). Making the average snapTime 1.35 seconds would make this new snap2puntTime average at 3.48 seconds, or an increase of 16% in total snap2puntTime. This would also subsequently increase the totalPuntTime from a 15 yard snap average of 7.32 seconds to 7.81 seconds, or an increase of 6.7%. 

Using the “totalPuntTime vs. % fair catch” linear trendline from before (and keeping in mind the R-squared was 0.312), we can get a rough estimate for an expected % increase in the number of fair catches. To do so, let’s find the expected % fair catch for the current 15 yard snap average of 7.32 seconds – it looks like it would be 0.38, or 38% of the time there would be a fair catch with an average 7.32 second totalPuntTime. Now if we run the same projection for the new 20 yard totalPuntTime of 7.81 seconds, we get 0.49, or 49% of the time we should get a fair catch. This would be an increase in fair catches of nearly 29%!

(Also bonus benefit: I believe this would also decrease the number of touchbacks that a punting team gets, as the additional totalPuntTime would allow the punt coverage to get further down the field and be able to down the ball before it rolls into the endzone. This would drastically increase the net punting distance, as the touchback yardage is also subtracted (as well as the return yardage) from the total punt distance. So less touchbacks + more fair catches – thus less return yardage – should increase the net punting distance.)

Immediately, you might be saying: let’s do it! Let’s move the snap back to 20 yards and increase the total punt time by a half a second, and hopefully get more fair catches as a result! However, there’s a problem that my punting friend brought up that special teams coaches aren’t going to like: wouldn’t increasing the snapTime by 57% and subsequently increasing the snap2puntTime by 16% also increase the chance of the punt getting blocked? Let’s dig into the player tracking data to see if it would matter at all.

To be able to see if this added time for the snap would increase the chances of the ball getting blocked, let’s start by looking at the tracking data to see if we can get a top player speed. The tracking data I looked at for 2020 showed the fastest player speed of 9.07 yards a second for players at the instant the ball was punted – or ~0.91 yards a 1/10th second. This means that the additional 0.49 seconds (1.35 - 0.86) for the snap to have to travel the additional 5 yards for a 20 yard snap would mean the fastest player could travel only 4.46 yards, thus increasing the distance between the punter and the rushers. 

(For reference, the fastest overall player speed is 10.95 yards a second, or ~1.1 yards a 1/10th second. This would put the distance for them at 5.39 yards for 0.49 additional seconds on the 20 yard snap. So technically this is more than the added 5 yards but this speed was likely by a gunner after many seconds to get up to speed. If you average them, (4.46+5.39)/2 = 4.93 yards, so still less than 5 yards)

All in all, I’d imagine the block % would be similar to the current % of 0.66%, or less than 1% of the time (Table 4 below). So probably not a worry anyways, especially since the player tracking data shows that the ball snap speed will always be faster than the fastest player speed.


specialTeamsResult

COUNTA of ID_ALL

Blocked Punt

0.66%

Downed

14.02%

Fair Catch

27.71%

Muffed

2.60%

Out of Bounds

9.92%

Return

38.62%

Touchback

6.47%

Grand Total

100.00%

Table 4


3. Finally, let’s get around to the worst reality of moving the punter back to 20 yards behind the LOS: accepting that you will end up with a shorter total punt distance average (5 yards less, assuming nothing else changes about the punt). However, that’s the total punt distance average, not the net punting average; the net punting average would likely drop fewer than 5 yards for a couple reasons. Not only would the increased time from snap to punt decrease the amount of time a punt returner has to decide whether to fair catch or return (since the gunners are unchanged and should be roughly 5 yards closer to the returner), but the gunners would have more time to get down and cover a punt to avoid it bouncing into the endzone for a touchback.

First off, let’s not scoff at the increase in total punting time (including hang time) in this new 20 yard punt. The total punt time average should be about 7.81 seconds (1.35 20 yard snap avg + 2.13 operation avg + 4.33 hang avg). This is roughly 6.7% more time than the current total punting time average of 7.32 from Table 2 at the beginning again.

