WAGERBIRD® Alpha Academy · Track 01 · Foundations · read second

SMT 100 · First Principles

58 lessons in five Parts · read second

SMT 101 covers the ground of Parts I, II and IV in 9 lessons. SMT 100 goes 58 deep. Take them in that order.

SMT 101 Lesson 01 is open to everyone
SMT 100 · Part I

Part I · The Structure of Sports Markets

12 lessons
  1. Lesson 01Three markets, side by side

    There are three places to trade a sports market: a sportsbook, a prediction market and a pick'em app. They differ in who is on the other side, who sets the price and how the price is shown.

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  2. Lesson 02The sportsbook and its wager slip

    A sportsbook posts a price on both sides of a game and takes the other side of your position. The wager slip is the whole deal on one card: game, market, selection, odds, risk, to win, payout.

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  3. Lesson 03Odds formats and probability

    One price can be written three ways: American, decimal and fractional. Every one of them hides the same fact, the win rate the position needs to break even.

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  4. Lesson 04The vig

    Add up both sides of a sportsbook price and you get more than 100%. The extra is the book's fee. Strip it out and what is left is the fair chance of each side.

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  5. Lesson 05Spread, total, moneyline

    Every game carries three core markets. The spread asks about the margin, the total asks about the combined score, the moneyline asks who wins. Each one has a line, a price, or both, and each can move.

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  6. Lesson 06Props and parlays

    Player props and parlays are where the book's fee gets bigger. A prop often carries more margin than a spread. A parlay stacks the fee, leg on leg.

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  7. Lesson 07The prediction market contract

    A prediction market trades yes-or-no contracts that pay $1 if right and nothing if wrong. The price in cents is the market's chance, with a cent or two of trading cost on top.

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  8. Lesson 08Orders and selling early

    On an exchange you do not have to take the posted price. You can post your own with a limit order and wait. And you do not have to hold to settlement. You can sell the contract to someone else first.

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  9. Lesson 09The pick'em entry

    A pick'em entry is two or more player selections, More or Less, that pay a fixed multiple if every selection hits. The multiplier is the price, and the payout table is where the app keeps its edge.

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  10. Lesson 10Limits and exits

    Every venue caps how much you can put on, and every venue has its own way out before the result. A book caps the stake and sometimes offers a cash out. An exchange caps you at what the order book holds and lets you sell. A pick'em app caps the entry and usually has no exit.

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  11. Lesson 11Who regulates what

    The three venues answer to three different sets of rules. Sportsbooks are licensed state by state. Prediction markets answer to the CFTC. Pick'em apps fall under each state's fantasy law.

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  12. Lesson 12Opening and running accounts

    Every venue checks who you are, how old you are and where you are before it takes a deposit. Once the accounts are open, one ledger across every venue is the record that grades everything you do.

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SMT 100 · Part II

Part II · Price Formation and the Model

15 lessons
  1. Lesson 01Purpose of a Model

    A model does not pick winners. It prices the game, so you can set your price beside the market's price and measure the gap.

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  2. Lesson 02Opening Line

    The opening line is the first price a book posts on a game. It is set on thin information and low limits, which is why it moves easily.

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  3. Lesson 03Line Movement

    A price changes as information and wagers arrive. This lesson separates a line move from a price move, a drift from a sharp move, and reads the canonical game from the open to now.

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  4. Lesson 04Closing Line

    The closing line is the last price before the game starts. It carries every fact and every wager that arrived after the open, which makes it the market's most accurate price and the reference a model is measured against.

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  5. Lesson 05Book Fee

    Both sides of a market carry the book's fee. This lesson shows how to measure it, how to take it out to see the fair chance underneath, and which of the two figures a model compares against.

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  6. Lesson 06Best Price

    Books disagree. The same position can be posted at three lines and three odds at the same minute. This lesson finds the price that pays the most, and shows what the difference is worth over many positions.

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  7. Lesson 07Team Strength

    Team strength is how good a team is today, with the players who will play. Measured stats become ratings, ratings become a projected score, and who is out moves the rating before anything else does.

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  8. Lesson 08Home Venue

    The home team gets an edge. It is small, it differs by sport, and it has been shrinking. This lesson measures it in points and applies it to the neutral-field margin.

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  9. Lesson 09Game Conditions

    Weather, rest and travel change what a game looks like on the day. This lesson values each in points, says which market each one moves, and applies them to the canonical game.

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  10. Lesson 10Style Matchup

    Ratings say how good two teams are. The matchup says how one team's plan meets the other's. This lesson measures a matchup from the play data, turns it into points, and completes the model price.

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  11. Lesson 11Applying Them

    Technical gives the projection. Fundamental adjusts it. That is your model price. Put it beside the market's price, measure the gap, and at kickoff check it against the closing line.

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  12. Lesson 12Backtesting

    Before a model prices a live game, it is tested on games it never saw. This lesson sets up a holdout test, reads the result in dollars and as a win rate, and names the three ways a backtest lies.

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  13. Lesson 13Judging a Model Against the Close

    The close is the market's most accurate price. A model is graded by whether the close moves toward its price, counted over many games. That count arrives faster than a win rate and says more.

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  14. Lesson 14Weekly Calibration Check

    When the model says 60%, it should win about 60%. A model that passed its backtest can drift as the league changes. This lesson sets up the check that runs every week and reads its result.

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  15. Lesson 15The Calibration Table

    One bucket is a check. Every bucket, side by side, is the calibration table. This lesson builds it from 100 past forecasts and adds the swing that separates a flag from a verdict.

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SMT 100 · Part III

Part III · Information and the Price

11 lessons
  1. Lesson 01Information vs News

    News is what everyone knows. Information is what the price does not hold yet. Research is the work of telling them apart before you act.

