Archive for the ‘Price Guide’ Category

Evaluating the Player Evaluators, Part I (Introduction)

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January 12th, 2009 by
Categories: Price Guide

Rudy recently did a study to see how the RazzBall Point Shares system stacked up against the existing competition. In setting up my own fantasy valuation system, the Price Guide, I was of course curious to see how it would do as well.

So, to compare the valuation systems, I decided to do a Retro-Draft for the 2008 season. That is, a draft for the 2008 season, right now, after the season. In this draft, each of the systems gets a team that will use that system’s rankings as their exclusive draft sheet. When the draft is over, I can figure up the league standings and instantly tell which team won.

The systems I considered were:

Last Player Picked’s Price Guide
ESPN’s Player Rater
BaseballMonster’s rankings
RotoTimes’s Player Rater
RazzBall’s Point Shares

All of the teams have the benefit of 20/20 hindsight. Everyone knows the exact stats each player ended up with, and so the only difference should be their ranking methodology.

The league I’m drafting for is a standard rotisserie mixed league: 12 teams, 14 hitters, and 9 pitchers. A hitter has to play 20 games at a position to qualify. I consider traditional rotisserie to be neutral ground that shouldn’t favor any system.

With 12 openings and 5 competitors, one problem is figuring out how to handle the draft order. The ideal situation might be simulating the draft thousands of times, each time picking the teams at random. Eventually it would begin to become apparent what each system’s average finish would be.

But I’m doing this by hand, so thousands of drafts are out of the question. Instead, I decided to just do two drafts, using the following teams in each league:

League I
ESPN A
Last Player Picked A
BaseballMonster A
ESPN B
Last Player Picked B
BaseballMonster B
ESPN C
Last Player Picked C
BaseballMonster C
ESPN D
Last Player Picked D
BaseballMonster D

League II
RotoTimes A
RazzBall A
Last Player Picked A
RotoTimes B
RazzBall B
Last Player Picked B
RotoTimes C
RazzBall C
Last Player Picked C
RotoTimes D
RazzBall D
Last Player Picked D

I wanted each system to have enough teams represented that I would get a good feel for how they finished (without worrying about flukes). So each system gets four teams in the league, with each of their teams drafting independently of the others. Since I’m most concerned with my own ranking system, I have the Price Guide competing in both leagues.

I spread out the draft order to try and prevent any advantages from picking at a certain point in the draft. It is sometimes said that picking first is an advantage, so I’ve made it so that every system has a team drafting near the top, a couple in the middle, and one near the bottom. If picking first is really an advantage, we would expect the “A” teams to end up on top, and the “D” teams to end up at the bottom.

While drafting, I strictly followed each system’s rankings, picking the player that they ranked as the best available. I held to this even when I knew that their choices were not optimal.

A common situation where this came up involved the last team to fill a position: A smart player in that situation would recognize that they can wait as long as they want to fill that spot, and they will still be able to get the same player. They would be better off skipping over that player on their draft sheet (since no one else could draft him) to focus on drafting at other positions.

The teams in my Retro-Draft never did that. They blindly picked the best available player on their draft sheet with no thought of strategy whatsoever.

I did enforce positional eligibility, and each team could only draft a player if they had a position open for him. In situations involving a player who was eligible at multiple positions, I would shift their position if it allowed the team to draft the best available player. For example, if the rankings had Chipper Jones as the best available hitter and a team already had Aubrey Huff at 3B, then I shifted Huff to 1B and drafted Jones at 3B.

I also did all of the drafting by hand, so there could have been some minor mistakes. On the whole, though, I’m pretty confident that things ended up accurately.

How did everything work out? Tomorrow, I’ll break down the first draft.

New Categories Added: Hits and OPS

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January 10th, 2009 by
Categories: Price Guide, Site News

By popular demand, hits and OPS have been added as categories for hitters in the Price Guide.

I joke that it was easy to tell when people are coming to my site from Inside the Book, because I start getting requests for OPS. Thankfully no one asked for wOBA.

Please let me know if you notice any problems with these new categories.

UPDATE: Also by request, Runs Produced (R + RBI – HR) is now an option. Let me know if you want some other category added.

AVG Leagues vs. OBP Leagues

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January 7th, 2009 by
Categories: Price Guide, Strategy

Although batting average has been the traditional standard for most fantasy baseball leagues, I know there are quite a few that have substituted OBP. Since the Price Guide can build dollar values customized to both of those league types, I thought it might be interesting to see which players were most affected by the change.

