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Correct.

If you have randomness over 100%, it is possible to have a negative value. The randomness adjusted projection does not show in the lineup card so you won't see it but in the back-end it can be negative.

For example: if you want someone's score to range from -5 to 15, set the projection at 5, with a randomness of 200%.

Hi there! Since randomness is done with a uniform distribution, you can implement a range from 10 to 17.5 by setting the projection to be 13.75 with randomness of roughly 27%. (3.75/13.75)

Just set the projection to the midpoint of the min and the max values and set the randomness to (mid value-min value)/mid value.

Yeah, you can use the button at the bottom right of the table:
screenshot

That will copy the data to your clipboard, then you can just paste onto a google spreadsheet or excel.

Yes, in the advanced options, you can either change all exposures across the board, or change the exposures of the viewable players. This means that if you first change the visibility filters to show only the C's before clicking the change viewable button.

Under advanced settings you can set all your exposures simultaneously to 100%

There is a default setting: No offensive players against the defense. This usually needs to be relaxed for 2 game slates to allow 1-2 players from the opposing offense.

First off, this is going to be a long post. We love that our users provide suggestions and we draw new features from your suggestions a LOT. However, this is a request that needs more detail, because there isn't a good, obvious way to handle minimum exposure. If we implement minimum exposure the way we implement maximum exposure, the optimizer will have a high chance of giving undesirable results.

We chose to handle this situation indirectly through groups and calculate more rather than directly. Minimum exposure would be enforced with players who wouldn't otherwise get into your lineup due to their lower projections but get forced into your lineup. So, what you can do is create a group of "risky" plays and force all lineups to take at least one of them, and you can actually get minimum exposure if you set maximum exposures carefully. For example, if you have a group of 4 players but want someone's minimum exposure to be 20%, set the sum of the other 3 players' exposures to 80%. Of course, this annoying to calculate and not easy to do compared to having a box for minimum exposure like we have for maximum exposure. Alternatively, you can increase the exposure of a player by locking the player and doing a "calculate more" then removing a few lineups from the previous crunch. However, if you have a lot of minimum exposures, that you want to enforce, trying the calculate more method would make it clear how difficult this problem actually is.

So why are we so resistant to implementing minimum exposure? Because it's so easy to do, it's dangerous for new users. There is no unique way to enforce minimum exposure, so when we create an algorithm we need to come up with a way that makes sense to the user. With max exposure we have two ways to enforce it: group and each. With max exposure, group acts in the following way: look at the number of lineups requested, what ever percentage the exposure is set to, that is the limit, remove the player from the pool once that limit is reached. If you want 50% exposure to a single player and you're asking for 100 lineups, that player gets removed from your pool and won't get picked again. How would this work with minimum exposure? It would work the opposite, if you want 50% minimum exposure, you limit the number of lineups without the player, once this is reach, you lock the player for the remainder of lineups. This is fine if your exposure is only set on a small number of players, but if it's set on a lot of players then what happens is, you get lineups that you normally would without exposure, then when you reach the limit of lineups you can have without the players that were left out, then suddenly you're going to be locking all of these players together for the next few lineups. Remember, minimum exposure would only be enforced with players whose projections are on the low end and would normally not be used in many lineups, so the lineups toward the end would just be stacked with multiple "lower projected" players and the early lineups would just be the lineups you would've had without exposure.

Then we have the situation with the each exposure setting. Under max exposure, what it does is it keeps the proportional exposure constant as lineups are being generated. If a player has a max exposure of 50% under each, it means that if a player is used in the first lineup, they are removed for the second, added back into the 3rd lineup, if they are used in the 3rd, they are removed in the 4th. With minimum exposure, it would work the same way except backwards. If they are not used in the first lineup, they are locked in the second etc...
If we look at an example of what would happen with "risky" plays (I'm only choosing risky plays, because again, minimum exposure would only be enforced with "suboptimal" lineups), say we have 4 "risky" players set at 25% exposure. Because of their low projection, they would not be picked in the first 3 lineups, then the 4th lineup they will all be locked together (assuming they fit). Again, you're getting 3 lineups that you would've received anyway, and a 4th lineup that you would never want to use.

Of course, if you are fairly experienced and you're very, very careful about setting up your pool of players and their projections, you may be able to trick the optimizer into doing what you want. However, if you can do that, you can probably do it using groups and/or calculate more. The difference with groups is that it's much more difficult to end up with the bad situations you find with minimum exposure. We don't want to push out a feature that is very difficult to use properly. However, if anyone has an idea on how to implement minimum exposure that doesn't cause low projection players to get lumped together just to meet the requirements we are open to suggestions.

So what's going on is that for positions in which there are two slots (2 PGs), when the constraint states stack PG with SG, what it says is, both PGs must be stacked with 1 SG from their respective teams. Same with PG stack with PF. So already you have each PG stacked with an SG and PF which occupy 3 players from each team. Then you try to stack the center with the SG, both of which are on a three stack with PFs and PGs. Forcing you to have 4 players on a single team, actually 5 players since the center needs to stack with the SF as well.

That's just the way it behaves, the NBA positional stacking was primarily more for stack avoidance (no PFs with Center from same team/game) etc... rather than stacking together.





I noticed minimum salary couldn't be set to 50k because the salaries of the players are too low. Maybe that's your issue.

Replied To: Better QB

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Tough one. On one hand, you have the Giants going against a defense which couldn't stop Diggs, hard to imagine them stopping OBJ. The Giants have an absolutely atrocious running game and week 3 they started to figure out that they could just throw short passes instead of running, so lots of opportunity incoming for Manning. Then you have Wilson against the Colts, a team that allowed 46 points to the Rams and 28 points to the Browns.

You probably can't go wrong, pick the one that you think will be lesser owned or better priced depending on the site/slate.

Yes, you will need to separate the crunches. You can join the crunches by using the crunch settings afterwards.

Try changing exposure type to "each", that should give you what you want I believe.

Replied To: Stacking 4

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Make a 2 four stacks each with every team.

He should be there now if you refresh.

This is a weird situation, which you may have to do something like creating a set of 5 circular groups, with each player being a key player in one of them.
i.e:
Group 1: If player 1 is picked, use player 2.
Group 2: If player 2 is picked, use player 3.
Group 3: If player 3 is picked, use player 4.
Group 4: If player 4 is picked, use player 5.
Group 5: If player 5 is picked, use player 1.

You don't actually need to only use 1 player in the secondary part of the group, you can make it so that it says: if player 1 is picked, use players 2,3,4,5 etc... But I'm not sure exactly which is faster in terms of compute time.

This is the only way I can think of that will give you the all/or nothing constraint you're thinking of.

We have not talked about this, but it is unlikely that we'll do something like this as it likely that most people would like to keep their research private.

Replied To: Help needed

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The 94 players were potentially available, and of those, 18 of them were used. When you exclude a player by unchecking their box, you are guaranteed that player is not used.

Replied To: Help needed

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Right, if you can only put in 10 players per lineup, then across two lineups, the maximum number of players used is 20. 18 players used means that there are 2 players that are used in both lineups, and the other 16 were used once.

I'm not sure what you're asking about.

Replied To: Help needed

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Each lineup has 10 players in DK MLB I believe. So the maximum number of players that can be used over 2 lineups is 20. You only have 2 players overlapping between the two lineups.

I think there a misunderstanding of what "number of players used" means.

Replied To: Help needed

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I believe you're asking about how do you increase the number of players used in your lineups. Naturally, the highest projected lineups tend to be pretty similar, so to increase diversity you will need to add additional rules to the optimizer. There are many ways to do this, you could increase uniqueness (found in advanced settings), limit exposures to popular players, add some randomness or some combination of these.

No worries, don't hesitate to ask.

The global exposure button just applies the change on the table for you. It's not a persisting effect. Meaning, you can just go back in and change the exposure of those pitchers to back to 100% after changing everyone to 60%.

Btw thanks for your work crashthe24. It was a big help. By the way, we have a system in place now where we see the forum posts immediately and will see forum posts as quickly as we see e-mails. But if this forum becomes as active as RG, that may change.

The only thing we've deleted in the past are spam links. We don't have a policy against censorship and we do have a strong stance against witch hunting (ex. papagates/chipotleaddict scandal). So we may forbid posts surrounding personal information or personal attacks. But if you have a bad experience with our software, you're welcome to voice your opinion (we've received a lot in the past) as long as it remains civil.

It's hard to say who's in the right or wrong without much context on what things you were trying to post. We probably wouldn't allow people to self-promote on this site either if it's irrelevant to the conversation.

Edit: Of course you're welcome to trash other DFS companies in this forum as well :)

Reset likes/dislikes are at the bottom right (assuming you don't have a crunch up). Resetting exposures is in the advanced options, just click "change all" to 100. Resetting projections are done in the upload projections page, by deleting custom projections. Deleting stacks/groups are done in their respective tabs.

Yes, you will deviate from the "optimal". But optimal is only best if you assume your projections are EXTREMELY accurate (never true). Otherwise, you may end up with many lineups really close to each other. Adding diversity decreases risk and gives your projections a bit more flexibility.

It also speeds up the calculation speed, which is a complete side bonus.

But, as the word suggests, the results are random, and you have no control over them, there are other ways to increase diversity, but this is one of the simplest ways to do it.

2 thumbs is 16% so that means the player is at 46.4 base projection. The 20% randomness means the player can go from 37.12 to 55.68.

20% of 40 is 8. So his projection can go +/- 8 from 40. So you get a range of 32 to 48.

I think it'll be easier to explain using an example. Say you're crunching 100 lineups. There's a player projected at 50 fantasy points. If you set your randomness to 10%, that means that this player will have a projection between 45 and 55. Between each of the 100 crunches, the player gets a new projection between 45 and 55. All other players will have new projections that are in the +/- 10% range as well. So players projected at 10, will get projections between 9 and 11.

