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Maths IA · Statistics and probability · topic 42 of 97

From rally to match: how small edges become big wins · IB Maths IA idea: guide, sample graph and step-by-step plan

small edge, big win: prove it

Win 55% of the rallies and you would expect to win about 55% of the games. You will not. You are going to find out how far off that guess is.

Difficulty●●○ Medium
KitMatch scores or rally records from a sport you play, a spreadsheet, optional Python for simulation
TimeAbout 12 to 15 hours
FitsAA SL2 of 3AA HL3 of 3AI SL2 of 3AI HL3 of 3
  • ✓ you play badminton, table tennis, volleyball or pickleball
  • ✓ you like a result that looks wrong until you work it out
  • ✓ you want a model you can check by simulation and by real scores

The big idea

A match is built from games, and a game is built from rallies. If you win each rally with the same chance p, the chance of winning a game to 11 is a sum of binomial-type terms, plus a tail for the stage where both players reach 10 points and must win by two. That tail is a geometric series, and it sums to a neat expression. Then a match is built from games the same way. The derivative at p = 0.5 tells you how strongly each stage amplifies a small edge. The formulas are the easy part. Say whether rallies are really independent with the same p, test the model against real scores or a simulation, and compare sports with different scoring rules.

Make it yours: pick one twist

Copying a classic won't show your choices. Pick one of these (or invent your own) and your IA becomes yours.

Swipe for more twists →

Game to 11 against game to 21

Compute the chance of winning a game under both scoring lengths for the same rally chance.

→ A longer game amplifies more. You explain why with a law of large numbers argument and numbers from your formula.
The deuce stage

Find the chance of winning from 10-10 when you must win by two points.

→ A geometric series, or a short equation from the structure of the problem. You compare both methods.
Amplification factor

Differentiate the game and match win chances with respect to p at p = 0.5.

→ A single number for how much a small edge is magnified. You compare sports and say which is the most revealing of skill.
Simulate it

Simulate thousands of games and matches and compare the results with the formulas.

→ Technology becomes a check on algebra, and you discuss how many runs you need for the error to be small.
Test on real scores

Use scores from a league or tournament to estimate a rally chance for each player, then predict match results.

→ A real test of the independence assumption. Streaks and serve advantage may make the model fail, and you explain how.
Change the rules

Compare traditional and rally scoring, a point cap, or first to 15 against first to 11.

→ New formulas for each rule set, and a question about which rules make the better player win more often.

Your Maths IA research question: run the check

which rules? which sport?

Write your own question first. Then make sure it ticks every box:

  • Names the sport and its scoring rules: points to win, win-by-two, a cap, and the number of games in a match.
  • Says what is assumed about rallies (independent, the same chance) and how that will be tested.
  • Names what is calculated: game chance, match chance, amplification, or the chance needed for a given result.
  • Says how the formula is checked: simulation, real scores, or both.
  • Goes beyond a table of results by deriving a formula or comparing two rule sets.
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The model

A chain from rally to game to match. Write the rules of your own sport in the boxes and choose a rally chance to follow through.

Rallyyou win with chance pGamefirst to 11, win by 2Matchbest of three games0.50.550.690.77rallygame to 11best of 3example: p = 0.55 (a small edge)a small edge in each rally......becomes a bigger edge in the matchis every rally really the same p?

How your Maths IA could be laid out

The usual order for a topic like this, what each part needs to show, and roughly how much of your 12 to 20 pages it takes. The words are all yours.

Aim and context~1 page
Your sport and its scoring rules, and a guess: how does a small rally edge show up in the match?
Rally to game~2 pages
The chance of winning a game as a formula in p, with the sum set up, defined and checked for small cases.
The deuce stage~1.5 pages
The win-by-two stage solved, by a series or an equation, and added into the game formula.
Game to match~1.5 pages
The match chance built from the game chance, for the number of games in your sport.
Amplification~2 pages
Derivatives at p = 0.5, a graph of game and match chance against p, and a comparison of formats.
Simulation and real scores~2.5 pages
A simulation that agrees with the formula, and a test of the model against real results.
Conclusion~1 page
Back to the aim: how much a small edge is worth, and where the model holds.
Evaluation~2 pages, the biggest part!
Rallies are not identical: serve, fatigue, momentum. Which assumption matters most, and how could you test it?
Bibliographynot counted
Sources for the rules and for any scores.