To really find how moving the punter back 5 yards would affect the net punt distance average, we would have to create a simulation and model the change. There are many submissions to the Big Data Bowl that could probably find this new expected net distance by simply moving the punt returner 5 yards closer to the LOS while also making the punt coverage team X yards closer for the extra 0.49 seconds of totalPuntTime. I believe this would drastically reduce the amount of cushion that a returner would have when making that all-important fair catch or return decision, thus increasing the % of fair catches.

Unfortunately, I did not create these simulations, I only had time to do some calculations on this reduced punt returner “catch cushion” distance for a few punts via tracking data, you can see in Figure 7 below that for a random punt return example, moving the X-distance of where the returner receives the ball 5 yards closer to the punter causes the distance between gunners and the returner to drop dramatically as well. For this very rough estimation, I made the assumption that the distance the gunners running towards the ball would get closer by increased by 0.4*their speed in yards a second (since a 0.4 second increase in running time at their last speed is a good extrapolation but I should’ve done 0.49 seconds - oops).


Figure 7




When I started out this journey, my thesis was that coaches could reduce the amount of blocked punts by moving the punter back 5 yards. When looking at the tracking data, this doesn’t appear to be the case – the amount of blocks would likely be the same at 0.66% of all punts.

But the thesis changed from the biggest advantage being less blocked punts to being that the additional totalPuntTime should increase the amount of fair catches (and decrease the amount of touchbacks). 

In conclusion, moving the punter back from 15 yards behind the snap to 20 yards should result in:

  • more fair catches

  • less returns (and less chance of the return scoring)

  • less touchbacks

  • the same amount or slightly less blocked punts

While this would lower the total punt distance 5 yards assuming a normal punt, the net punt distance drop should be a lot less (and potentially even not a drop but a gain). If I were a NFL special teams coach, I believe this slight net punt distance decrease (with more fair catches and less touchbacks) would be more preferable than the normal punt net average as I would take the increase in peace of mind and decrease in risk of a dangerous punt return.


A Review of "The Billion User Table" from 1729.com

(Before I get into my summary and thoughts on the article, I want to say that it was the best sales pitch for BitClout that I’ve seen on the internet, and I’m not even sure if it was intentional or not. It lays out a clear example of the small chance of complete domination by BitClout and that is enough that it should be taken seriously. I signed up for a BitClout account, same as my Twitter handle @cdjarrell, public key BC1YLih56UY4D3zR9UzWvfcER9tntox73hzbstfJ9QTfxxuAmckshV1)


Here is the article from Jon Stokes https://1729.com/the-billion-user-table. 1729 is a website from Balaji Srinivasan that wants to help people learn about crypto through challenges and tasks. This challenge/task was:

Write a review of this post on your social media page or (ideally) at your own domain. You can offer feedback, correct errors, or propose extensions; we ask only that you be constructive. We'll award up to ten $100 prizes to the best ten reviews.

--------------------------------


In summary, the argument for The Billion User Table is that instead of each app/company keeping their own proprietary store of user information, a single, public, decentralized spreadsheet could be kept on the blockchain that everyone could easily access and securely use. Put another way, it’d be the mother of all APIs: able to seamlessly share sensitive, personal information across any service or platform anonymously, privately, and securely. 


I view it almost as the single sign-on (SSO) to rule them all, in Lord of the Rings terms: you could instantly download any app, sign in with your blockchain digital identity (DID) private key, and it would pull all of your personal info directly into the app. The new app is seamlessly customized with no effort from the user but also with their total trust, again because it’s on the blockchain.


The Billion User Table might also lead to scenarios where the apps look to enable certain features for certain tiers/types of users; giving power users more control over their influence in the apps. Another useful possibility is an AI that ephemerally tests different apps that are not fully downloaded for a preview of what they could do if fully enabled, almost as an alternate realities App Store combinator. 