To do this I created dollar values for a standard ESPN league, and values for an otherwise identical league that uses OBP instead of AVG.

Here are the players who saw the most improvement in the OBP league:

Player Team Pos AVG Lg OBP Lg Diff.
Jack Cust OAK OF -$3 $14 $17
Adam Dunn OF,1B $9 $24 $15
Pat Burrell TB OF -$2 $10 $12
Carlos Pena TB 1B $5 $16 $11
Jim Thome CWS Util -$4 $7 $11
Nick Johnson WAS 1B -$5 $6 $11
Ryan Howard PHI 1B $33 $42 $9
Nick Swisher NYY OF,1B $5 $14 $9
Mike Napoli LAA C $3 $12 $9
Travis Hafner CLE Util $3 $11 $8
Rickie Weeks MIL 2B $1 $9 $8

The top of the list isn’t that surprising. Cust, Dunn, and Burrell all have quite a reputation for being guys who see a lot of pitches, and who end up with a lot of walks (and strikeouts).

The names that stand out for me are Ryan Howard and Rickie Weeks. I knew Howard struck out a lot, but I hadn’t realized how much he walked (the intentional walks certainly help).

For Weeks, the increase is not so much the number of walks but a reflection of how horrendous his BA has been. Hitting .235 destroys his value in your usual 5×5, so it doesn’t take much to improve.

Now, who loses value in an OBP league?

Player Team Pos AVG Lg OBP Lg Diff.
Carl Crawford TB OF $28 $17 -$11
Ichiro Suzuki SEA OF $15 $4 -$11
Delmon Young MIN OF $12 $1 -$11
Robinson Cano NYY 2B $9 -$2 -$11
Howie Kendrick LAA 2B $0 -$11 -$11
Josh Anderson ATL OF $3 -$7 -$10
Nate Schierholtz SF OF $3 -$7 -$10
Juan Pierre LAD OF $1 -$9 -$10
Matt Kemp LAD OF $22 $14 -$8
Jacoby Ellsbury BOS OF $13 $5 -$8
Jeff Francoeur ATL OF $12 $4 -$8
Pablo Sandoval SF C,3B,1B $8 $0 -$8
Mike Aviles KC SS,2B,3B -$1 -$9 -$8
Garret Anderson OF -$3 -$11 -$8

Here we have the contact hitters, especially guys who are able to use their speed to beat out groundballs. (We also have Anderson and Schierholtz who showed up on the list of CHONE’s surprises…)

In an OBP league, you can expect that these speed players will be overvalued. People cannot resist the SB totals, and the magazines and websites (which all talk about leagues with AVG) have ingrained in people’s subconscious minds the first set of dollar values. Despite the evidence above, people will unwisely push Ichiro and Ellsbury into double-digits.

Don’t do it. Please. It’s not worth killing your OBP to pick up those extra SB.

If you want to compete in SB in an OBP league, I recommend taking top-tier players who can steal 30+ without sacrificing OBP. Hanley Ramirez, Grady Sizemore, B.J. Upton, and Jimmy Rollins are great candidates for this. Then, fill in the gaps with lots of guys who can get you 10-15 SB. (Bobby Abreu and the aforementioned Rickie Weeks can do it and could come cheap.)

Even that might not be enough to come out on top at SB. And that’s OK. You want to draft the team that can earn the most points, regardless of where those points come from. By passing up on the SB disasters, you should be able to build a team that excels in the other nine categories, and that should be enough to win.

Matt Holliday is a Fourth Round Pick

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January 6th, 2009 by
Categories: Price Guide

I recently posted on the fantasy reaction to Matt Holliday’s trade from the Colorado Rockies to the Oakland A’s. In general, I’d describe the overall attitude from fantasy players as “Drop him a bit, but don’t go overboard with it.”

On the Price Guide, we have provided several projection systems to choose from. Of these, the CHONE projections are the only ones that try to account for Holliday’s switch from Coors to the Coliseum.

Needless to say, the CHONE projections do not agree with the fantasy community.

It has Matt Holliday ranked about 39th overall, which places him as an early-mid 4th round pick. His peers are guys like Raul Ibanez, Matt Kemp, and Ervin Santana–solid players but certainly not top-tier. In a mixed-league draft with $260, CHONE recommends that you drop out of the bidding at $23. It’s the harshest take on Holliday’s 2009 that I’ve seen.