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  2. Lesson 02What Moves a Price

    Four things move a line: injuries, lineups, weather, and money from traders the book respects. Each one leaves a different mark on the price.

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  3. Lesson 03Reading a Line Move

    A move from open to now carries three facts: how far, how fast, and across how many books. Read all three before you decide who moved it and why.

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  4. Lesson 04Strength and Who Plays

    Team strength is how good a team is today, with the players who actually play. Confirm the list before you trust the price.

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  5. Lesson 05Conditions

    Weather, travel, rest, altitude and surface are the conditions around a game. Each one is measured, valued in points, and matters in some sports and not others.

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  6. Lesson 06Matchups

    A matchup is where one team's strength runs into the other team's weakness. It is measured from the play data, turned into points, and added to the projection like any other adjustment.

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  7. Lesson 07Is It Already in the Price?

    Every read ends with one test. Hold your price up against the line. If the market already has what you have, there is nothing to trade.

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  8. Lesson 08Arguing the Other Side

    Before you take a position, write the best case against it. If the case against is stronger than your read, the market is telling you something.

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  9. Lesson 09Sources You Can Trust

    Official reports first, then the people who cover the team every day, then nothing else. Confirm before you act, and write down when the fact was released.

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  10. Lesson 10The Research Note

    The research note is four lines written before the start: the time, the price, the reason, and what would change your mind. It is the artifact every lesson in this Part has been building toward.

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  11. Lesson 11Applied Session: One Game on One Sheet

    The whole Part on one game. Lessons 1 to 9 run in order on a single sheet, the sheet ends in the four-line note from Lesson 10, and the note is held against the Brief on the Board line for line.

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SMT 100 · Part IV

Part IV · Risk, Size and Rules

10 lessons
  1. Lesson 01Rules Before the Game

    A system is a set of sizing and price rules written before the game. This lesson sets the capital those rules act on and shows why a rule written in advance beats a decision made while the game is on.

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  2. Lesson 02The Unit

    The unit is the standard measure of position size. This lesson sets it at 0.4% of capital, builds the unit table from half a unit to five units, and shows the choice between a proportional and a fixed unit.

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  3. Lesson 03Kelly, for Orientation

    Many sizing approaches exist. The Kelly criterion is one recognized approach: it sizes a position from a win probability and the price. This lesson works it in dollars, one operation per row, and shows why WAGERBIRD® does not size by it.

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  4. Lesson 04The Exposure Protocol

    Sizing sets one position. Exposure sets how much is at risk at once. This lesson gives the standard protocol in percent of capital and in units: 2% per position, 3% per game, 10% per day, and counts a team total and a game total on the same side as one exposure.

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  5. Lesson 05What You Trade and What You Skip

    A system names the sports and markets it trades and passes on the rest. This lesson sets the scope, runs every candidate through four gates, and records a pass as a position with zero units.

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  6. Lesson 06Reading Units and Setting the Limit

    Execution is two readings and one comparison. The Board states Units; the limit is your worst price. This lesson reads the units off the Board, turns them into a stake, writes the limit before the game, and decides fill or pass on one position.

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  7. Lesson 07The Worst Price You Will Take

    The limit price is the worst price a position is taken at, as a line and odds together. This lesson writes it next to every position before placing, shops it across operators, splits a fill across stake limits, and lets the position go when the line moves past it.

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  8. Lesson 08The One-Page Rulebook

    Every rule from Lessons 1 to 7 fits on one page. This lesson lays out the rulebook line by line, fills it on $10,000, and tests one position against it.

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  9. Lesson 09Runs of Losses and Drawdown

    A real edge still loses in runs. This lesson gives the probability of a run of losses, shows what sound sizing does to the drawdown a run produces, derives the longest run to expect in 200 positions at 53%, and sets the pause rule.

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  10. Lesson 10Review on a Schedule

    The review is the one occasion on which a rulebook line changes. This lesson sets the review schedule, lists what the review reads from the record, separates what it may change from what it checks, and works one review on 120 units risked.

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SMT 100 · Part V

Part V · Measurement and the Record

10 lessons
  1. Lesson 01Why Keep a Record

    Memory keeps the wins and drops the losses. A written record keeps both. The record is the only grade a trader can trust.

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  2. Lesson 02What Every Line Holds

    One row per position. Seven columns per row. This lesson defines each column and fills the first row.

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  3. Lesson 03Time Stamp and Price Taken

    The price on the slip is true for one minute. Record it and the minute together, at that minute. Anything written later is a guess.

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  4. Lesson 04The Closing Price

    The close is the market's last and most accurate price. Compare every row's price taken with the same venue's close, and count the rows that beat it, tied it and lost to it.

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  5. Lesson 05Size and Result

    A win at −160 and a win at +170 are not the same win. Grade every row in units won or lost, from its size and its odds, not in wins and losses.

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  6. Lesson 06Running Return

    Add the grades, add the sizes, divide. The running return is net units over units risked, kept current after every settled row.

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  7. Lesson 07Losses Stay on the Record

    A record with gaps grades nothing. No row is deleted, edited or voided by the trader. The only mark added after the fact is a void the venue made.

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  8. Lesson 08Cutting the Record

    One return hides where it came from. Cut the record by sport, market, venue, price range and size, and the same four summary lines show where the record is strong and where it is weak.

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  9. Lesson 09Sample Size

    A coin with no edge loses five in a row about three or four times in 120 flips. A return on a few rows is noise with a decimal point. This lesson sets how many rows a figure needs before it is read.

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  10. Lesson 10Reading It at Review

    The record is read at a scheduled review, in a fixed order, and three decisions come out of it: keep, cut, change. Then the Board row, column by column, against the record.

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