Because projections are being shuffled, you're more likely going to get different sets of players being the "best projected lineup". For example, you have 2 players, Player A projected at 40 and player B projected at 50. If you set randomness at 10%, Player A can go as high as 44, and Player B can go as low as 45 so player B will never be projected lower than player A. However, if the randomness was set higher, say 20%, then player A can go as high as 48, and player B can go as low as 40, so SOME of the time player B will be lower than player A. Now imagine this with your full roster pool, and it's easy to see why you get a lot more variety when you increase randomness.

There are a lot of reasons for this, and it's pretty hard to figure out without looking at exactly what you did. I wrote an entire article explaining some of these reasons:

https://www.fantasycruncher.com/articles/2016/10/08/ties-thoughts-running-lineups-on-fantasy-cruncher/

If you're still having trouble, let us know.

Absolutely, for method one: Let's say you want to create 50 lineups, and you know you want EXACTLY 5(10%) lineups with James Harden. So you want to create the best Harden lineups. So what I would recommend is calculate 5 lineups with James Harden locked, then in a separate crunch, create 45 lineups with James Harden excluded.

Then you can merge the crunches as shown in this clip: http://recordit.co/QwmoC954jP

For method two, let's say you want to have a close to even spread of lineups between LeBron, Westbrook and Harden (only one of each in a lineup). What you can do is create a group (under advanced options) with the 3 of them and set the first dropdown menu to "exactly" as shown below:



What this does is forces every lineup to use exactly one of these players. Now, if you set max exposure values of all of these players so that no two of them add up to 100%, but all 3 values must add up to at least 100%, then all 3 will have to be used.

For example you can set them all to 34% but you cannot set them all to 33% because 33 x 3= 99% so you can't account for 100% of the lineups. You can set them all to 49% but not 50% because if you have two of them at 50%, then you aren't forced to use one of them. Also note, these values don't have to be the same, I just did that for simplicity sake. You cannot use 60%, 40%, 30%, but you can use 59%, 40%, 30% because 60+40=100.

The math becomes a lot more annoying the bigger the group gets, and if you choose to use "at least" instead of exactly. So I highly suggest using method 1 because it's far more intuitive and gives the user more control.

Now for uniqueness, this adds the restriction that every lineup produced must be at least x players different from all other lineups produced. This is useful because you don't typically want lineups that are almost identical to each other, but when you have an optimizer with very few restrictions and a very large pool (default lineups), the top lineups can be very similar to each other. This is a feature you definitely want to use if you don't have many restrictions. But if you set it too high, you can run out of lineups really fast.

As for randomness, this just means that between each lineup, the optimizer will move your projections up to the amount you set. So if you set it at 2%, that means it will optimize based on a different set of projections between 98% and 102% of the original projection for EVERY lineup. This adds a little bit of randomness so it may get you away from playing the same stuff as other people, and it can speed up the solves (if you want me to explain why, I can do that, but it's not too important).

With the most recent update, you can merge crunches by moving the lineups together. So why not lock Millsap and create (0.15 x total # of lineups you want) lineups with him in one crunch. Then in another crunch exclude Millsap and calculate the rest of them. The merge them together.

Or, alternatively if you have a group of power forwards that you want to rotate about (let's say 5 of them), make a group with the rule "must select exactly 1 of these players in every lineup" then set their exposures to slightly over 20% (you can do exactly 20 if you're confident in your math).

This was the most recent update. You are now able to save/load/merge crunches. If you want to see how they performed actually. Go over to lineup-rewind and load a past crunch.

Details here: https://www.fantasycruncher.com/forum/viewtopic.php?id=2706

There are some weird salary things going on because the late slate had different salaries than the main slate. But right now rewind only shows one slate a time. Not 100% sure this is the issue but it's most likely the cause.

It should be giving you the lineup with the highest projected score, unless you have randomness or likes/dislikes which makes invisible edits to the projections. If you are not getting the lineup with the highest projected score total, then that's a bug. This of course does not mean "the lineup I want to use most". We have no way of measuring that, and we don't expect our users to just take the top lineup. It just gives you a top lineup determined by a well defined objective.

I guess there isnt a way to move the Groups around, for example if I want to apply groups for each player, that isnt possible is it?


Could you explain what you mean? The reason groups exist is to do things that you would normally have to do with every player, but with a smaller group of them.

Can you send and e-mail to support or post here if you don't mind showing your screen with a screenshot of your table and the top lineups that are being produced?

When I calculate by ceiling on FD with all the games on, this is what I see:

What site are you playing on? What slate are you playing on? Do you have any salary constraints?

I can't click and drag holding the left click to select or deselect multiple players now. I have to manually click each one, one by one. can this be updated?
input boxes are much better than sliders. Any chance you can remove all sliders and replace with input boxes?


You can, you just need to hover over on the left side under the select/deselect column. This is a compromise to the people who were selecting/deselecting accidentally.

Go to the top left of the lineup card, click on the gear icon. You can adjust which columns you see.

This new look and feel is awesome! It is MUCH cleaner and easier to look at. I noticed it is much faster too!

The removal of select/unselect by row feature is excellent...too many times I would accidentally unselect a player by accident.

One bug I found is that several players you can't "like" (thumbs up). For example, Justin Anderson. In fact, if you sort by value, none of those guys you can like until you get down to D. Russell.

Keep up the great work!


Thanks for the bug report, we're working on it right now.

Hello, just curious, when I now copy my player list and paste into excel, it pastes all of the info in one column, which it never did before.

Will it be like this going forward?

Thanks


No, we're looking into this, thanks for the bug reports.

In terms of a "sandbox" server, there may be security issues with that, but the main concern is we simply don't have the personnel to implement features on whim. As even with small changes like this, there is a lot of bug testing that needs to be done.

However, we are considering a bunch of features that will further increase the versatility of the tool which may encompass this request as well. But that's further down the pipeline as we need to figure out the specifics, which is why we're being very vague.

Right now, it's not possible, but we're working on a feature currently that will accomplish something similar. I don't have an exact ETA but it's being worked on.

It is true that the best lineup(s) are often projected lower (also maybe lower average, lower ceiling/floor what have you) than the optimal lineup. However, that is not in conflict with the statement that the optimal lineup usually performs better than suboptimal lineups. Because there are far more lineups with lower total average (close to the mean), than lineups with high total averages. So the probability of the BEST lineup having a (near average) total average is much higher than the best lineup having a very high total average. Simply because there could be hundreds, thousands, millions of times as many lineups with a lower total average. HOWEVER, the lineups with higher total averages will perform better than the vast majority of lineups with lower total averages because there are so many that will be really really bad, but these are hidden from you in lineup rewind because you're only looking at the top ACTUAL scores.

Of course this is the same with salary, lineups with a salary of 50k tend to do better than lineups with a salary of 49k, but very often we find that the top lineup is a lineup with a lower total salary. This is because there are more ways to make 49k lineups than there are 50k lineups (usually). So why do we implement salary constraints but not average/floor/ceiling?

The first reason, as previously mentioned, is that the users are very aware of where the bounds are. They get a good intuition for what setting the salary cap to 49.5k means. But that doesn't hold true for setting the average score cap to lets say...250 points.

The second reason is that have a very strong feeling that DFS players actively try to spend all of their salary cap. Even though salary is (somewhat) arbitrarily assigned by the DFS sites, players feel better about a lineup that uses all their salary. Avoiding max salary lineups does decrease the chance of your lineup being replicated in GPPs so there's some game theory edge. This is not likely to be true for average, and definitely not true for "FC floor/ceiling projections", because in order to maximize average score, you would need an optimizer, which isn't used by most DFS players. And of people using optimizer, I imagine very few try to "maximize" the average. They'll probably submit lineups that have high average scores, but not optimal, so if you're trying to avoid those lineups by capping averages to something lower than their already suboptimal values, you're probably in a dangerous zone where there are many many many low quality lineups. And the reason why allowing caps on floors/ceilings definitely won't give you a "game theory" edge is because unlike salary and average, FC floor/ceilings aren't available to everyone.

Third, salary cap is already an necessary constraint, so changing the max from 50k to 49.5k does not affect the solve speed. But if you add a constraint such as total average cap, then you're adding whole new dimension of constraints that will make the computation slower. We're not opposed to adding constraints that may speed the solves down (we've done it many times), but we are very hesitant to add them if they don't provide a clear benefit to users.

Here's an alternative solution, since what you're saying is "projections are good and all, but clearly there's uncertainty so I want lineups that doesn't rely solely on projections". Normally, that's what the other constraints are for, exposure, stacking, groups etc... But if you just want to account for projection uncertainty, just add some randomness. This will give you lineups that you may not get just optimizing on projections, and as a bonus it actually speeds up calculations. And if you feel like randomness doesn't give you control,I would argue that it gives you as much control as setting an arbitrary cap on total average/floor/ceiling would.

I want to emphasize that we really really appreciate our users making suggestions and even debating with us. We're currently not considering this feature because we're not currently convinced that it's a useful feature. If you or anyone else make a good counter argument for implementing the feature, we'd be happy to revisit it. Many times, new features that we come up with ourselves draw inspiration from feature suggestions that we turn down because they provide us with insight on what our users want.

It might be possible, but there are some intermediate steps that need to be done to rewind to be able to re-load crunches that were performed on cruncher (something we're working on). Once we get that done, we look at our options in terms of analyzing lineup performance.

We work on improving the site everyday. But a lot of the things we change are not "features", things like making the site run smoother (across different platforms), developing a knowledge base, improving the interface for other admins/staff so that we can respond to day-to-day issues faster. Currently, we have an extremely full plate in terms of things to do, and we don't want to make promises that we can't keep, but we don't want to just keep replying with "maybe" or "in the pipeline, no ETA".

Sorry, I didn't respond to this. There's a lot to process for a request like this and just didn't get around to gathering all of our thoughts. So to answer your question:

In terms of feasibility, this is absolutely feasible. There are a few ways that this can break is if you do a "calculate by: average/ceiling/floor etc.." then set a max average/ceiling/floor respectively, it will be extremely slow because you're giving conflicting commands to the optimizer "find the highest average + limit the average to X". That is not THAT big of an issue, as we can solve that with changes to the interface.