For example: The User Table could allow an AI program to see how your data from the TripAdvisor app you already have downloaded and use to plan your dream “remote work road trip around the US” could possibly line up with AirBNB or VRBO data (apps that you haven’t downloaded) of their vacancies and then could suggest places to stay along the way with the dates and locations already pre-programmed by the TripAdvisor data. Maybe they even offer you a discount to book the entire trip with VRBO over AirBNB or something! Then you could choose who to fully share your data with when you download those apps and use them to their capabilities.


The ultimate end goal would be to take on someone like Google, one of the Web2 digital identity behemoths that might or might not be able to adapt to Web3 (remains to be seen). The first question you ask is: how could you possibly take on Google? Well one way you could start is by becoming a more convenient/safe/beneficial product for the user than Google is currently as a SSO/DID. From there, you adapt.


Just as water will always find the easiest path downhill, society adopts technology that reduces friction in things that it wants to do.


2021 NFL Mock Draft

A tradition unlike any other: completing a mock draft while understanding that almost every pick will be wrong


Pick Team Player Position/College
1 JAX Trevor Lawrence QB Clemson
2 NYJ Zach Wilson QB BYU
3 SF Justin Fields QB Ohio State
4 ATL Kyle Pitts TE Florida
5 CIN Ja'Marr Chase WR LSU
6 MIA Penei Sewell OT Oregon
7 DET Jaylen Waddle WR Alabama
8 CAR Patrick Surtain II CB Alabama
9 DEN Trey Lance QB North Dakota State
10 DAL Jaycee Horn CB South Carolina
11 NYG DeVonta Smith WR Alabama
12 PHI Rashawn Slater OT Northwestern
13 LAC Alijah Vera-Tucker OG USC
14 MIN Christian Darrisaw OT Virginia Tech
15 NE Christian Barmore DT Alabama
16 ARI Teven Jenkins OT Oklahoma State
17 LV Jeremiah Owusu-Koramoah LB Notre Dame
18 MIA Zaven Collins LB Tulsa
19 WAS Micah Parsons LB Penn State
20 CHI Rashod Bateman WR Minnesota
21 IND Kwity Paye EDGE Michigan
22 TEN Greg Newsome II CB Northwestern
23 NYJ Caleb Farley CB Virginia Tech
24 PIT Najee Harris RB Alabama
25 JAX Travis Etienne RB Clemson
26 CLE Jaelan Phillips EDGE Miami (FL)
27 BAL Trevon Moehrig S TCU
28 NO Mac Jones QB Alabama
29 GB Jamin Davis LB Kentucky
30 BUF Alex Leatherwood OT Alabama
31 BAL Creed Humphrey OC Oklahoma
32 TB Asante Samuel Jr. CB Florida State


The Dimensionality of Our Thoughts, Knowledge, and Real-World Experiences


"Stupidity is the same as evil if you judge by the results." - Margaret Atwood

Bad ideas are the same as bad actions if you only judge by the real-world results.

We usually don't think of our thoughts, knowledge, or real-world experiences as having dimensions, like space and time do. But these do indeed have dimensional properties and can be described as such with simple mathematical examples and diagrams.


Some highlights below include:

  • Thoughts are one-dimensional and aren't "real", but we can create real knowledge by acting on our ideas
  • Knowledge is two-dimensional, real, and can be seen/heard/read by others. Knowledge = Ideas x Action
  • Real-World Experience is three-dimensional, real, can be seen/heard/read AND can be felt by others. Real-World Experience = Ideas x Action x Environment
  • Wisdom is what stands in the end after the summation of all of our experiences over time


Let's get going.


________________________________________


1st Dimension = Thought Value



Picture a number line [-10] on the left to [+10] on the right, centered around the number [0]. The numbers represent value added to your life, both positive value [+] and negative value [-].



Zero represents your current position in life -- we'll call this your Initial Starting Position.  Everyone starts at [0] on this number line because that's where they currently are at in life. 