I’m not saying that I agree or disagree with what this projection is saying. (I do know that the CHONE projections have been fairly accurate in the past.) I think that the risk associated with Holliday may be higher than most people think, though, and this is enough to think twice before taking him in the 1st or 2nd rounds.

How the Price Guide Works, Part IV (Iterations)

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January 2nd, 2009 by
Categories: Price Guide

This is the fourth and final post in a series describing the methodology the Price Guide uses to come up with dollar values for players. The principal explanation can be found in the previous sections: Part I (standard scores), Part II (positional adjustments), and Part III (dollar values).

In Part I on this series, I explained how the first step of creating fantasy baseball values was finding standard scores based on the top 108 players (for our example 12 team league with 9 hitters per team). I also hinted how this presents a bit of a catch-22: We need to know who the top players are before we can rank them. But we need to rank them before we can determine the top players.

The Price Guide’s solution is to perform the valuations iteratively. Each time it processes, it feeds the top players from the previous iteration into the current one. It keeps going through that process until the results from a previous run are identical to the current run. At that point it has found the optimal player pool.

That means that the first time it runs, it assumes that the first 108 players it comes across must be the top players, regardless of how the list is initially sorted. If the list of players is in alphabetical order, the Price Guide will plug in guys like Reggie Abercrombie and (the humorously named) Andy Abad to come up with standard scores.

Even using these guys, the cream rises quickly to the top. Think of it this way: If you’re in a league where Andy Abad gets drafted in the first round, it still makes tons of sense for you to grab Pujols. In fact, Pujols looks even more valuable in this league, because the competition is even further below him than usual.

So after one iteration, the rankings already look decent. The first round players are mostly ranked somewhere in the first round, although at prices that are too high. Things start to drift a little bit after that, but we are definitely a lot closer than at the start.

The second time through, the extreme values it gave to the top tier players are toned down a bit, and the rankings look like something you could bring to a draft without embarrassment. Each successive valuation after that is really just tweaking the draft pool–moving guys up or down a couple of slots, balancing speed and power, switching around some of the bottom of the barrel players. Within 3 to 10 iterations, it has settled on the optimal draft pool.

Anyway, that pretty well sums up the methodology I’m using to come up with fantasy dollar values. Looking back at the posts, I realize that this isn’t the most interesting subject to discuss. However, my purpose for this series is to provide some reference material–not necessarily enjoyable reading. So consider this series as Appendix A sitting somewhere near the back of the Last Player Picked site.

Of course, if you managed to wade through all four parts of this explanation and have any questions or comments, feel free to let me know.

How the Price Guide Works, Part III (Dollar Values)

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January 1st, 2009 by
Categories: Price Guide

This is Part III in a series describing the methodology the Price Guide uses to come up with dollar values for players. If you haven’t already done so, you might be interested in reading Part I (standard scores) and Part II (positional adjustments) to see what we’ve done so far.

The final step in figuring out player values is to convert our values into dollar amounts. The example we’ve been working with is a standard Yahoo league–12 teams, 5×5, 9 hitters and 7 pitchers. For this last step, let’s also assume that each of the 12 teams has $260 to spend on starters at the auction, with a $1 minimum bid.

Since everyone has to spend at least $1 per position, we know there will be $16 per team that is essentially reserved from bidding. That gives everyone $244 marginal dollars to work with, and the league as a whole $2928 to spend.

We also know that if we add up the value of all of the “draftable” players (i.e. those with a positive value after the positional adjustment) we have 529 units of value that will be bought at the draft. Knowing the total amount of money and the total amount of value, we can set up this formula to determine the money each player is worth:

$ = (player value / 529) * $2928 + $1

Dividing the player’s value by 529 will give us a percentage of the total value that that player represents. We multiply that percentage by the total marginal money at the auction to get that player’s percent of the money. The $1 added on the end is what we reserved as the minimum bid for each player.

In Part I, we calculated David Wright’s value in this league at about 7 units. After the postional adjustment in Part II, he ended up at about 9.6. Plugging that value into our formula:

$ = (9.6 / 529) * $2928 + $1 = $54

The results are what we would expect for our last players picked, too. In this league Jorge Cantu ended up as the replacement level 3B, worth 0:

$ = (0 / 529) * $2928 + $1 = $1

So the last player goes for $1, which conforms to what actually happens at the draft.