The major issue comes from "how useful and useable is this feature going to be?" In terms of usefulness, users cannot adjust averages, floor or ceiling. These numbers are arbitrarily decided by us, as opposed to salary which is decided by the DFS site. Adding a minimum constraint to things like floor/average/ceiling will heavily penalize for using some of the most important value plays (low priced bench players with big opportunity). I don't exactly see a use for adding a ceiling for any of these values. Maybe you can chime in on why you believe this feature would give users an edge against non-FC users.

Then there's the issue with usability. In terms of salary, users have a intuition what restricting the salary to lineups over 49000 vs lineups over 49500. We have a hard limit that's known for the salary in place. In terms of average, floor, ceiling, it is not clear in any way what a minimum floor/average/ceiling of 150 points would mean. It is extremely difficult to determine what "good" bounds are. And these values will be wildly different slate to slate/day to day. Bad bounds come in two forms: overly lenient and overly restrictive. Overly lenient bounds take up computation resources and does nothing. These values need to be added into the optimization problems, and do nothing in changing the solutions that come out. Overly restrictive bounds will cause the solver to give users errors (especially when combined with exposure/uniqueness constraints) and can be frustrating to figure out what's causing the solver to not be able to find the number of lineups that were initially asked for.

All in all, it's that [i]could[/i] be added, but our current feelings is that it [i]shouldn't[/i] be added. Again, sorry about not replying sooner, it was a request that took a lot of consideration. If you believe that this feature would make our users better players, we'd be happy to hear your counter arguments.

Good catch, for some reason his projection was 0 for FD and only FD. I've added the projection for him.

Are you talking about using the sliders as filters? You can do that by combining it with the "select all/none" checkbox. Simply remove all the players from the pool using "select none" then adjust the sliders and do a "select all". We wanted the sliders to only adjust what's visible on its own because a lot of times you don't want to have your pool messed with if you only want to see number of players above a certain salary or projection etc...

Just an update, we believe we've fixed the issue. It was a problem with our database, and not server capacity. We have a server expert on standby for today's slate to monitor the issue if anything arises.

They're invisible +/- 8% to the projection per thumb. So you won't see it in the totals, but they're used in the calculations. Just for easy projection modifications.

We're working on building a comprehensive knowledge base for our users.

They're invisible +/- 8% to the projection per thumb. So you won't see it in the totals, but they're used in the calculations. Just for easy projection modifications.

Hi Carlos, point #1: we already can do that. The select "all/none" checkbox has an option "add selected to group" so you can add players directly from your player pool table.

Point #2: we're working on it.

It sounds like you'd just want to calculate 65% of your lineups with curry/green exposure restrictions, then lock curry+green for the last 35% and do a "calculate more". Forcing players into exposure percentages is similar to minimum exposures, and I've gone at length as to how there isn't a unique solution set that can be solved with our algorithm and most likely, you will end up having the back end of your lineups all having your low value players with minimum exposure all shoved together.

Did you set a max salary constraint by accident in the advanced options?

We're working on something like this.

Put Curry and Durant in a group. Set the rule: at MOST 1 of these players.

Let me make sure I'm understanding you. Are you saying for every player you want to select a different projection source if you like it more? I'm not sure but it really sounds like anything we'd implement would look a lot like a spreadsheet. If you organize your spreadsheets by name, they should more-or-less line up, then pick the column that you agree with the most. You can export our projections to a spreadsheet with the "copy data" button at the bottom, if you paste it into a spreadsheet.

I don't know how much better of a process we can implement that won't make the site look overly complex. Do you have an idea of how it would look and how it would work?

You can check them off on the table and use the "add selected to group" option in the all/none checkbox.

It will be the "optimal" solution after the randomness is applied. So I'm not quite sure what you're asking. The percent just puts a cap on how much the projections can change.

I believe so.

What are you "comparing"? If you're looking across numbers, you can do this all in excel/google docs prior to upload. It's something we could possibly implement but I'm just curious if there's more to what you're describing.

Unique players isn't "random", it tells the algorithm to look for lineups that are X players different from other lineups, it is a deterministic result. Randomness perturbs the projections x% after each lineup being calculated. This gives you non-deterministic results, aka slightly off-optimal results, for those that want it.

You can usually figure out what's wrong when you open up the csv file. If the player ids are missing, then that player does not have an ID for that specific slate or you may have unchecked the "include player ids" checkbox. If the player ids are there but it doesn't work, it means that the wrong ID is there and you selected the wrong slate in the dropdown menu right before exporting.

HOWEVER, this current week, FD had two slates for thurs-mon and sunday main, they probably loaded one incorrectly then we pulled that data and they replaced it and we got that one instead. And there were two of the same slates in the dropdown menu with different player IDs. We later on realized what had happened because of a support e-mail and removed the extra slates.

So, if you ever have issues, just e-mail us at support@fantasycruncher.com with your problem, and if you attach your csv file we can figure out what's going on fairly quickly.

If you're trying to avoid two receivers/TE on the same team you can do that with the position stack "WR with at most 0 WR/TE same team"

But if you want an exception, that's going to be tough. I'm not sure if there's a way to do it easily with our current system.

So, are you trying to stack QB with at least 2 WR/TE from same team? Or is it something different?

That isn't an available option. The My Lineups page was created before exporting to simply store lineups to visually inspect for later. That page has not been upgraded to include export.

https://www.youtube.com/watch?v=TVLgavSvQo0

That's for you to decide. If you want your core locked in every lineup, then don't let us get in your way. I'm just letting you know that the groups feature can give you a bit more flexibility with your core. We just want to make a tool that's as flexible as possible.

It's not about what will actually happen, it's about optics. We can potentially know whose account is uploading the csv file, and it really doesn't matter which lineups go in, only which ones come out. So pitchforks will be raised. As we become more popular, these are the types of things we need to consider when adding new features, it's unfortunate but that's the truth of the matter.

There are always concerns with something like this. We get enough paranoia about us using the information of our users. If we give users the ability to upload a csv, there's going to be some (not negligible amount of) backlash about how we will now be able to know what lineups users are playing and what tournaments they're playing in.

If you have a core of 3-6 player, you can throw them in a group and tell cruncher to select (exactly/at least) x amount of them. The more you lock, the faster it will go, but you will have less diversity in your lineups.

I've responded to most of this: https://www.fantasycruncher.com/forum/viewtopic.php?id=2345

The reason why RG can do it quickly is because they don't actually solve for optimal solutions. We don't agree with this approach because then we don't know what we can say that our tool does. Because any human can make "valid" lineups, even very good ones.

Another approach that really speeds up calculation speed is to split your calc into multiple parts. If you want 20% exposure to a player, lock that player and calculate 30 lineups, exclude, lock a different player and "calculate more" You won't get overlapping lineups and it'll go much faster because of the lock.

Nice!

If a bunch of players have an ID of 0, it usually means they are not on the slate that you're exporting to.

Not one click but you can de-select the entire pool, then use the checkboxes in the filter area to only show players that are part of a PP unit, then use the select all checkbox at the top of the table to only select these players.

you can enter exposure values into the player manager, as the 3rd column.

The first request is quite difficult because you would need to lock those players into specifically those slots. So I'm not sure if that's possible.

I'm not sure what you mean by your second suggestion. You can straight up exclude players from your pool by unchecking them and that will ensure that you only use players that you want.

likes= +/- 8% to their projected score (additively)

To do the packers thing, it's probably better to do groups. Make a group with Rodgers, Adams, Cobb, Montgomery. Set Rodgers as the key player so that it says "If Rodgers is picked, then pick at least/exactly 1 of other other 3". Then use exposure to distribute those players. You can him a high projection and limit his exposure to force him into 9 lineups or however many you want.

Here's how you can do it, but it's a bit tricky. First you calculate 50 lineups for the thurs-Mon slate. Then remove the two games using the game filter and hit "calculate more WITHIN THE SAME CRUNCH (do not hit the normal calculate button). This will ensure these next 50 lineups will be eligible for use for Sunday only slate. Running them on the same crunch ensures that lineups will not overlap.

Now when it's time to export, you will need to do some editing to the lineups. When you go to upload for the thurs-monday slate, on the export menu, select the appropriate slate, download the csv file. Then open the csv file and DELETE the bottom 50 rows to remove your Sunday lineups. Now upload the file onto dk/FD.

When you want to export for Sunday, switch the slate in the export menu to the Sunday slate. Download the csv file. Open it and delete the first 50 lineup rows (and shift rows up). Before uploading it to DK/FD.

Let us know if you have any issues via e-mail, as we respond a heck of a lot faster.

Fanduel doesn't let you mass edit. It's against their terms of service.

He's projected at 0, you can add him by giving him a projection higher than your threshold (set in your account profile) in the player manager. Or you can lower that projection threshold to 0 to see all the players in the database, but that will slow down the site load speed and calculation speed.

Did that lineup play yet? Actual score shows up after the stats of the day have been registered.

In terms of calculations, there's not much that can be done. My recommendation is to use a smaller pool.

Those are colors to represent the team they're on. It's purely for aesthetic reasons.

Hi, this is not a bug. This is DK's new NBA rule changes. Adding positional flexibility (sg/sf players) along with their already 3 flex slots skyrockets the number of combinations. That's why it's much slower than on FD.

Replied To: NBA

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The average performance right now is based off of last year's stats. We typically use a rolling average for a month or two, then we switch to only using the current season.

Are you unable to move the filter further to to the left? If not, then that's a bug. But for you to get Lebron back, you can add him in manually via the player manager if you give him a projection that falls into that range. Also, check whether or not he'll show up in your lineups when you calculate. The sliders filter out visibilty, not availability, if he's projected at 90, he should show up in every line up, unless you de-selected him beforehand.

If you use the sliders in conjunction with the select all/none checkbox, you can remove lines from your pool.

i.e: Move the lines sliders to show only the lines you don't want then "select none" to remove them from your pool.

You can use the team stacking rather than positional stacking.

Did you allow for offensive players vs defense? The default is 0, the optimal solution could have it though since it's a small slate.

