# Metrics and definitions

This page is the canonical glossary for terms used across the CFBD API. Model
pages add the context specific to their outputs, while this page defines the
shared building blocks.

## Reading API values

- **Rates and probabilities** are generally returned as decimals. A value of
  `0.64` represents 64%, not 0.64%.
- **Average** values are normalized per included play or opportunity. **Total**
  or **cumulative** values are summed across the included sample.
- **Offense** fields describe value created by the team in possession.
  **Defense** or **allowed** fields describe what opponents produced against
  that defense. Lower allowed values are generally better.
- A **rating** is a model value. A **ranking** is the ordered position produced
  by sorting those values.
- `null` means the value is unavailable or not applicable. It should not be
  converted to zero without an explicit analytical reason.

## Expected points and play value

### Predicted Points (PP)

CFBD's estimate of the expected value of the next score from a given down,
distance, and field position. Positive values favor the offense; negative
values indicate that the opponent is more likely to score next.

### Predicted Points Added (PPA)

The change in Predicted Points attributable to a play, from the offense's
perspective. Positive PPA means the play improved the offense's expected
scoring position. Negative PPA means it lost value. PPA is CFBD's
implementation of the broader Expected Points Added (EPA) concept.

### Explosiveness

Average PPA on successful plays. This captures the magnitude of a team's
successful plays rather than how often those plays occur.

See [PPA methodology](./ppa) for calculation context and interpretation.

## Situational definitions

### Success rate

The share of plays classified as successful. A successful play gains at least
50% of the yards needed on first down, 70% on second down, and 100% on third
or fourth down. Scoring plays are successful unless the recorded play type
explicitly represents a failed attempt.

### Standard and passing downs

Stored historical and advanced metrics classify second-and-8 or longer and
third- or fourth-and-5 or longer as passing downs. All other situations are
standard downs.

Some live values are calculated independently from the stored historical
pipeline. When a live response supplies its own down classification, use the
returned value rather than recomputing the split.

### Garbage time

Garbage time identifies plays where the pre-play margin is greater than 38
points in the second quarter, 28 points in the third quarter, or 22 points in
the fourth quarter. A game can leave garbage time if the margin narrows below
the applicable threshold.

### Scoring opportunity

A drive in which the offense reaches the opponent's 40-yard line or closer.
Points per opportunity is the average number of points scored on those drives.

## Rushing-line metrics

### Line yards

A weighted rushing-yard measure intended to estimate the offensive line's
share of a run. Losses count at 120%, yards 0 through 4 at 100%, yards 5
through 10 at 50%, and yards beyond 10 do not add line yards.

### Second-level yards

Rushing yards gained between 5 and 10 yards beyond the line of scrimmage.

### Open-field yards

Rushing yards gained more than 10 yards beyond the line of scrimmage.

### Highlight yards

The portion of rushing production credited after the line-yards component,
intended to describe what the ball carrier creates in the second level and
open field.

### Stuff rate

The share of rushing attempts stopped at or behind the line of scrimmage.

### Power success

The share of short-yardage runs needing two or fewer yards that meet the
success definition.

## Disruption and involvement

### Havoc rate

The share of defensive plays that produce a tackle for loss, forced fumble,
interception, or pass breakup.

**Front-seven havoc** uses tackles for loss and forced fumbles. **Defensive
back havoc** uses passes defended and interceptions.

### Usage rate

The share of a team's relevant plays involving a player. Overall, passing,
rushing, standard-down, and passing-down usage use the corresponding team
play total as the denominator.

## Win probability terms

### Pregame win probability

An estimate of the home team's chance of winning before kickoff, derived from
the available point spread.

### In-game win probability

An estimate of the home team's chance of winning at a specific game state.
The API returns a decimal from 0 to 1.

### Postgame win probability

An estimate of how often a team would be expected to win with similar
underlying game performance. It is separate from both the final result and the
play-by-play in-game model.

### Excitement Index

A summary of win-probability movement during a game. Larger and more frequent
swings produce a higher value. Because it depends on the underlying win
probabilities, model changes can affect comparisons across eras.

See [Win probability methodology](./win-probability) for the three distinct
models and their coverage.