The 70/30 Split
It’s an accepted rule of thumb in fantasy that about 70% of money should be allocated for hitting, and the remaining 30% saved for pitchers. Why didn’t I split the money up that way when I determined the dollar values above? The short answer is that I didn’t have to.

If you use this method to calculate dollar values for all of the players, you will find that 64% of the money ends up allocated to hitters, and the remaining 36% goes to pitchers. For a traditional roto league with 14 hitters and 9 pitchers (AL-only, NL-only, or mixed), the split winds up right at 70/30. The Price Guide displays at the top of the results how the money ends up being allocated between hitters and pitchers, and it is usually pretty close to what you would expect.

So don’t worry about the various explanations as to why two-thirds of the auction money goes to hitters; the split is just a function of how players are valued. The numbers confirm what fantasy players already knew, even if they haven’t understood why.

That sums up most of what goes into the Price Guide. The only thing left is something I hinted at in Part I, when I mentioned using the best 108 hitters. In Part IV, we’ll look at how we managed to come up with the top 108 hitters, even before we ranked the players.

How the Price Guide Works, Part II (Positional Adjustments)

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December 31st, 2008 by
Categories: Price Guide

This is Part II in a series describing the methodology the Price Guide uses to come up with dollar values for players. If you haven’t already done so, you might be interested in reading Part I, which discusses how standard scores are used to build the initial player values.

In our previous example, we had a standard Yahoo setup with 12 teams and 9 hitters per team, for 108 total players drafted. In this league, there will be 12 players drafted at each position.

Notice that, in an auction, the last catcher drafted will go for $1, and the last 1B will also go for $1. This is true even though the last 1B is expected to produce much better stats than the last C. And that’s the key point: Despite the variance in expected production, the last players drafted at each position have the exact same value.

With this in mind, we want to adjust our values so that the last players picked at each position have equal values. In our sample league, the 12th best SS according to Marcel is Ryan Theriot, with a value of -2.97. The 12th best catcher is much worse–Chris Iannetta at -6.26. So for all of the SS, then, we will add 2.97 (i.e. subtract -2.97). For catchers we will add 6.26.

Now Theriot and Iannetta have the same value (0), and there are exactly 11 SS and 11 C with positive values. When this adjustment is done for all of the players, there will be exactly 108 players that have a value of zero or greater.

Notice just how huge of a bump this is for catchers. Before, Mauer, Martin, and McCann looked like 4th and 5th round selections (or $15-20 players). Now they land in the top of the 2nd round–worth upwards up $35.

The change is less dramatic for the other positions. Typically, middle infielders will get a small increase of $1 or $2; corner infielders (and often outfielders) will see a slight drop.

Flex Positions
There are a couple of complications when trying to find replacement levels. The first is dealing with “flex” positions like utility/DH, corner-infield, and middle-infield. To handle these, the Price Guide first marks all of the players that are above the replacement level at each of the regular positions. In our sample league, it marks 12 players at each of the primary positions, 96 in all.

Since our sample league uses a DH, the Price Guide finds the top 12 unmarked players and sets the DH replacement level at the 12th. David Ortiz is the top unmarked player, followed by Jim Thome. The remaining 10 are the best of the rest, typically 1B, OF, and 3B. For each player that is counted as a DH, that player’s value is used as the new replacement level for his primary position.

So the previous replacement level for 1B was -0.71, the value of James Loney as the 12th best 1B. But with the DH position, it turns out that 1B like Joey Votto, Conor Jackson, and Adam LaRoche are also worth drafting. The new replacement level for 1B drops to -2.07, which is LaRoche’s value as the 15th best 1B.

Multi-Position Eligibility
The second issue is handling players who are eligible at more than one position. Their value should be based on the most valuable position they are eligible at. However, if I move all of the multi-positional players to the most valuable position, it makes that position less valuable (because there is more talent available). Their old positions become more valuable, because we have fewer quality players to choose from.

There’s a possibility of getting stuck moving players back and forth between positions trying to find the most valuable position. Because of this, the Price Guide assumes the positions are ranked as follows (from greatest to least):

C
SS
2B
3B
CF
LF
RF
OF
1B
MI
CI
Util

That works for most leagues, but there may be situations where it is less than optimal. I haven’t discovered a better way to handle it programmatically, and it shouldn’t make much difference most of the time.

For a straight draft, once we have done the positional adjustments, we’re done! The players should all be ranked correctly. For an auction, however, the final step is converting our adjusted values into dollar values. That shouldn’t take long and will be covered in Part III.