Hey guys, it's been a while since I've posted a new article. This topic seems to be a common occurrence recently because of positional stacking so I decided to do a write up. Let me know what you guys think.
https://www.fantasycruncher.com/articles/2016/10/08/ties-thoughts-running-lineups/

Week 4: https://www.draftkings.com/contest/gamecenter/28707353
I can't find a link that works for week 3.

First off thanks for the suggestions. I will address each of these points one at a time:

-We can't tell you why a run won't work. It's never one constraint, it's always all of them. As an analogy, when an elevator goes over the weight capacity, you can't just blame one person for pushing it over the limit. The constraint that you're looking for that's breaking your calculations is not easy to identify. It's not necessarily the most or least restrictive one. Usually this happens with small slates, be sure to change the # offensive players against defense in the advanced settings.

-Working on it. It's something we want users to save, but we need to figure out the right way to do it.

-You can already do this. In your account settings, you can lower your projection threshold to 0.

-Working on it. We're going to improve positional stacking a lot. This is the first season we had flexible positional stacking, it's going to get better.

Fixed, just refresh, we accidentally applied a suspension to both players named Jose Ramirez.

Replied To: NFL Exposure

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How can you have option a) QB stacked with only 1 WR on his team. And at the same time never have a) 2 WRs from another team if there are 3 WR slots? Or are you playing on a site besides DK/FD?

Edit: In addition, how can you never have a TE on a team not on the QB unless you always require QB+TE?

Or do you mean, the remaining WRs/TEs cannot be on the same team UNLESS they're on the same team as the QB?

Replied To: NFL Exposure

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So if you don't want 2 WRs on a different team from QB, then you need to set QB with 2 WR's from same team. Now what did you want to do with TE's? If you don't want 2 WR or TE on a different team from your qb, then you need to see how many WR/TE slots there are and change the 2 to on fewer than the max and add TEs in the same rule.

Replied To: NFL Exposure

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If you want two WR/TE on the same team as the QB, the rule you should set should be QB with 2 (WR/TE) from same team. If you want at least one, set that number to 1, but put 2 positions on the right box.

Replied To: Groups

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No there isn't, this is akin to minimum exposure and I've explained in previous posts in a lengthy fashion why minimum exposure isn't something we can do right now https://www.fantasycruncher.com/forum/viewtopic.php?pid=6362#p6362. What you can do, is set them at lower exposure, for example 15% each, and give them projections that have more or less the same value (projection/salary ratio) and you can sort of get something similar.

This is not a function you do with stacking. It's what you do in "groups" for specific players.

Side note, if you ever reach that limit, you should check the quality of the last lineup. There's a good chance it's absolute trash if it's the worst possible lineup.

This is because we don't know how many possible lineups there are with your set of constraints until we try to generate them. The logistics to do what you are asking for is very costly computationally. One would need to solve for every possible lineup, and we're talking about numbers larger than number of stars in the universe. Then we'd have to go through and filter out only the ones that fit your criteria real time. Both of these steps would require a lot more computing power than we're capable of.

Looks like we've got a bug. You can accomplish what you want by setting DST with 1 RB rather than RB with 1 DST. But we'll get on fixing the bug. Thanks for letting us know.

Replied To: NFL Exposure

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We just pushed out a positional stacking feature in the advanced settings. Simply put a "RB with 0 WR/TE from same team" rule and that should do it.

In case people don't want to read the article (I'd appreciate if you did, since I wrote it). The thing is not that we are preventing our users from controlling exposure better. It's that with our CURRENT method of doing exposure, if we allowed for minimum exposure, the results will be REALLY REALLY bad. We currently do exposures by removing a player from the pool between solutions when their exposure has hit a certain point. This isn't that big of a deal since removing a player from the pool does not restrict lineups that much, especially if you have a decent sized pool. To enforce minimum exposure the same way we're currently doing it, we'd have to LOCK players between solutions, which is a much more restrictive constraint.

Let's see what that looks like in practice: You have 5 "sneaky plays" aka low projection plays that you want to play each at least once, in 5 lineups out of 25. You set a 4% minimum exposure so that they'll be used at least once. What the optimizer is going to do is, it's going to create 24 lineups as normal then realize, "oh the minimum exposure hasn't been met, let me lock in those players that need to be played" and now all 5 of those plays are in a lineup together. Now we have groups so if you want to prevent this, you set it so that each lineup can only have 1 of those 5 players. Now the optimizer will create 20 lineups and realize that exposure constraint needs to be met and you might get decent results, but there are going to be issues with those lineups being almost identical to other lineups with 1 player subbed or if you have some uniqueness constraints, they're going to be bad because they need to satisfy uniqueness from all previous lineups AND need to incorporate this already mediocre player.

Let us take this even further because this is what a lot of our users will do, what happens when you set minimum exposure on 20-30 players and you want to create 100 lineups? I reckon the results would be pretty unpredictable. Will our users even be able to look through that many lineups and tell if the results are what they want? And if they aren't, how do they use the current constraints to make those lineups. Well..I'm not sure what type of rules you would need to enforce to get what you want, and not even sure if it can be done with the current method. Entering 100 lineups is a lot of money, it is in our best interest that if our users are producing a ton of lineups, they are produced in a predictable manner. If we can't provide that, it would be irresponsible for us to release a feature that we ourselves would not be able to explain the results.

This is what I think users actually want when creating 100 lineups. They would rather have 100 "decently" projected lineups that have good diversity rather than the optimal lineup then subsequently worse lineups that decline in quality very quickly. To do this, we need to come up with a different way to do the solve ENTIRELY, because we need to look for these 100 lineups as a group, rather than one after the other. We have worked on a different way of solving that can do this, but it's not ready for release yet.

If you need to assemble a minimum exposure, one of our recent updates lets you look up the lineups with specific players and delete lineups from your list. Then, you can lock in players that did not get used or were underused and you can calculate MORE lineups and add them to the pool (there won't be any duplicates). This is a much more predictable way to get to your minimum exposures.

I'm not sure I understand, what would be the objective that you are maximizing using two criteria?

You can set Arenado's individual exposure higher. We don't have any way of doing minimum exposure anyway. You could always force some stacks then remove the Rockies players except for Arenado and then "calculate more"

Thanks for your input, however, the actual exposures are linked to the crunch, and you can have multiple crunches. So how would that interface actually work?

can you do this process for lineups that are already reserved? or can it only be when entering from the lobby?


As far as I know, Fanduel does not allow in their terms of service for automated methods of lineup editing. They are fine with automated entry.

As of 3/7/2017 Fanduel now allows editing of lineups via CSV.

We need a source for stats so that we can provide stats and make projections. Also if we are to support it, we will likely make projections in a similar way to NFL, because we don't know anything about CFL specifically. But the main issue is still to get a good source for stats.

Improving your computer will help with many things. One of the expensive things is the loading of the player tables, and even generating the lineup cards. I'm not sure if just a processor upgrade will do the trick but certainly will help.

Replied To: CLE vs CWS

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Just checked, they're not there for the 3 slates for today.

As in they're not there on Draftkings so we don't have salaries for them.

DK/FD add these slates last minute and we don't know when they're going to do it. We grab the slates at night and assume that's all the slates that are going to be there then in they add additional slates that are a few hours before they lock. We'll try to be more vigilant in the future but this one caught us off guard.

A few hours after the last game has been played typically. We wait a while because sometimes not every site loads their player salary information, sometimes they even change it in the first few hours.

Take exposure down to around 30% and use "each" exposure setting rather than group. It will probably do a bit better.

I don't know what you mean by bumps (not projections I hope), I meant increase the exposure for the players you may want as fillers as well as in stacks.

Yes, that makes perfect sense. There is a temporary solution, which has good side effects, you can raise the exposure values of a few select players higher than their teammates which will isolate them as high value players which you would want a filler as opposed to players you'd only want in a stack. Stack exposure can probably be done but it might get very confusing as it can easily conflict with player exposure and the interactions between the two may not be clear for new users. As we add more and more features, this is always a concern.

Hi,

My subscription shows cancelled in my profile. I do not know how it became this way other than my cheapskate wife doing this for me on my laptop. Regardless, I do not wish to cancel, but can't find a way to renew.

Ricky
Twitter= EadesScience


I've added back your subscription with a trial period that ends as the same time as your normal billing cycle. In the future please send this type of request to support rather than on the forums. I'm closing this topic since this has been resolved.

It's on your computer, it depends on the requirement that you're tightening. Some additional requirements improve speed, some slow it down. For example, the unique player constraint slows it down, but if you were to lock a player, it will speed it up.

Here are a few ways to improve your calculation speed:

1) Shrink your player pool, uncheck all the players you don't even want to consider. This has the largest effect, number of possible lineups increases exponentially with the size of the pool.

2) Separate your crunches. It takes longer to calculate the 2nd team vs the 1st, and the 100th team will take a LOT longer than the 1st (for mathematical/algorithmic reasons). So, what can you do? If you want to make 100 lineups, but you know you want to have 25 of them with player X, lock player X and calculate 25. Then exclude/uncheck him, lock another player, scroll down and calculate more which is the command below your exposure table (Not calculate). However, if your calculations are slow on the first calculation, you'll want to do things that improve individual solves which involve shrinking the pool and perhaps locking some positions.

3) Do exposure and uniqueness manually by locking and excluding. This builds on suggestion #2 and requires more foresight but it is also rewarding in that you will have the type of diversity you want rather than letting a computer decide your diversity. So plan ahead on how many lineups you want with player X AND Y, X and Z, Y and Z etc... and separate your crunches.

If you do these things, the calculation will probably go much faster.

There is another issue though with slow computers that would affect you even if our calculations were server side and that's the cost of rendering a large number of lineup cards. If the scrolling feels slow, even after the calculations are finished, that's a separate issue and much harder to solve without upgrading your hardware.

The slate is there for DK. Fanduel doesn't have a 2 day slate on their own site. Are you on the right page?

Edit: A Thurs-Fri slate was recently added to FD, we're working to incorporate that.

Right, that's one of the approaches we could take. However, the details of implementing it take development time. But I agree, that's a good approach, at least in theory.

