Game Grades

The rating is the claim. The grade is the check.

What a player did in one game, on the rating's scale, so the gap is legible.

Case 01 · two numbers on one scale

What you are rated, and what you did, measured the same.

KPG sits on the same 0 to 100 scale as KR, so the two are directly comparable. KR is the standing claim; KPG is what he did in this game. The distance between them is a number, not a feeling.

KR vs KPG trend, on one scale (composite player)
KR 85, the standing claim
KPG trend ~78
convergesThe trend sits at the rating: the KR is confirmed by what he is actually doing.
runs belowA sustained run under the KR: over-rated or misused, routed to diagnosis, never an automatic cut.
runs aboveA sustained run over the KR: under-rated, a candidate for re-evaluation on the normal pipeline.
The cross-reference never auto-updates the KR. A sustained divergence is a flag to investigate on the proper evidence, not a downstream mutation. The grade signals that the rating should be re-derived; it never reaches back and rewrites it.

On one scale, a divergence is a number, not a vibe: rated 85, grading around 78, so either the rating is high or the role is wrong. The read names which to check rather than silently moving the number. A single game is noise; the trend is the signal. A rating you can never check against performance is a claim with no receipt.

Illustrative engine read on the real KR-KPG cross-reference (KPG on the universal KR scale, the trend as the signal, convergence versus sustained divergence, no auto-mutation). Composite player, demonstration figures.

Case 02 · a grade is not a highlight count

It rewards doing the job, not filling a box score.

A grade built on counting stats rewards volume and the players who chase it. KPG is built on possession value instead: each action scored by its points-per-possession effect, weighted by role and archetype, scaled by shot quality, and corrected for teammates and game state.

Not this
A count of the box score
Points, rebounds, and assists added up.
Empty volume rewarded, padded lines inflated.
A quiet defensive game read as "did nothing."
A garbage-time flurry read as production.
This
Possession value, role-weighted
Each possession scored by its points-per-possession effect.
Weighted by the position and archetype (the same OPF as KR).
Quality scales the base: a hard shot made beats an open one.
Corrected for the supporting cast and the game state.
The quiet gameA point-of-attack defender with a thin box score keeps full value for the possessions he erased: the switch held, the drive walled off, the shot forced into help. Defense the box cannot see, graded.
Shot qualityA tough shot made over a contest is credited above its raw points against the difficulty; an open miss is read as the open look it was. The grade reads the shot, not just the result.
The blowoutA scorer padding a line in a decided game is flagged and discounted for garbage time; a starter carrying a live game is read at its real leverage. Context, not accumulation.

The grade is tuned to be right rather than flattering: do your job well in a hard, live game and you score well on modest counting numbers; pad a dead one and you do not. It reads the contribution the role existed to make, at the difficulty it was made. Believable over impressive, one game at a time.

Illustrative engine read on the real KPG stages (possession-value action base weighted by position and archetype, quality scaling the base, supporting-cast and game-state adjustment, minutes credibility, level normalisation through KLVN, the KVision tracking upgrade for the off-ball actions). Composite players, demonstration figures.

Case 03 · the team grade is not the sum of the players

Players roll up into the team grade. They do not add up to it.

KTG grades a team's single game against what it was trying to do, outcome and process, corrected for opponent and stakes, on the Team KR scale. The KPGs roll up as one input, but the team grade is never their sum, because shape, scheme, and game state matter beyond any line.

RVEResult vs Expectation
The result against what the market and the Simulation Engine expected, so KTG does not simply reward a strong side for beating a weak one.
EFFEfficiency Margin
The points-per-possession margin, correcting a lucky or unlucky scoreline toward the underlying performance; the shooting-variance gap carried separately.
CTRLControl Factors
The process: the four factors (shooting, turnovers, offensive rebounding, free-throw rate) plus tempo and possession control, how the game was actually played.
CTXContext Stakes
Opponent quality and the stakes of the game, so a road win over a contender and a home win over a cellar side are not read as equal.
A player can post a high KPG in a team that posts a low KTG, or the reverse, and that gap is information, not an error. The grade reads down to who drove the performance and up to how the parts combined, and neither level overwrites the other: KTG is not the sum of the KPGs, and it never rewrites one.

Graded on the process as much as the result, a side that dominates and loses and a side that wins against the run of play both read honestly. The seam back to the players stays open: one bright performance in a poor team result is preserved as the true useful thing it is. The team grade explains who drove it without erasing what they did.

Illustrative engine read on the real KTG structure (the four components RVE, EFF, CTRL, and CTX, and the KPG roll-up that is one input and not a sum). Composite team, demonstration figures.

The law underneath
The rating is the claim. The grade is the check.

One game is noise; the trend against the rating is the honesty check.