How the Price Guide Works, Part I (Standard Scores)

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December 30th, 2008 by
Categories: Price Guide

I’ve stated that I believe the key to making the Price Guide the best possible tool for fantasy player valuation is to be transparent with how it works. By disclosing exactly what is going on, I hope that the community will be able to point out any flaws I have overlooked and provide insight into ways to improve.

With that in mind, I’m going to take a few posts to explain the methodology the Price Guide is using. A good deal of it is drawn from discussions elsewhere, but there are some unique aspects as well. (I also realize this is probably not terribly interesting stuff, so I figure that it is good to discuss it now while I’m basically just talking to myself.)

All of the systems for valuing players are based on finding the worth of the fantasy stats in relation to each other. All else being equal, is a player who hits 30 HR worth more than a player who steals 30 bases? How do those two relate to a player with 30 saves?

Comparing those players is not as simple as saying 30 = 30. Saves are more scarce than homeruns, and fantasy teams typically end up with far fewer saves than homeruns. Because they are more rare, each save is more valuable than each homerun. What we need to find out is exactly how much more valuable each save is.

To do this, we need to be able to put these various categories onto a single scale. This is actually a common problem in statistics, and the way it is solved is with standard scores. Standard scores will work perfectly for fantasy as well.

To compute the standard scores for each player’s stats, we want to subtract the stats of the average player and divide by the standard deviation for the pool of drafted players. That might sound complicated, but it is easy to do if you have a spreadsheet (and even easier with the Price Guide).

As an example, let’s generate values for a shallow, mixed league that uses the default Yahoo settings. In this league, there are 12 teams that each draft 9 hitters, meaning that a total of 108 hitters will be drafted for starting lineups.

Using the Marcel projections, then, the average stats for those 108 players will be:*

BA: 0.2840
R: 76.8
RBI: 75.7
HR: 19.5
SB: 10.5

Some Extra Work for Rate Stats
However, we need to do some extra work to find the standard scores for BA. If a player has 2 AB all year and gets 1 hit, they’ll have .500 BA. A player who has 600 AB and manages 200 hits will have a lower batting average (.333), but this player makes a greater positive contribution to a fantasy team’s BA than the first.

What we need to do is convert BA from a rate stat to a counting stat. To do that, we ask, “How many more hits would this player get than the average player, given the same number of AB?” We know that the average player will bat .284, so the formula for each player is:

xH = H – (AB * .284)

Consider the player above with 1 hit and 2 AB. The average player, given 2 AB will get 0.568 hits (2 * .284). Our sample player got 1 hit, or 0.432 above average (1 – 0.568). The formula explains how this works out:

xH = 1 – (2 * .284) = 0.432

For the other player, the formula yields:

xH = 200 – (600 * .284) = 29.6

That fits with what we expect–a player who bats .333 throughout the season is much more valuable than a player who hits .500 in a vary small sample.

Having computed xH for each player, we will use the average of xH instead of the average BA (.284). Our new averages are:

xH: -7.6E-15
R: 76.8
RBI: 75.7
HR: 19.5
SB: 10.5

The standard deviations for each category:

xH: 8.0
R: 11.6
RBI: 14.4
HR: 6.6
SB: 9.9

Computing Standard Scores
With the averages and standard deviations in hand, it is now possible to compute standard scores. Let’s use David Wright as an example, whom Marcel projects for 96 R, 101 RBI, 26 HR, 19 SB, 169 H, and 549 AB.

xH = 169 – (549 * .284) = 13.1

mH = (13.1 + 7.6E-15) / 8.0 = 1.6
mR = (96 – 76.8) / 11.6 = 1.7
mRBI = (101 – 75.7) / 14.4 = 1.8
mHR = (26 – 19.5) / 6.6 = 1.0
mSB = (19 – 10.5) / 9.9 = 0.9
Total = 1.6 + 1.7 + 1.8 + 1.0 + 0.9 = 7.0

Without any context, it’s not clear if those are good values or not. But if you do the same process for all the players, you’ll find that Wright has a very high value in all five categories. In fact, he ends up being the highest valued player in this league. You can see the full results that the Price Guide gives for this league:

12 team, 5×5 with 9 hitters

Also notice that, if you plug in the stats of the theoretically average player, his value in each category will be 0. So any player with a positive value for a category is above average in that category; any player with a negative value is below average.