I see, if you want to change a subset of your lineups it may be more difficult, you're right. Of the top of my head the way to do it would be to preserve the crunch you used to upload the lineups. Then you can use our lineup searching feature to isolate the Kemba lineups, remove them and calculate more. However, this requires you to leave your browser tab open which can be a hassle.

For now, that's the best that we can do, it becomes a difficult process because the lineup CSV comes from your account on DK and we're not allowed to log into your account. There may be some work-arounds, but it will take some time to plan and execute.

Since DK implemented their own edit format. All you have to do is download their csv file to download your entries. Crunch the same number of lineups, and replace the appropriate columns from the csv from DK with the columns in the FC file. Upload the edited file back to DK.

You need to combine it with the "select all/none" checkbox. The sliders only change visibility. So you may want to move the range to the players you don't want and "select none", or first select none, slide range to see players you want and "select all"

crashthe24 is not a staff member, he is a volunteer moderator to helping to block Russian spam accounts, we do not condone his tone but we feel that we shouldn't censor our members in these forums. Hopefully he will exercise further judgement because he does wear a moderator tag and his role can be misinterpreted.

Our thoughts on the matter were similar to soundofsilence, in that we encourage our members to modify the projections when they feel that they are off. And the projections were set with the anticipation that Deron Williams would play, which he did, but promptly got injured. We don't explain all of our projections and there are many reasons for it. Projections are made via automated projection algorithms and then further adjusted based on Oreo's "feelings".

When you have strong feelings about projections, and those feelings are accurate, go with them, that's how you become a better player and differentiate yourself from the pack. Hopefully you followed your gut and did well tonight.

Edit: If you want to contact the staff, the best option is via e-mail. However, discussions about a player's projection should probably be left as open discussions with other members, unless you feel that the projections are so off that it must be a bug.

This is because there are two Matt Duffy's, the player manager differentiates them by Matt Duffy:SF (or Matt E. Duffy) vs Matt Duffy:HOU or (Matt M. Duffy)

I can't reproduce your error. I see the actual score columns, are you on the correct date? Perhaps somehow you got routed to today's date.

Replied To: Stacking

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It's different because you can put in multiple teams and it'll pick from the list of multiple teams. And you can add more than 1 stack. So, it finds you the highest projected score among stacked lineups. You won't find another optimizer that can do this (yet, our competitors like to copy us).

Not up yet. When it's up it'll have 3 games. It's showing last year's stuff. It's mostly functional.

In a more detailed response, the reason you are not seeing him is because the default player projection threshold is set to be 3. There are two things you can do. You can add him in via player manager just by giving him a projection greater than 3. The format is first column: First name space Last name; second column: projection score. The other way is to lower the threshold to 0 which you can do from your account profile. This is less advised because it increases your player pool which then slows down the optimization algorithm and the rate at which the page loads because you're going to be adding a lot of players.

Thanks.

Not ready, sorry, it probably won't be ready until the 1-2 days before game day.

Replied To: DK warning

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If you're using CSV files, I have no idea how it would constitute as a 3rd party tool. Are you uploading repeated CSVs in succession? I mean I never understood why they switched to a CSV system, you still need a tool to create those CSV files. It doesn't make it easier to add lineups if you don't have a tool.

I would contact DK and ask them what they're detecting because you're uploading lineups via CSV. Do you still have the old FC plugin installed?

You guys may not need projections but we're still going to get a ton of e-mails complaining about bad projections. That being said, it's something we'll be looking to add after we get baseball up and running smoothly.

It's not being locked. We don't lock players for anyone. If a player happens to be the highest value play, for example if they were projected for 100 points and costs 4k, they'd appear in every lineup because they are mathematically necessary to create any of the top 50 lineups.

The bigger mystery is that they player didn't show up when you went to search for them. No one else has reported issues of players not in their pool being added to the lineup. That leads us to believe that you probably adjusted the sliders which took Galloway and Acy out of view.

Please send an e-mail to support and attach all the screenshots you can. That is a very odd occurrence and no one else reported anything like this. My feeling is that you may have used the sliders to filter out players, but you didn't actually filter them out. The sliders only change what's visible to you, it doesn't remove players from the pool in itself. If you are to use them as a filter, you need to "select none" then make only the players you do want visible, then "select all". Alternatively, you need to select all, then move the sliders so it only shows players you don't want, then "select none".

There's no way that Galloway and Acy were missing from the pool without someone reporting it. This is why I suspect that is what happened.

Our last update broke the my lineups page in this regard. We're going to fix it, however no ETA because we're not sure of the extent of which it's broken.

generating lots of lineups without a flex on DK for me


Can you e-mail us with a screenshot of the lineup and your advanced settings?

I'm having the same problem. I ran lineups for the full slant, turbo, late, later and lastest. The full slant went in no problem. My lineups for the turbo, late, later and lastest were accepted by draftkings, but when I went to enter contests they weren't there. I went back and checked my lineup page and I saw all of the new lineups with a 0 listed for # of entries. Went back and redownloaded the csv files to my computer, making sure I had the correct slant listed on fantasycruncher. Went back to draftkings to upload them, and noticed that each lineup when i uploaded it was for the 7pm full slant. Looks like the player IDs are not shifting over when you select a different slant on fantasycruncher.


Can you send us the CSV file you're trying to upload send to support@fantasycruncher.com

We'll look into it, is it FD, DK or both?

Did you select slate and make sure you filtered out the correct games for that slate before downloading the CSV?

I can't import in draftkings

Works fine for me, I just tried it (you owe me $6), did you make sure you filtered the correct games out AND selected the correct game slate on the drop down menu?

Also, overall speed/performance improvements!

You betcha.

I apologize if this comes off as not being receptive, but we don't typically add functionality for one user. Can you see where this would be useful for anyone else? The simple text thing was put in simply as an easy way to share lineups with someone. What you're asking for can definitely be done, but it will take up interface space and development time which are two resources that we don't have a ton of.

Could you provide a screenshot via e-mail to support with the specific lineup and some of your settings? It would help us a lot in determining what the bug is.

Fanduel stopped supporting direct export. You have to do it via CSV file now. Instructions are here https://docs.google.com/document/d/1jLnt9YWZHIBZEhoT1SrycuDGrUK7KCV8ak1K9pDmdzc/edit#bookmark=id.cafxv2kej3yv

If you are still having issues let us know via support

We added a new checkbox. After you upload projections, on the player table in lineup cruncher, in the top checkbox (it used to only be select all/none), there's an option to only select players with custom projections.

The reason you are not seeing him is because the default player projection threshold is set to be 3. There are two things you can do. You can add him in via player manager just by giving him a projection greater than 3. The format is first column: First name space Last name; second column: projection score. The other way is to lower the threshold to 0 which you can do from your account profile. This is less advised because it increases your player pool which then slows down the optimization algorithm and the rate at which the page loads because you're going to be adding a lot of players.

This is because we do not produce DvP rankings based on the positions given by DFS sites (as they are often wrong), and we use their "true position" of course this still isn't the best for players who play multiple positions frequently but it is the best we can do. I hope that this gives you a better understanding of what you see.

I've added him.

Replied To: NBA issue

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Do you know what causes it to break? I think refreshing fixes the issue but did you change any of the advanced options?

Do you know what's causing the flex position to break? It would help us greatly in fixing it. I've heard that refreshing may fix the problem but we'd like to solve the bug

Replied To: Draftkings

1

A CSV file is just a format for spreadsheets. So, in order to upload lineups,

1. Decide what slate you're going to play, set your game filter so that the same players are available.
2. Create your lineups on FC as you would normally do.
3. Select the correct slate on the export tools
4. Select the lineups that you want to export
5. Hit download CSV
6. click on the available link or go directly to https://www.draftkings.com/lineup/upload
7. click Upload CSV on the draftkings site, select the file that you downloaded from us.

You should see something like this:

First off, floor and ceiling are not editable, so they will be default lineups unless you use some other stuff along with it (locks, exposure, lots of exclusions etc....)

The floor and ceiling of players are inversely related. This is because it indicates the volatility of the players. You obviously would not want to optimize an entire lineup based on floor/ceiling, because you're making the assumption that everyone in the league will hit their ceiling/floor, which is absurd. So let's say you have most of your players figured out 75% or something like that. You may ask yourself "what is the safest way to fill up the remainder of my players?" You may want to use the floor calculation to fill the lineups with players that are consistent or have high floors. Similarly, if you are playing in a tournament, and you've picked out your "core" players that you think will be solid you may ask yourself "Who are some players that I can fill in my lineups that have a decent shot of exceeding expectations?" Then you could fill in your remaining slots with a ceiling calculation.

Closing the thread because this has been resolved.

For anyone wondering, this issue arises when you try to "resubscribe" after getting a failed payment notice. What you need to do is change your credit card information from your account profile and just wait for us to try to charge your card again the next day. Upgrading again will cause you to be on two subscriptions simultaneously and be double charged going forward. Let us know via support@fantasycruncher.com if you got double charged.

On top of that, since they've added CSV import, it doesn't mean that the people don't have a script could make those lineups anyway. It's pretty silly.

To crunch future slates, we need future salary data and slate data. Unfortunately, that's usually not provided until the previous day's slates are closed. On top of that, the DFS sites themselves often make salary changes or add/remove players after they release this information. That's why you sometimes see us missing players (most of the time they're just under the projection threshold in your account settings) or having them on the wrong team or for the wrong salary. Because we don't want to constantly be pulling data from their site, we do our import some time after the final game of the previous day's slate has ended.

That is a very good idea, we will consider this!

There's a bunch of screenshot extensions for chrome/firefox. I use lightshot. We just need to see you logged in so we know it's you.

Also, congrats on the big win!

E-mail support with a screenshot.

Also, if you save a lineup to "My lineups" you can see its score the next day (and any day in the future).

Getting improved mobile support is something we want to do, but we don't have plans in place to improve the experience so there's no ETA for this. We do know many of our users do use the mobile version of the site. Perhaps they can offer some insight on how to improve the experience.

I often get an error message saying it can't fit under the salary cap whenever I try to lock in a goalie with a couple other players


Perhaps the players you're locking is against the goalie you're locking. In the advanced section we have a "# of offensive players vs goalie allowed" and the default is 0.