What your Maths IA graph could look like

plot the formula, then the simulation

A made-up view to show the form of a strong graph, not the answer: the chance of winning a game to 11 against the chance of winning a rally. Yours will look different. example only

0.300.350.400.450.500.550.600.650.700.00.20.40.60.81.0Chance of winning a rally pChance of winning the gamean S-shaped game curve (shape only)no amplification: P(game) = pyour simulated games (made-up)slope at p = 0.5 is theamplification factorILLUSTRATIVE · MADE-UP DATA
  • Both curves on one graph, so the amplification is visible, not just stated.
  • Label both axes with what they are. The dotted reference line is the idea 'no amplification'.
  • The S-curve here is a shape only; yours comes from your own formula, so plot your formula.
  • Simulated points should sit on your curve. Say how many games you simulated for each point.
  • Another graph to consider: match chance against rally chance for two different formats.

The maths in action

worked through, not sketched!

The graph above was a sketch with made-up numbers. This figure works the idea through from the model itself, so you can see what a finished figure looks like. The source line under it says where every number comes from.

Two panels. Each shows S-shaped curves rising steeply through the point (0.5, 0.5), above a dotted diagonal. The curve for 21 points is steeper than the one for 11, and match curves are steeper still.
(a) Chance of winning a game against the chance of winning a rally, for games to 11 and 21 (win by 2). At p = 0.55 the game chance is 69% and 75%. (b) The same for the match: 84% for best of three to 21, 82% for best of five to 11.Source: Computed from the model (independent rallies, the same chance p, win by two, no cap).

Your game plan

Tick steps off as you go. We'll remember on this device.

0 of 10 done

  1. Read and predictFind the scoring rules of your sport. Before calculating, guess the chance of winning a game if you win 55% of the rallies.
  2. Fix the rulesWrite down points to win, win-by-two, any cap, and games per match. Say which sport uses which rules.
  3. Count the waysWork out the chance of winning to 11 with the opponent on 0, 1, ... 9, and add them up. Check small cases by listing.
  4. Trial run (1 lesson)Simulate 1,000 games in a spreadsheet or Python. Does the result match your first formula? Fix any mismatch now.
  5. Solve the deuce stageFind the chance of winning from 10-10 and add it into the game formula. Check it against the simulation.
  6. Build the matchUse the game chance to find the match chance for your format, and graph all three levels against p.
  7. Test on real scoresEstimate a rally chance from real scores and compare the predicted and the actual game and match results.
  8. Go further, with a reasonDifferentiate at p = 0.5, or compare two rule sets. HL: this is where the rigour for criterion E comes from.
  9. Reflect as you goAfter each result, write one line on what it means for a real player and what it assumes. These lines become your evaluation.
  10. Cut, check, then sendCheck every symbol is defined, the simulation agrees with the formula and the conclusion answers your aim. Then send your teacher one draft.

The maths you'll use

  • Binomial and negative-binomial counting – Count the ways to win 11 points before the opponent reaches 10: for .
  • Geometric series – Sum the chances of winning from deuce: , giving .
  • Composition of functions – Build the match chance as , with for best of three.
  • Differentiation – Find and as amplification factors; use the chain rule for .
  • Simulation – Simulate games with a random number generator and compare proportions with the formula, with a stated error.

Key equations

Syllabus links

  • 1.3Geometric sequences and series
  • 1.8Infinite geometric series
  • 1.9Binomial theorem
  • 4.5Basic probability and expected frequency
  • 4.8Binomial distribution
  • 5.6Standard derivatives; chain, product and quotient rules

Read up first

Data and sources to start from

Simulation for checking the formulas, plus real scores from your own matches or a published league or tournament to estimate a rally chance and test the predictions.

References to cite

  1. Feller, W. (1968). An introduction to probability theory and its applications (Vol. 1, 3rd ed.). Wiley.
  2. Ross, S. M. (2019). A first course in probability (10th ed.). Pearson.

Cite what you actually use, in your own format, and say where each number came from.

Traps to avoid in this Maths IA

rallies are not all equal
  • Assuming the chance of winning a rally is the same for the server and the receiver. In many sports it is not.
  • Forgetting the win-by-two rule, or applying it from the start instead of from the tied score.
  • Using the 21-point formula for badminton without saying that the real game stops at 30.
  • Applying the model to pickleball's traditional side-out scoring, where only the server can score.
  • Simulating a few hundred games and calling the formula confirmed.
  • A simulation that has the same mistake as the formula: check one case by hand.

More Maths IA ideas like this

Make sure it's yours

This guide shows how a topic like this is usually approached. It is not an IA. Your question, choices, data, analysis and words must be your own: change something, tell your teacher where the idea came from, and follow your school's rules on outside help.

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