We now have a preliminary value for each player, but our work’s not done yet. Before we can generate dollar values, these values need to be adjusted to take into account the replacement level at each position. That will be the subject of Part II.

*You may have noticed that I left out one crucial step here: How did we figure out who the best 108 players were before we generated values? The Price Guide handles this by going through the entire valuation process multiple times until it arrives at the optimal draft pool. This iterative approach is a topic I’ll tackle later on in this series.

The Official Price Guide To-Do List

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December 29th, 2008 by
Categories: Price Guide

This is going to be my running list of things I would like to add to the current functionality of the Price Guide.  This is also the official place for feature requests.  I’ll start off with these:

Customizable projections
Formula-driven projections don’t take a lot of things into account that fantasy players might take into consideration, even some fairly obvious things.  For example, it would be nice to be able to  knock 15% off of Chase Utley’s 2009 stats for the time he might miss.  Maybe tone down Matt Holliday’s projection outside of Colorado.  Remove Mike Mussina and add Matt Weiters and Kenshin Kawakami.  Changing any of those players will affect the values of everyone else.

I’d like to be able to edit the individual stats for any players and then rerun everything to get new dollar values for all players.

Keepers
One factor that can affect dollar values on draft day is keeper inflation. The Price Guide won’t be very useful for leagues where players end up going for 20-30% more due to inflation.

It would be nice if I could mark which players are kept, and at what prices. Then the values could be rebuilt with inflation automatically factored in.

Better multi-positional adjustments
The Price Guide already does a lot to try to handle replacement levels for different positions. It correctly handles utility positions like corner-infield or middle-infield. It works for leagues that have OF spots and leagues that have LF, CF, RF (and leagues that have some combination of both).

But for players who are eligible at multiple positions, I would like it to do better at finding each player’s most valuable position. Right now it assumes that a player is most valuable at C, then SS and 2B, then 3B, OF, and 1B. This order is typically true, but each league is different. Ideally, it would be nice if it recognized leagues where (for example) OF are particularly valuable.

What else do you want to see in the Price Guide?

Introducing the Price Guide

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December 15th, 2008 by
Categories: Price Guide

Much of the discussion on this site will involve the Price Guide, a tool I developed to build accurate rankings and dollar values based on players’ stats (or projected stats). All you have to do is enter your league settings (number of teams, stat categories, and positions), and it spits out values for every player, customized for your league.

While there are other sites that try to do the same kind of thing, I think that the current feature-set of the Price Guide makes it one-of-a-kind:

Completely customizable
The Price Guide can handle whatever stats your league wants to use. Do you want to count hitters’ OBP? How about HR/9 or K/BB for pitchers? The Price Guide can handle these and many more.

(And, if you have a category that is not currently included, let me know and I’ll see about adding it.)

Able to handle any size league
A lot of the player valuators are geared toward 10 or 12 team leagues and will become less accurate the more your league diverges from those settings. The Price Guide will work with any size league (including AL-only and NL-only leagues of any size).

Adjusted for positions
The Price Guide takes into account how many players your league starts at each position, and it adjusts the baseline accordingly. For example, if you have an auction league with 12 teams that each start 2 catchers, the Price Guide sets the value of the 24th catcher at $1 and calculates the other values accordingly.

When doing this, the Price Guide will also consider a player’s positional eligibility, customized for your league’s eligibility rules. So no matter if your league requires 1 game to qualify or 50, each player will be ranked at whatever position gives them the most value.

Built on a meaningful scale
For auction leagues, it’s not enough to know how one player compares to another on an arbitrary scale. That’s why the Price Guide presents player values in terms of dollars.

Like everything else, the amount of money per team is customizable to whatever your league uses.

Back and forward looking
Not only does the Price Guide build values based on last season’s stats, but it can also look ahead with values based on various projection systems. While these projections have their limitations, the Price Guide is able to accurately convert the stats into fantasy dollar values.

Accurate
I mentioned that there are other sites that try to build rankings and values of players for fantasy, but the Price Guide beats out all of them when looking at which system actually gives the best chance of winning. (Later, I’ll show that the head-to-head results backup my claim.)

Based on open methodology
I want the Price Guide to be the best valuation system possible, and I realize that community input is going to be important in making that happen. I’m going to be open with how the Price Guide works, in hopes that any flaws can be exposed and then improved.

So let me know if there’s something you think doesn’t look right, or if there’s something else you would like the Price Guide to do.

Give it a try: Price Guide