I think you're just really knowledgeable about hockey.

Replied To: Cash or GPP

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While we are happy that you won, we want to make it absolutely clear, we do not "make you lineups". Lineups created with our service should be a reflection of your research. We turn a poorly defined problem ("Make the best lineup") into a well defined problem with a solution ("What is the best line lineup assuming we know what everyone will score"). Obviously, we do not know what everyone will score, these are projections.

But projections ultimately are educated guesses. We give you a good start point, since our service would be inaccessible if we asked all of our users to make a projection for every single player. We leave a lot of work left for our users to tweak the projections or change the definition of the problem ("what's the best lineup assuming we know what everyone will score AND must have LeBron James and must not have more than 3 players from any single team and...etc...)

So, to answer your question about GPP vs cash lineups, that will depend on how the user uses the software. For 50/50's you need to score in the 50th percentile or higher and there's no reward for going much higher so you might go with more conservative plays. For GPPs, typically you'd want to enter multiple lineups and you definitely want to have a few players with low ownership (figuring out low ownership will come with experience).

Finally, not even the staff here knows how our users use our service. Our goal is to make the tool very flexible and we have found that many of our users use it in a way that we would not imagine.

End of billing cycle. We don't want to charge people who don't want to be subscribed.

Check your player manager, do you see custom projections? Are you making sure you're looking at the "all" tab and not the "my pool" tab.

Could you give an example of a team that you tried to make?

Edit: You're right the salaries are off. We'll get on it.

Edit2: I realized the problem. We don't typically upload the Sunday slate salaries until Tuesday evening. You'll see that the games are still the games from this current week.

Replied To: New User

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We lock our users at the price they sign up at, we've raised our prices over the past year.

Hard to say since we don't know their formula. We also may use a different sample size of games since the current season is still pretty new. Also, we may list different players under different "true positions". For players who play multiple positions, it is very difficult to choose which position to use for DvP.

We don't consider their positions the same way that DK does. As you know, these DFS sites often put players as positions that they aren't. We consider the position that is more accurately representative of the position they play in games.

Does that make sense?

We've moved to the new server, things should go well. However, Dave being located in Nevada really hinders the amount of bug testing he can do. Something you can do is try to export some lineups into draftkings under a slate that you won't be playing in as a test run since it doesn't cost you anything to export to DK.

Are you the same person that e-mailed us? Try a manual Fanduel lineup entry. If that is blocked, then it's your issue with FanDuel. I believe after you've won a certain amount, they force you to give tax information before you can withdraw.

Next we have a post written by Josh Engleman about correlations in the NBA, going division by division.

Link to the article

Depends on how many lineups you're making. In the end you probably care about diversity, not particularly uniqueness. Similarly to exposure, uniqueness creates really bad lineups if you're making a lot of lineups. For example: a player pool of 160 and a uniqueness of 8 (if max players per lineup is 8) will have a maximum of 20 lineups, and after the first few, the rest will be absolute trash. It is a very restrictive constraint, the more lineups you make the faster the quality of lineups decline.

I don't know the exact number, perhaps other users can chime in, but if you're making 100 lineups, I wouldn't go very high.

It should be there if you're logging into the same computer and using the same browser. Make sure that you're on the same site that you made your initial changes on.

On a related note, we are very close to saving a lot our users' work to our servers so that the changes will be linked to account rather than computer/browser.

Jonathan,

That's what the consistency score is for. Standard deviation is not the best stat since it isn't adjusted for what a player typically scores. Consistency takes that into account. We scale variability into a score that ranges from 0 to 100.

Hickson may be in the doghouse, he's projected at 0. If you want to add him you can go to player manager. In the first column type in "JJ Hickson" and in the second column put in a score greater than 3. There is a threshold that removes a player from the pool if they are projected less than 3. You can bring this threshold to 0 in your account profile. This adds many players to your pool and may slow down the calculations, so it's better to just give them a projection via player manager.

The slider filters don't actually remove people from your pool. If you look at the tabs at the top, you will see that your locks are still there (at least mine are). If they are being removed, that's a bug, let us know.

The way to use the filters is to use it in conjunction with the select all/none checkbox. If you want to remove some players, slide to only show those players and then select none. Otherwise those players aren't being removed from your pool.

Replied To: list view

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If you didn't have the playernames, how would you know who you are editing?

Good catch, I've zeroed him out.

This is an article I've wanted to write about for a while, it's fairly long because it isn't an easy thing to explain concisely. These are the types of articles that I want to write. I will be writing another one of these on uniqueness settings very soon. Any critique or criticism is appreciated.

Link to the Article

Rayze continues with his analysis of today's slate of games.

Link to article here

We had some issues today that were fixed. This may be one of the consequences of the bugs we had earlier, can you confirm or not whether this issue has been resolved?

Article on how one player looks at players and stats by rayze.

Link to article

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Article on who to ride and who to fade by kevdudz.

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This is the first article written by our first guest contributor: chicagogogadget.

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Oreo talks about some of the best ways to use our tool.

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I wrote the bulk of this article a while back, some sample analysis of what I think about while watching basketball games.

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This is an article I wrote about the human element of playing DFS.

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Many of you guys probably already know this, but I wrote it as an intro post. It says oreo wrote it, but it's lying, I wrote it and he's stealing credit for it.

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What's really hard about this game is that unlike poker, you can't prove that your strategy is good strategy. With poker, you can more or less calculate the %chance of winning and losing of every play, and if you lose, you can chalk it up to bad luck. With dfs, it's extremely hard to tell whether you have a bad system or you have bad luck. What I do know, is that players are much better with an optimizer than without. Whether or not that's good enough to beat the rake, we'll see how quickly we go out of business ;). Almost 1 year strong!

Also, in the advanced settings, this can be done by "group" or "each". If you set a player to 50% exposure:

Group means, it knows you're going to try to make 10 lineups, it will keep the player in the pool until he's in 5 lineups.

Each means, it knows you want him in 50% of your lineups, he will be excluded in every other lineup.

Regardless of setting, this gets REALLY funky when you adjust the exposure settings of too many players at once, and you could possibly end up with junk because it will decide to remove all of your good players simultaneously for some lineups.

As far as I know, the best players don't enter a single lineup into GPPs. What they do is they narrow down their pool to about 20-30 players and generate a few hundred lineups. How they pick that group of 20-30 is what makes them top players.

Replied To: Thanks FC

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We don't want to take too much credit. You did the research and made the final decisions, congrats to you!

Replied To: NHL Averages

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Yes, this is true it is a rolling average, we will shift to using only the current season once we feel that there is a statistically significant sample size (maybe 1/4 through the year).

Replied To: New User

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Sounds like an issue only pertaining to you, the reason I say that is because if that was the case, we would be flooded by support tickets by now. Send us an e-mail to support@fantasycruncher.com with maybe some screenshots and we can figure it out from there. We're very fast at responding to these issues via e-mail.

We try our very best to catch everything up until the first lineup lock. We catch most of the news but we do miss some as well, so if there's something you think we've missed, don't hesitate to e-mail us at support. We may or may not update after the main slate locks, partially because we want to keep our rewind projections accurate, but MAINLY because we are probably playing DFS and we're watching the games so we're not around to update them.

With MLB, it is very different from NBA so the updates can come regularly since it seems to be the culture in MLB to release confirmed lineups well before the game starts, this way we can automate it. With NBA, sometimes news doesn't come out until tip off and well...that's just the way the cookie crumbles, but that's also why we are making updates manually for now. We are looking into ways to automate it but that is a huge undertaking that may not come to fruition for a long time.

Basketball monster gives a lot of information and is a very useful research tool because it provides more than just projections (very good stat history and matchup information). We see our relationship as symbiotic with a little bit of overlap rather than competitive.

I know it's not exactly what you asked about but I just wanted to put that out there.

We screwed up, there are two David Johnsons and we gave the projection to the one on the chargers instead of the one on the cardinals. Thanks for bringing this up to us.

Replied To: Yahoo Export

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This highly depends on yahoo's position on mass lineup importing. It can be done, whether or not they will allow it is another issue. We are not currently in contact with a yahoo dfs representative. This is probably something we will look to address once we get NBA ready. We apologize for the lack of updates across the board, it is mainly because NHL and NBA start so close to each other.

What about a minimum exposure setting? That way, for example, if i wanted to force Tom Brady into a certain number of lineups (but not all like the lock button), i could set the minimum for 60% and the maximum for 80%. That way for every 10 lineups, he would be in anywhere from 6-8 of them.


These types of constraints are fairly computationally costly, the speed of the calculations may slow down considerably if this were implemented. If you want Brady in exactly 50% of your lineups, you can just run 2 crunches, one with him locked, and one with him excluded. I believe most of our users do that currently.

I'll add that to our to-do list.

To piggyback off sangamc, if you want to import a pool of players and have it be so that that pool of players are the only ones included. Import them first with a projection of something absurd (like 100), then in the table, select none to exclude everyone, slide the projection filter to 99, then select all. Now all the players that you imported are the only ones selected. Go back and import their actual projections.

Side note: We're currently working very hard on prepping NBA. Once we finish, one of the things we want to do is to add an option in the player manager to zero out non-imported players.

We don't have plans on supporting NBA preseason, we are very excited for the NBA regular season. Believe me, we're itching for it too.

Are you still having issues? I can't replicate your results. If you continue to have issues, send us a support ticket.

Sorry about that, we was listed as a Texan. Thanks for bringing this to our attention, he should be visible if you import him now.

It is not in our current plans. The number of teams/players and the rate of turnover make it incredibly difficult to make projections for the NCAA. We are currently looking to improve the tool for the current sports, and we'll evaluate each additional sport/site on a case by case basis.


Full disclosure: I am a Miami Dolphins fan :-)


May god have mercy on your soul.

Closing this topic because it is currently being discussed in another thread.

We typically go pretty conservative with our projections, players that play a low number of snaps will typically be under your threshold. It's not that you shouldn't play them, we just feel uncomfortable giving them a playable projection. This is more because of the blowback we will receive if we over-project fringe players. We leave that up to you guys because you guys will dig in deeper with your research.

