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Creative Decision Rating

Passing MetricsLevel 4 β€” Expert

What It Is

Quantifying pass creativity as the difference between the expected usefulness of a player's actual passing decision and the expected usefulness of the most likely (typical) pass in that game state. Creativity = novel + useful. A pass to an unexpected location that generates high value is creative; an unexpected pass that fails is just unusual. The model separates conception quality (choosing the right pass) from execution quality (completing it).

Correct Execution

(1) Model the probability distribution of pass destinations for each game state (pass-originality-modeling). (2) Identify the "typical" pass as the single most likely action. (3) Creative decision rating = E(value of actual pass choice) - E(value of typical pass). Players who consistently choose higher-value destinations than the typical player in the same situation score highly.

Diagnostic Tree

Edges

πŸ’Ž Elite-Only Behavior

Creativity = Novel + Useful β€” Separate Conception from Execution

A player with high creative decision rating but low completion has high ambition and low execution β€” these are different coaching problems. Penalizing completion suppresses the creative decisions themselves.

What most people do
Use assists or chance creation counts. Penalize creative passers with low completion.
What the best do
Separate decision quality ("they saw it") from execution quality ("they couldn't deliver it"). Train execution without suppressing decisions.
Why it's an edge: Creative players with low completion are systematically undervalued. The coaching intervention is technical, not tactical.
How to exploit: Target high creative decision rating in recruitment regardless of raw completion. Diagnose conception vs. execution before intervening.
Pieter Robberechts, KU Leuven, StatsBomb Conference, 2022-10-05

Sources

  • Pieter Robberechts, KU Leuven / StatsBomb, StatsBomb Conference 2022, YouTube, 2022-10-05