Whenever we have a thought or idea, we're going to assign a value to that thought. We'll call this Thought Value.


Any idea that benefits your Initial Starting Position is considered a [+] Idea; since it adds positive value to your life we'll move on the number line to the right, regardless of if the idea is a small benefit or a large benefit to your life. The best possible idea you could have regarding any given scenario would be considered a [+10] Idea, whereas no idea/no positive value added to your current situation is a [0] Idea.



We don't only have good ideas unfortunately, so any bad idea would be considered a [-] Idea. These are given a negative Thought Value and move your position to the left on the number line. The worst possible idea -- the idea that would hurt you the most in life -- would be considered [-10] Idea and a bad [0] Idea doesn't hurt you at all.



Now this next bit is very important: since your Thought Value had both a magnitude (7) AND a direction (right [+]), it's technically considered a vector of [+7]. The opposite negative Thought Value vector would be [-7] (7 to the left [-]).


Here's something interesting about vectors: vectors are one-dimensional. Since we're saying this Thought Value is a vector, Thought Value is also one-dimensional


Why is this important? 


While the thoughts and ideas that we have matter greatly to us, it's tough to hear but they don't really matter that much to the rest of the real world. How many thoughts have you had over the years? And the ones that stayed as just thoughts, what did they amount to in the end? Think of the energy it takes to have a thought, any thought, whether good or bad. It's negligible. Good ideas by themselves are a dime a dozen.

But there is something we can do to make those ideas real and create real-world value. 


We can act on them.


________________________________________


2nd Dimension = Knowledge Value


We're now going to add another number line to the one before, this one similarly centered around the number [0]. However, now the second number line is going to be oriented vertically, with [-10] on the bottom and [+10] on the top. Plus, this new vertical number line (the Y-axis to our Idea X-axis) doesn't rate an idea like the horizontal one. This one rates whether the action that we took on the idea was positive or negative.



You may have two important questions: 
1. How can an action on an idea be considered positive or negative? 
2. How do we know how this action is applied -- whether the positive action is added to the positive idea, or if it's multiplied times it?


Let's first dive into how an action on an idea can be considered positive or negative. 


In this example, imagine you had a [+7] Idea at work; for instance, you realize a way to cut supply costs by 10%.
  • [+] Action on this [+7] Idea would be to email it your boss with some quick supporting facts. Let's consider this a +4 Action
  • [0] Action would be doing nothing with this [+7] Idea and letting it pass
  • [-] Action on this [+7] Idea would be doing the opposite of the [+] Action above = NOT saving 10% after having that [+7] Idea by choosing to avoid telling your boss about it. In this case, this would be considered a [-4] Action

Now, to the second question from before, how can we know if this Action is added to or multiplied times the Idea?


The answer is Ideas and their Actions have a multiplicative relationship and their values should be multiplied. Consider this simple math question as proof: if you took a [0] Action (or better yet didn't take any action at all) on a [+7] Idea, would the combined Idea-Action be unchanged in total value at [+7] -- thus indicating an additive relationship since [+7] + [0] = [+7] -- or would the new total value be [0] -- thus indicating a multiplicative relationship since [+7] x [0] = [0]


The relationship between Ideas and Actions is multiplicative, since taking a [0] Action on a [+] Idea results in... nothing happening.

Ideas without actions go nowhere, and actions without ideas produce nothing. Think about how much energy is required to have a good or bad idea -- it's negligible. Ideas without actions are worthless. 

Here's an exciting thing about vectors though: when you multiply two one-dimensional vectors together, you get two-dimensional plane! This two-dimensional plane is knowledge.




Knowledge isn't a fancy degree, it's what you do with that degree.  Knowledge is not using complicated language when writing, it's what you convey with that writing.