This is because we use a rolling 16 week average rather than just the current season. It might not apply to every team because of personnel and coaching changes but we still feel like it is more statistically significant than a 3-4 week period. We may switch to just the current season later in the season.

He has a projected score of 0. You can put in a projection from the player manager or lower your threshold in your account profile. I think the player manager option is better because it doesn't add all the 0 projection players to your pool.

sorry this is probably dumb. I'm more of an NBA guy so why can't 2 opposing RB each have good games?


It makes sense in theory to not play opposing RBs but opposing RBs do perform well against each other (week 3 randle vs freeman), so it might not be something I want to use because I play a small number of lineups, but if you're building a lot of lineups automatically, you won't be able to analyze every lineup so you set up constraints that will work most of the time.

Replied To: Thumbs

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an invisible +/- 8% per thumb up/down. Users asked for an easy way to give a boost through "liking" a player.

We understand that you'd essentially import (player, position, salary, team) at the minimum. But you'd also need to import when each team plays, the positions for each different sport (remember people are asking to use this on every sport i.e: mma, esports) what the flex positions are. How do we do team stacking and stuff like that. I'm not even sure if that's all the essentials to be honest. But a REALLY important factor is: how do we present this in an organized way so that it's usable for all the users that want to use it?

You can't simply just make every column editable even with something like NFL to NCAAF, because there are WAAAAAAY more teams in NCAAF. So you can't assign 1 to 1.

Allow me to step in and ruin the fun a bit. Just a bit. While it is a very powerful and flexible tool, the downside is that it will be very difficult for us to troubleshoot your issues or debug an issue if it's on our end. It's going to take a lot of planning to build a tool that is as fool-proof as possible. So the development may take a while. So please be understanding and patient, knowing our history, the first release will have a lot of bugs, and you guys will essentially be bug testing for a while.

I've heard a bunch of cool things, (like csv import), but if you'd like to give us some sort of mock up that we can work off of. It may accelerate the process ;), just saying.

Thank you for your kind words! You are far too nice of a person, if I had the information you had, I would've kept quiet about it, now you're just gonna get scooped on all these lineups. But MAYBE everything you said is a lie, and you just want more newbies to blindly trust our lineups so that you can beat them. I'm keeping my eye on you....

No, you are not the only one, but Fanduel's lineup entry format makes it difficult for us to do that. It might not be too difficult if you only ran 1 lineup, but for the people who run many, it would be hell to set up. Draftkings format makes it easy, if you enter a dummy lineup that takes a bunch of entries, you can simply upload the new lineups, and then merge the old dummy lineup into the new one (manually). I'm not saying you should play draftkings (because I still prefer fanduel but that's not relevant), just saying it's not as simple as one may think.

I understand that you may want to reserve your spot in many tournaments but perhaps it might be safer for you to not build dummy lineups, pressuring you to play even if you don't have time to really dedicate your lineup. Most tournaments don't fill up until the last hour or so, so as long you build the line up prior to that using lineup cruncher it might work out. I'm just saying it might end up saving you those times where you enter a dummy lineup and find that you didn't have time to actually make a lineup. This happens a lot if you live on the west coast...

Anyway, maybe I'm wrong about it being difficult, and Dave (praise upon him) will figure out a way for it to do what you want, because ideally, it should be able to do that. But I'm not sure if it's all that easy to do.

It is not your fault, this one is 100% on us. I am not a developer so I could not fix the issue. Send us a support e-mail and I will set you up with a free month to compensate for our screw up. Once again, we are extremely sorry.

Edit: also for future reference. There are weird ways to work around that will not be 100% the same but similar. What you can do is lock in another pitcher(or player at same position) of same or lower cost, lower the max salary restriction to account for the difference and run the cruncher. The only issue is that this screws up with the batter vs hitter option unless you pick another pitcher from the same team. Then it should work exactly the same! You shouldn't have to do this but it is a solution that you can use if we have another screw up. We hate being the sole reason for our customers not being able to make the lineup they want.

Send in a support e-mail, you're more likely to get a immediate response once it's fixed.

I answered your question in the other forum (features request), I probably should have answered here if I saw it sooner. But for that reason, I'm closing this topic. Basically the answer is "sorry, we're working on it". There's a good chance we get it fixed before lineup lock but I can't give you an ETA.

We are aware that our Monday-Thursday slate is off, I don't know how long it will take Dave to fix this but he is working on it. Sorry about this inconvenience, it's a very tricky thing to implement a slate that uses games from different weeks.

You are probably right. Since they have a small sample size, we don't have much to base projections on other than their small number of games. Thanks for letting us know, we will look into a way to temper the projections of those players.

Let me be the first to say, congrats on your foresight on Barnidge, I really hope you didn't get persuaded off of playing him. We want our forums to have open discussions about sports, and when there's open discussion and opinions, there will be some levels of disrespect. As long as it stays on topic, we won't moderate it. Anyways, you definitely earned bragging/call out rights.

The thing about why we set the default for minimum projection to be 3, is because there are a LOT of eligible players in the NFL, and if we were to put all the players into our table, the experience will be much worse for many of our customers because it will slow down the load process and your average computer will definitely feel it. Most of our new users (like yourself) don't know this, and we get e-mails asking about why player x,y or z aren't showing up. That is our fault, we don't have a solution on how to convey this default floor that we've set to new users without them asking. Most of the time, there is no harm, but on occasion we miss big value plays like Mr. Barnidge, that will be up to players like you who clearly have done more detailed research than us to make those adjustment changes.

Also, if you see projections that you think are clearly off, let us know (like you did), it could be that we have not made adjustments based on news or there was an error with our projection algorithm.

Global exposure setting sounds like a solid idea! Also, about draftkings contest import, we don't have that yet.

We just added exposure %. If you lower that to 50% it will make sure the player shows up in a maximum of 50% of the lineups per crunch.

It will be fairly unlikely for it to happen soon. CFB/BB is really difficult because of the number of players/teams and the huge turnover every year. Making projections will be a nightmare, not to mention player updates. We want to focus on building features to lineup cruncher to the point where we feel that we are giving our customers all the tools they need to build their lineups. Adding sports/site support will be a secondary priority, and we will evaluate each of those individually.

Anytime, I always like to hear about the cool ways everyone builds lineups. Our philosophy is to make a tool that is flexible but not intimidatingly confusing and with many of these posts you guys build lineups in ways that I don't think of trying to do.

Ok, I think I have a way to do what you want. You can set all the players you want (original lineup) to a ridiculously high prediction (maybe 100). And set # of unique players to 2 so that after the first lineup, it will always replace 2 players. Does that sound like a solution to you?

We aren't able to do this yet, it's something we're looking into.

No, a like is 8% so it goes 8/16/24

Until we implement a way to let you guys have customize-able columns, we want to try to keep the format as clutter free as possible. If something is available elsewhere semi-conveniently, we'd like to limit the amount of redundancy.

That's something fairly specific and can be achieved by copying the data from our table view and making a formula in excel to add 3% to the projections and then upload into the player manager. Though we are looking at ways to make the "liking" function persist between slates.

If I'm misunderstanding you please correct me.

You are correct, only in the situation in which you have the unique players setting to 1. The order the lineups come out matter if you have unique players set to anything higher because the previous lineups influence the future lineups in each crunch. I might be wrong but I hope I can convince you that I'm right.

Thanks for this update. Amazing!

Question about the "group" vs. "each." At the end of the day, if you create 100 lineups with the same exposure percentages - one time with "group" selected and one time with "each" selected, you will get the same 100 lineups, just ordered differently. Correct?

While "each" makes it easier if you want to create a different number of lineups than the options provided (top 75 for example). You can then take the top 75 lineups if you create 100 and you will still have the exposure that you want.

Am I understanding this correctly? Sorry for the confusing wording.

If you're playing a short slate, you're going to need to disable the "no batters vs pitcher" option in the advanced settings.

Thanks for the idea crashthne24.

I will try it for the last two weeks in MLB. Do FC offers NHL too?


Yes, we offer NHL as well.

Replied To: Targets

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That is something that we really want to do actually. It just takes development time, right now with NFL just starting and NHL/NBA around the corner, we have limited resources, but that is really something we want to do!

Replied To: Targets

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Providing relevant stats is in a neat manner is something we are always looking to do. We do obviously show targets when you look at a player's individual card. But in order to show it on the table, we would need a way to do this without cluttering up current view.

There might be some legal issues with that.

All of these are great ideas, and some of them are already on the to-do list! Thanks!

Replied To: Slow

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This is the case for a few reasons. For football and baseball, the player pools are MUCH larger, the slates are much larger (way more games/slate than NBA). We've also added new features, if turned on may slow it down, such as min player, uniqueness etc... To speed it up, you will probably need to reduce the pool size.

Each successive calculation takes longer, that's just how our algorithm works. To speed it up, try to shrink your player pool by adjusting the sliders to take out players you would never use. (remember to first select none, then slide, then select all, verify the number is what you want near the top next to "my pool")

Thumbs up and down give a player a slight invisible boost to their projection, you can stack it up to 3x for greater effect. It is the same as editing their projection slightly up or down (8/16/24%). Lock forces them into your lineup.

We currently are not thinking about college sports because the player pool is just so large and the turnover is huge that we don't have a reliable way to make projections. We are currently focused on improving our NFL product.

There is a print screen button on your keyboard, which copies your screen to your clipboard, paste into paint to save the image then either upload here or upload to an image hosting site.

Edit: Oh yeah, congrats on the win.

There were no games yesterday, it was the all star game. So I guess it just looks for the previous slate.

Hmm, that is true that it is certainly more useful to make the stack only include batters but it is not THAT trivial of a fix as it only pertains the baseball. As a temporary fix, you could always just exclude the pitcher from the team you are stacking.

Hi,

Thanks for bringing this up, there's an issue with the salary import for these players because draft kings uses a different alias for the players than we do. So when we look to import salaries these players were missed. I've manually put in the salaries and we're looking to fix this. Let us know if you find other players like this.

