Machine
A possession-level Monte Carlo of an NBA game. Before tip-off, MACHINE plays each game 10,000 times on STRYKE's player and lineup models and reports the whole distribution: who wins, by how much, the total and every quarter.
Only forecasts produced before tip-off count, and none is revised afterwards. When a game was simulated more than once, the last run before the tip is graded. 4 of 52 regular-season games so far had no pre-tip run and are left out rather than backfilled. Preseason simulations were run after the games and are excluded. The model is labelled experimental until every team has played ten regular-season games.
Monday, Oct 26, 2026
6–3 · 9 gamesSunday, Oct 25, 2026
4–2 · 6 gamesSaturday, Oct 24, 2026
5–3 · 8 gamesFriday, Oct 23, 2026
7–2 · 9 gamesThursday, Oct 22, 2026
1–1 · 2 gamesWednesday, Oct 21, 2026
10–1 · 11 gamesTuesday, Oct 20, 2026
1–2 · 3 games
Cut off
The run fixes a cutoff and uses only data published before it: the STRYKE model trained through the previous night, the latest availability, the projected rotation. A date guard in MACHINE refuses anything newer.
Possessions
Each simulated possession draws who uses it, the shot and where it comes from, the make, the rebound, fouls and free throws from STRYKE's conditional models, for the five players on the floor. The clock advances with a pace model calibrated on real possession lengths, and a home-court term shifts the home side's rates.
10,000 games
The game is played to the final buzzer, overtime included, 10,000 times with a recorded seed. Every run stores its inputs, model versions and seed, so any forecast can be rerun and checked.
Graded in public
Finals are matched to the forecast that existed before the tip. Every change to the model's defaults so far has shipped only after a pre-registered test on games it had not seen.