  • [+] Idea x [0] Action [0] Knowledge Value
  • [-] Idea [0] Action [0] Knowledge Value

Conversely, think about the opposite scenario:

  • [0] Idea [+] Action [0] Knowledge Value
  • [0] Idea [-] Action [0] Knowledge Value

"Action without knowledge is foolish and knowledge without action is futile." -  Jim OShaughnessy


There's a big difference in the real world between one-dimensional vectors like Thought Value vs. the two-dimensional plane of Knowledge Value: knowledge can be written down, talked about, and shared with someone right next to you or with someone that lived centuries ago half a world away, but thoughts only exist in our heads. 


The key is taking action; whether something small like jotting it down or something more involved like writing a 10,000 word blog post or giving a TED Talk about it. Taking action instantly changes something ephemeral into something real, something that can be molded, built upon, and made much larger than ever imagined before. 


But you have to act on it. 


If you don't, then the real two-dimensional Knowledge Value will forever stay an imaginary one-dimensional Thought Value.



The good news -- and this is something that has been hammered home by Charlie Munger throughout the years -- is that you add [+] Knowledge Value to your life in two different ways, since [+] x [+] = [+] AND a [-] x [-] = [+]! 


What does this mean? You can add positive value to your life by getting smarter AND by avoiding being stupid. Add [+] Knowledge Value to your life by acting positively on good ideas AND by actively avoiding or doing the opposite of bad ideas.



There's another big difference between Thought Value and Knowledge Value: while Thought Value is limited to [-10] to [+10], since Knowledge Value is created by multiplying two of these 10's together it can range from [-100] to [+100]. That means that if you're just going by value added, knowledge can have a much bigger impact on your life. 


It's important to remember though that this excess can be both good [+] and bad [-]. So moral of the story: don't take a [-] Action on a [+] Idea since [-] x [+] = [-] or take a [+] Action on a [-] Idea since [+] x [-] = [-].



Unfortunately though, we know that the world isn't fully in our control and we can't just add [+] Knowledge Value to our lives and cut out [-] Knowledge Value; some things are completely out of our control.


________________________________________


3rd Dimension = Experience Value


Believe it or not, we're now going to add a third number line. This new XYZ graph has a third, diagonal axis ranging from a [-10] Environment rating where you find yourself in a situation that works negatively towards your knowledge (imagine that you had a really bad boss that felt threatened by everyone else) to a [+10] Environment that is friendly to your knowledge (like having a great boss and mentor).



This third number value is also found by multiplying values together; to prove it once again we'll consider what happens when you apply [+] Knowledge Value in a [0] Environment; for example, take the [+28] Knowledge Value that we found by multiplying a [+7] Idea times a [+4] Action and multiply it times a [0] Experience, and what do you get? Nothing. If your bad boss does nothing with your email containing [+] Knowledge, the real-world result is [0].


By multiplying three different one-dimensional vectors together, we are essentially creating a three-dimensional rectangular prism of real-world experience that we can call Experience Value




Just like other 3D objects in the real-world, Experience Value is definitely real and can be seen/heard/read by others, just like 2D Knowledge Value can (and unlike 1D Thought Value - which exists only in our minds). But Experience Value differs greatly in one key area: in that it can be felt by others too! 


Knowledge Value can be found by reading words in a book and knowing their definition, but Experience Value is reading those same words and actually knowing how it feels to have lived those experiences; to have stumbled and fell, but you gathered yourself, got up, and completed your goal. You acted on ideas in the real world and the real world acted back, and you felt it. 


This means real-world experience is more important than just gaining knowledge: the potential magnitude of our real-world Experience Value (3D object of max value 1000) >>> Knowledge Value (2D object of max value 100) >>> Thought Value (1D object of max value 10)! Also important is that both of the values that you can add to your life that are "real" (experience and knowledge) dwarf the value of thoughts that just stay in our heads. 


We must be careful though, because even if we have a big [+] Idea and combine it with a big [+] Action, we could end up with a [-] Experience Value in the end if we introduce the [+] Knowledge into a [-] Environment. Imagine, like before, that you applied the same [+7] Idea with a [+4] Action but that you have a really bad boss that can be considered a [-5] Environment. Since we know we need to multiple these values together, it's [+7] x [+4] x [-5] = [-140] Experience Value in total.