We don't offer suspend in that sense, we understand that some months will be "less value" than other months. We do allow you to cancel and keep the subscription price that you initially paid, in the case that you have a lifetime discount. This is our current solution to the rotating sport seasons.

Hi Sandwich,

Typically it's easier for us to answer these types of inquiries through our support e-mail system. The access to lineup cruncher usually happens as soon as you sign up to premium with a valid payment method (the system will charge then refund $1). This gives you access to our one week free trial in which you can cancel before it ends at no charge at all.

I've seen requests for this "like" function that I don't particularly understand. I mean we could conceivably make it boost a player's projected score by 10% or something but not have it show in the final calculated score, but that would be sort of deceptive. If you truly "like" a player, why not just give them a higher projection? If you feel uncomfortable projecting them higher than their current projection, then perhaps you don't particularly have a good reason for "liking" that player and should be re-evaluated. To paraphrase: how do you want this feature to be different from simply giving a player a higher projection? By allowing you to edit projections, you're able to "like" players to different degrees.

The sliders don't automatically filter out the players, you must first select none, which empties your player pool, then slide the bars wherever you want then select all. Then you will have a reduced number of players in your pool.

Until this feature comes out, what you can do is to lock a 3700 salary player and set max salary 100 lower. Sorry for the inconvenience, this is on our list of things to do.

Replied To: Will Bynum

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Done!
We gave him a projection of 2.5 just in time for John Wall returning to the lineup. You might have to adjust your settings under Account>My Profile to see him since his projected score is so low.

Replied To: lineups

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We don't update NBA automatically, it usually updates when news of a lineup change happens and this happens a lot less frequently during the playoffs compared to the regular season.

We take into consideration the starting pitcher, but it's much harder to predict who will be relief pitching and for how long. But we don't directly use BvP stats because of sample size, we use other metrics instead.

It is tough for us to gauge how much information we can tell you about the projections. All I can tell you really is that it factors past player performance and current match up, but that's probably what you guys assume anyway.

He should be in the pool now after you refresh, sorry about that.

We're looking into automating something like this but what I would recommend is to simply just lock in a single pitcher, run a crunch, then unlock and lock another pitch and run another crunch. Separate calculations are now saved as multiple tabs and you can see the difference in lineups.

I think this is a mistake on our part. I believe this was a dummy projection that was not updated. We should have caught this sooner.

Replied To: Troy Daniels

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Nice catch, he's been updated.

I think that if you just shrunk a player pool to around 35, set a minimum salary, ran for 500 lineups and still used projections, you'd get enough variety, if you saw a player being used too much, just lower the projection until they reach a % ownership you are comfortable with. A little warning though: managing 500 lineups is hell in NBA with last minute news.

Hi everyone...I too, started Latos.

Just updated

Fixed, thanks for pointing this out.

Replied To: Kyle Singler

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Sorry about that, we didn't put in a projection for Singler but we have one now. The reason you didn't see him was because his projected score (0) was lower than the threshold set in your profile settings (default is 3)

While this is interesting, I want to point out, that the slam pays out the top ~18% of the entries. with min cashes around 2-2.5x. This is horrible for ROI. If you did this for quintuple ups which also pay out the top 18% with an even 5x pay out. (If this data is correct) you would actually be winning money. Because if you're winning 23-28% of the time playing a game that is paying you 5x, you break even at 20% winrate and end up ahead when you win more than that. You end up losing money playing the top heavy gpps because you don't break even with quintuple up money unless your lineup falls in the top 2% or so.

THAT BEING SAID! I still do not recommend doing this because this is still considered a small sample size and we will not be responsible for what happens to your bankroll if you play blindly on our default lineups.

If you're asking about what it searches for, I can tell you that it finds the global maximum projected score given constraints such as position requirements and salary cap.

If you're asking about how it does it and why it's so fast, we can't tell you that (for obvious reasons).

The issue is that when you get toward the lower projected scores, there are SO MANY COMBINATIONS (my guess is in the thousands) to make that score. My bet on a decent sized slate is that if you set your max score to 250 or 260, and ask for 20 lineups, you will see 20 lineups, all extremely different that will get to 260 exactly, then to choose from those, you're going to need to lock several players, by that time, you might as well be entering lineups manually.

I want to throw out a word of caution once this becomes live. If you optimize for ceiling, you're hoping that everyone in the NBA hits their ceiling that day and you're picking the top 9, this of course is astronomically improbable. If you're optimizing for ceiling, you're going to have to lock a few more players than normal to be your "anchors".

Replied To: % Owned

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This is the first step towards allowing you to determine what %'s you want to be used. That will be in the next update, which should be in a couple of weeks.


awesome! i can't wait for this! this would be so useful when you want to fade someone just slightly and not altogether. keep up the good work![/quote]

If I may suggest an alternative for now, if you want to slightly fade someone, you can lower their projected score until you start seeing him show up in fewer and fewer lineups.

Replied To: NBA 1/31

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We're having issues with our stat source. We're working on integrating a more reliable (and expensive) source so that we won't have these problems in the future. Please bear with us.

The answer, which is probably not very helpful and what most DFS pros would tell you is: it changes every day. Pick the lineup that you feel the best about, your intuition will improve with experience. As for which contests to join, do the ones you feel your lineup is best for. If you think it's consistent but won't be a home run, go for 50/50's, double ups, h2h's. If you feel like it's high risk, high reward, then go for GPPs.

We never planned on using lineup rewind as a tool to evaluate our projections. But, if you would like to do that, you can export our projections pre-lock, then load them into the player manager in lineup rewind. We aren't trying to hide anything, we just don't want people to go under the assumption of "oh their default projected lineup did well yesterday, let me put $X on it today".

Lineup rewind was meant as a tool for users to evaluate their own projection edits, catch value plays that went unnoticed and to satisfy the curiosity about the perfect lineups.

The biggest thing to restrict the number of combinations is the minimum total salary you'd like your lineup to have, but on short slates like this, it is very likely that the optimal lineup costs $55,000 (5k short of max). But yes, it is a known strategy to pick 20-30 players and play every permutation, it can be very successful. Also very tedious, it takes time to enter all these lineups, if suddenly news of a player in your pool is injured or news of a player outside your pool is playing and you want to add them, you've got a lot of cleaning up to do.

Replied To: MLB and PGA

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We are! You can follow us @fantasycruncher, or me @fc_taicheeze or Oreo @00oreo00. I haven't been the most active twitter user but we're looking to add more strategy based content soon.

Although that's available, keep in mind that floor and ceiling are currently the absolute best scores the players have attained this season. The likelihood of an entire lineup achieving their floor or ceiling is highly improbable. The better alternative is to edit each projection to what YOU think is a good floor or ceiling and just optimize by the new projections. Another alternative would be to lock in a good portion of players which you have a good feeling for, then optimize for the remaining spots. If you don't like what you see, just edit and re-optimize.

I think the number of possible lineups far exceeds 731 (probably in the hundreds of thousands if not millions in my rough estimation). Maybe there are 731 possible [i]good[/i] lineups. Still I wouldn't be so sure. But we can entertain that idea, let's say there are only 700 lineups. If the tournament allowed for far more than 700 entries, you are likely to make a decent amount of money, as you will win the entire prize pool IF no one makes a duplicate lineup of yours. If 5 people do the same thing and makes all 700 lineups, you will get one fifth of the entire prize pool. But you should keep in mind that this is ONLY a viable strategy if the number of possible lineups is much much lower than the maximum number of entries, if you do this for a tournament that only has 1000 possible entries, you will most likely lose your money to rake.

You are able to import projections into lineup rewind as I understand it. There is a player manager for lineup rewind as well. It works the same way.

Hmmm. Okay, I see what you mean. We will have projection export coming soon. You will be able to export them, and re-import them into lineup rewind.

Actually lineup rewind remembers your last projections, so if they weren't edited, they will be the default, if they were, they will be yours.

I'm not so sure about that. There might be some intentional sabotage if we did something like that. This is a competitive arena and it is in everyone's best interest that your opponents get bad information. If you want to bounce ideas back and forth, you can use this forum, find people you think are trustworthy and smart and just discuss lineups with them. I regularly talk to my group of friends as well as Oreo and we end up with different lineups but it makes it less likely that I overlook a player.

That's a great idea, I think we'll add this to our to-do list. Thanks.

There wasn't too much news, a bunch of questionables and a confirmed George Hill out which was kinda expected.

Just FYI, right now these last minute updates are done by hand, either by me or Oreo (I'll take credit for Crowder ;)). Until we can get a more reliable way to do this, don't be afraid to take the initiative and just give the appropriate players a friendly boost

I'm actually not sure if that would be helpful, for some people having an aggregate score there may be harmful. A lot of times players with the least consistency are the best plays because right now consistency is done on a per game basis. So back up players that have had extra minutes from time to time because they play behind an injury-prone starter will have very low consistency but when in fact they're one of the best plays of the night. Having an aggregate consistency score may potentially cause our users to make a bad play so we're going to leave it out for now.

It's the projected score divided by the salary x 1000 (this just gets the number in the 1-10 range). You'll notice that if you change the projections, the value will change.

Replied To: lineup help

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We are working on getting some blog posts in the future on how to be a better DFS player. In terms of how to use the tool, you can check out my video tutorial here: https://www.youtube.com/watch?v=CFSPmTUm5Bg&index=2&list=UUkLshlynPgwGU6bOdjG6Ccw.

When you say maximum potential, do you mean having the highest ceiling? What you should do then is adjust the projections based on what you think each player's maximum output should be for that given day/week, and this should be based off of your research. But also, keep in mind that players that have very high ceilings typically also have very low floors and stacking your team with players like that will give you very inconsistent results which is fine for tournament play but scary for 50/50 and h2h plays.

Hi guys, here's a short video for lineup rewind, if you have any questions you can ask here.


Hi guys, here is a short tutorial on player manager for importing projections from spreadsheets.


Hi guys, I made a tutorial for new users on how to use our tool.



I will be posting more tutorials in the future but if you have any questions you can post them here