If however you have a good, supportive boss, this would be considered a [+] Environment for this [+] Knowledge to be introduced into. Imagine that your good boss has established a [+5] Environment and finds your [+28] Knowledge Value worthwhile, so she then forwards it on to her director with her recommendation. The resulting real-world value is [+140] Experience Value in the end, since the [+7] Idea applied via a [+4] Action introduced into the [+5] Environment is [+7] x [+4] x [+5] = [+140].



In summary, we can end up with [+] Experience Values in four possible ways:
  1. [+] x [+] x [+] = [+] since [+] Idea [+] Action [+] Environment = good boss rewards you for bringing good ideas to fruition
  2. [-] x [-] x [+] = [+] since [-] Idea [-] Action [+] Environment = good boss rewards you for actively avoiding bad ideas
  3. [+] x [-] x [-] = [+] since [+] Idea [-] Action [-] Environment = bad boss that would harm you for trying to one-up them subconsciously encourages you to actively avoid good ideas
  4. [-] x [+] x [-] = [+] since [-] Idea [+] Action [-] Environment = you have a bad idea that you're successful in convincing your boss to try but it fails because of a non-receptive environment or because you both can't bring it to fruition

Therefore, if we want to add positive value in our lives, we should aim for these positive real-world outcomes, ideally in those first two scenarios above.


________________________________________


Using this dimensionality framework, we can make the argument that there's potentially a fourth dimension, just like three-dimensional space and four-dimensional time. While this idea isn't as fully formed as the previous three dimension, one could consider the summation of the three-dimensional real-world Experience Values over time as a fourth-dimension. I'll call this summation of experiences Wisdom Value.



Wisdom is what is learned -- or what truth stands -- from real-world experiences over the test of time. So if we add up all the real-world Experience Values, what is left over is wisdom. You could argue that Wisdom Value is found from addition, not multiplication, by considering what an additional real-world [0] Experience Value does to your total value. Here, it's clear that a [0] Experience Value doesn't cancel out all other Experience Values that we've accumulated over time, so the relationship must be additive, not multiplicative.


________________________________________


Thank you for following along.


Book Highlights: "The Physics of Life" by Bejan

This is a tweet thread summary of "The Physics of Life: The Evolution of Everything" by Adrian Bejan, a chair professor of Mechanical Engineering at Duke University amazon.com/Physics-Life-E…

Originally gaining popularity with his Constructal Law in 1996, 20 years later he described it as: "For a flow system to persist in time (to live) it must evolve freely such that it provides greater access to its currents"

[I'd sum it up as "A system that is allowed to evolve freely over time, whether alive or inanimate, will look to survive by becoming more efficient in distributing its resources." I think the idea has a lot of merit in parts but may not be Bejan’s one law to rule them all]

In a nutshell, "The Physics of Life" explores how freedom is the most basic -- yet overlooked -- property of nature. Every natural entity has a tendency to move and make it easier to move over time and relies on the freedom to change to survive

When movement stops, life generally ends. The thermodynamic definition of the dead state is when a system is in complete equilibrium with its environment. Dead state means “nothing moves”: not the system, and not its inner workings either

The opposite of this is the live state. Here the system is not in equilibrium with its environment and is constantly being pushed and pulled, heated and cooled. In nature nothing moves unless forced to and it moves relative to its environment. Movement is contrast made visible

All systems that flow -- from river basins to animal migration -- evolve yet remain imperfect. Tech evolution is about the evolving design of moving people, things, ideas, etc. across the globe. Every new technology is an abrupt change towards increasing the efficiency of flow

Technology (and science, education, and culture and others) are examples of ways we open channels and help liberate whatever flows. Peter Vadasz said, "Any society has as much freedom as the available technology can provide and support"

A society that flows is wealthy and has a greater tendency to reconfigure itself to flow more and become wealthier. There is no end to this evolving design -- there is just the time direction of the evolutionary changes and the rate at which changes are occurring

Good is a government that facilitates the movement of society, it gets better when it becomes more efficient -- opening channels, shortening and straightening paths, removing roadblocks, and reducing wait times. More openness is the evolution toward freedom

In a free market, a lot of these channels are businesses, as they allow for the better design changes to be tested and whatever is best is kept over time. That which works most efficiently survives

Let's change gears and talk about what knowledge is/isn't. Knowledge is ideas (design changes) and action (implementation). Knowledge is not a thick book filled with fancy words, it is what you do with what you learn from the book

Knowledge is not just intelligence; intelligence measures someone's ability to achieve goals in a wide range of environments. If we’re to differentiate between knowledge and intelligence, then intelligence is the capacity to possess, create, and convey knowledge

Knowledge is also not just data -- data is the plural of datum (a given), something that is known or held. Data are the facts that we accumulate based on hypotheses, observations, and measurements. Like ideas, data is useless without action

Often this action is questioning. Knowing how to come up with and investigate questions is paramount in science; cultures that encourage questioning flourish, those that don’t flounder. Bejan's advice: Encourage anything goes, welcome the amateur, and be ready to be proven wrong

Knowledge flows from high to low -- from those who have it to those who wish to acquire it. When either end has nothing to offer, there’s no potential energy difference and the flow stops. The saying goes that old news does not travel

Knowledge as a system has always evolved to flow more easily: from one-room schools/churches to universities, from libraries to journals and now the Internet. All of these were created to make the flow of knowledge easier and longer lasting

Even if an idea is great and obvious, how it is conveyed matters. A good idea sounds familiar. We all come from a culture that retains what is good and forgets what is not. "When in Rome do as the Romans do. If you can’t beat them, join them. Go with the flow"

Ideas naturally progress from simple to complex, for something complex has to have come after something simple. Yet, in order to communicate complex ideas effectively, they must be made simpler. The more widespread something is, the simpler or more efficient it is

Ex. in language, more widespread languages are understood by less widespread ones, but not necessarily the other way around. Speakers of Moroccan and Algerian dialects of Arabic understand Egyptian Arabic easily, since Arabic popular culture is produced mainly in Egypt

Ex. in sports, the most watched sports are those with the fewest words in their rule books: Soccer (FIFA) 21,891 words; Basketball (NBA) 29,581; Baseball (MLB) 46,797; Hockey (NHL) 59,065; and Football (NFL) 70,033 [What about cricket?]

The natural tendency toward easier movement is why knowledge grows. In the beginning, it spreads slowly only to a few. Later, the spreading begins a sharp rise that eventually trails off. When graphed, the evolving area of the growing flow would look like an S-curve

The idea invades society faster and faster and then consolidates slowly. How fast the idea is adopted is shown by how steep the S is; better ideas have taller and steeper S-curves, old ideas have full S-curves, fresh ideas have the beginnings and dead ideas the ends

For anything that spreads point to area, in the beginning the channels are few but large. Think of the heat’s aorta or a city’s highways – few but allowing large amounts of volume to be moved relatively quickly. They then flow to many smaller avenues

These "few large and many small" designs are viewed as whole architecture systems and are constantly concerned with improving their flow. They collaborate, adjust and go through the process again toward a better flowing system, which is also better for each subsystem as well

Anything that evolves has a hierarchy in movement. Hierarchy unites producers and users, allocated to areas in a natural vascular design that covers the globe. Hierarchy is how the flow most easily covers the available area or volume

Think about the hierarchy of streets in the city: the secret to connecting street lengths is that at all length scales, the time needed to travel slowly is roughly the same as the time needed to travel fast. The slow travel is over a shorter distance than the fast travel

[This reminds me of the movement of planets around the Sun: if you draw an asymmetrical X through its orbit, the planet will cover the smaller length of orbit in the same amount of time as it will the longer path. Think of tossing up a stick of unequal weight at its end]

Ex. time is usually proportional from walking out the door to driving on the city streets, from the streets to highways, from highways back down to time spent on streets, and finally to parking and walking in the door to work

We see this same principle in airport design (think about the ATL airport): the time to walk (short and slow) on the concourse is the same as the time to ride (long and fast) on the train. This time balance is the natural rule of construction of all urban design

Trucks move weight more efficiently on highways than they do on streets, and one truck can carry as much a hundred cars. From a per unit cost, size makes for efficiency + longer life span. We see this in everything: animals, airplanes, rivers, atmospheric jets, and rolling stones

Life can seem complicated, but really it consists of just two measurements: life span and life travel. Bigger rivers live longer and travel farther. Bigger animals live longer and travel farther. Bigger stones roll farther, and their movement lasts longer. Bigger waves as well

From mice to the whales, animals are correlated by surprisingly accurate formulas relating animal body size to flow. We even find this same pattern with man-made machines as well, as larger machines are more efficient than smaller machines, as there’s less friction per unit moved

The reality of economies of scale is rooted in physics, and means that large parts belong on large vehicles, and small parts on small vehicles. There must be a proportionality between the size of the motor vehicle and the size of the fuel load used by the vehicle

Every river basin is not unique, since they all have a rule of how they’re constructed -- the Constructal Law. Related, every human sprinter is not unique, because running for speed has a rule as well: in addition to size, a high stride frequency is also advantageous

The fastest animal sprinters (cheetahs, Arabian horses, greyhounds) have bodies with high centers of gravity. From 1900 to 2002, the average height of the fastest human sprinters has increased 2.5x faster than the average height of the human population during the same period

Bejan then goes on to say that for sprinters that are equally tall, the center of gravity in athletes of West African origin is 3% higher on average [longer legs?] than of European origin athletes, and this 3% difference in height translates into a 1.5% advantage in speed

Legs are for land, and torsos are for water. The reverse of the example above is that those equally tall athletes of European origin have on average torsos that are 3% longer, and make waves that are 3% higher, giving them a 1.5% advantage in swimming speed

In baseball, varying player heights emerge on the field since greater throwing speed is needed across greater distances (i.e. third basemen tend to be taller than the better second basemen). The team naturally allocates talent on the field, so that the team performs better

The bottom line is that bigger bodies travel faster and perform more work per distance traveled. The work requirement decreases from sea to land to air, and explains why the movement of significant animal mass around the globe has spread in the same direction over time

Anything has to have balance to succeed, however. The primary objective of commercial airplanes is to carry people and freight a certain distance while using as little fuel as possible. The amount of fuel is proportional to the work delivered by the engine over the distance

To minimize fuel used, the total force must be reduced, given two constraints: the total mass is fixed and the wings must support the weight of the whole thing. The proportionality that naturally emerges is that the wingspan should be almost equal to the plane's length

This proportionality is also seen when building fires: they end up being about as tall as they are wide. To the ancient Greeks, "pyra" means wood to be set ablaze. So, the pyramids of Egypt are literally three-dimensional renderings of how the Greeks made their fire

This evolutionary design phenomenon is universally applicable: we want greater access, more freedom, less problems and friction, and longer life. These ideals guide us, like the natural urges to feel comfort, see beauty, and experience pleasure

In the end, it is good to be dissatisfied. It is good to be hungry, to want to do better. This is why Victor Hugo’s advice is timeless: "Change your opinions, keep your principles; change your leaves, keep intact your roots"

After all, optimism goes hand in hand with making choices with purpose. In humans, this means making choices for a better life in the future. Hope sustains life, and life means movement; for without movement, there is no life

[In summary, I enjoyed Bejan’s examples of life striving for greater efficiency, and loved the discussions on balance, proportionality, freedom, and movement. But “The Physics of Life” can lose focus and claim for the Constructal Law to do too much at times] / The End