Gaming & Esports Research Pipeline — Council Ruling

Date: 2026-04-01 Process: Full 5-phase council (Advisory → Anonymization → Peer Review → Chairman Synthesis → Boss Ruling) Advisors: Opus, Sonnet, Gemini 3.1 Pro, Grok 4.20 Reasoning, gpt-oss-120b Winner: Sonnet (most split council — 4-way tie at 1 genuine vote each; Opus tiebreaker endorsement of Sonnet) Status: PENDING BOSS RULING on open questions


COUNCIL SUMMARY

Where Advisors Agreed

  1. Roster changes are #1 intelligence variable — 15-30% line movement, markets lag 12-24 hours
  2. Patch meta shifts create exploitable chaos windows — game-specific duration (CS2 shortest, Dota 2 longest)
  3. Map veto Monte Carlo is highest-edge model — 3-8% edge from map-specific modeling vs moneyline
  4. Online vs LAN performance gap is real and mispriced — OLAF adjustment factor critical
  5. 6 games need distinct models — round-based (CS2/Valorant/CoD) vs objective-based (LoL/Dota 2) fundamental split
  6. SCL construction must weight GG.bet higher than traditional sports — GG.bet reprices esports roster news 2-4 hours ahead of bet365
  7. Kalshi casual bettor bias — favorites systematically overpriced on Kalshi platform
  8. 8+ edge scanners required — Match Winner, Map Winner, Tournament Outright, Handicap, Totals, First Blood/Tower, Game Awards, Steam Rankings
  9. SteamDB depot monitoring for pre-patch detection before official notes
  10. Liquipedia as fastest structured roster data — poll every 5 min for tier-1 teams

Where Advisors Disagreed

  1. Architecture complexity: gpt-oss proposed enterprise stack (Kafka, TimescaleDB, MongoDB, K8s). Others used simpler approaches. Council verdict: Simple pipeline, not enterprise stack.
  2. Stand-in impact modeling: Sonnet provided specific RCIS multiplier table (permanent=full, emergency stand-in=1.2x, coach change=0.2x). Others treated all roster changes equally. Council verdict: Use Sonnet's tiered RCIS approach.
  3. SCL book weighting: Varied from Pinnacle-only to complex multi-book. Council verdict: Pinnacle 50% + GG.bet 35% + bet365 15%, with GG.bet elevated for esports-specific flow.
  4. Game prioritization: Some proposed all 6 at once, others phased. Council verdict: CS2 + LoL first (most liquid markets, best data), then Valorant + Dota 2, then FIFA + CoD.

Strongest Arguments (from peer review)

Sonnet wins (Opus endorsement in tiebreaker) with the most analytically precise design:

Opus strong runner-up:

Biggest Blind Spot

No backtesting or calibration framework — All advisors build elaborate probability models but none address how to validate them. No historical backtests, calibration curves, Brier scores, or mechanism to distinguish "model edge" from "Kalshi casual bias." Without this, cannot know if pipeline is generating alpha or sophisticated noise.

What Everyone Missed (from peer reviews)

  1. Dead rubber matches and strat-hiding — Teams in locked tournament positions deliberately lose or hide strategies. Need Match Importance Multiplier to flatten odds or halt trading for unmotivated favorites.
  2. Data latency trap / digital courtsiding — Public sources (HLTV, VLR.gg) have 30-120 second delays. Sharp books use GRID/Bayes Esports zero-latency feeds. Desk scraping public sites will face adverse selection.
  3. Signal poisoning / disinformation — False roster rumors from malicious actors can trigger costly recomputes. Need credibility-scoring engine with source history tracking.
  4. Demo/replay parsing as proprietary data moat — Parseable demo files from CS2/Valorant/Dota 2 contain metrics unavailable on public stat sites (execute success rate, trade efficiency, positioning entropy).
  5. Coaching staff turnover — Impact is delayed (shows 2-4 weeks later), inverted curve, compounds with patch sensitivity. Less media coverage = slower market repricing.
  6. Visa/travel disruptions — Distinct from performance-based transfers, telegraphed on social media, force quality-mismatched stand-ins.

BUILD PLAN

Phase 1: Core Data Tables

esports_teams: team_id, name, game, region, tier, roster_stability_days, active, updated_at esports_players: player_id, name, game, team_id, role, nationality, contract_status, active esports_matches: match_id, tournament_id, game, team_a, team_b, format (BO1/BO3/BO5), lan_online, server_region, date, status esports_match_results: result_id, match_id, winner, map_score, total_rounds, duration_min esports_maps: map_result_id, match_id, map_number, map_name, team_a_score, team_b_score, winner, first_blood_team, first_tower_team, side_scores (JSON) esports_rosters: roster_id, team_id, player_id, role, joined_date, left_date, type (permanent/stand-in/loan), rcis_impact esports_roster_changes: change_id, team_id, player_in, player_out, change_type (permanent/stand-in/coach), announced_date, detected_date, source, rcis_score esports_tournaments: tournament_id, name, game, tier (S/A/B/C), format, prize_pool, start_date, end_date, lan_online, location esports_brackets: bracket_id, tournament_id, round, match_id, seed_a, seed_b esports_map_vetoes: veto_id, match_id, team_id, action (ban/pick/decider), map_name, order esports_patches: patch_id, game, version, release_date, depot_detected_date, severity (minor/major/rework), meta_fluidity_index, chaos_window_days esports_patch_impacts: impact_id, patch_id, team_id, pss_score, affected_agents_heroes (JSON), pre_patch_wr, post_patch_wr esports_player_stats: stat_id, match_id, player_id, game, kills, deaths, assists, game_specific_stats (JSON — ADR/rating for CS2, ACS for Valorant, CS@15 for LoL, etc.) esports_odds: odds_id, match_id, market_type, book, team_or_player, odds, timestamp esports_weather_equiv: match_id, ping_ms, server_location, travel_days_since_arrival

Phase 2: Game-Specific Models

Game Key Model Inputs Unique Factors
CS2 Map pool depth, map veto MC, pistol round WR, economy management, HLTV rating 2.0, ADR Round-based economy, utility usage, site execute success, AWP dependency
Valorant Agent meta, map pool, ability usage efficiency, first blood rate, clutch rate Agent composition synergy, agent nerf sensitivity, map control mechanics
LoL Draft meta, early game composite (CS@15, gold@15, first tower), baron/dragon control, team fight win rate Lane matchups, jungle pathing, objective priority, scaling vs early comp
Dota 2 Hero meta, lane matchups, Roshan timing, buyback economy, hero versatility index Most complex draft, longest patch chaos windows, buyback as strategic resource
FIFA Player skill rating, formation meta, in-game momentum Least modelable of the 6, lowest priority
CoD Map mode performance (HP/SnD/Control), respawn vs elimination modes, team roles Mode-specific modeling required, rotation knowledge

Phase 3: Custom Metrics

Metric Formula Notes
RCIS (Roster Change Impact) Role weight × synergy penalty × change_type multiplier Permanent=1.0, stand-in=1.2x, coach=0.2x, emergency=1.5x
PSS (Patch Sensitivity) usage_rate × nerf_magnitude × team_dependency Per-team, per-patch; chaos window = edge source
OLAF (Online-LAN Adjustment) LAN_WR / Online_WR + travel_fatigue_decay Separate for each team; LAN bonus typically 3-7%
Map Veto MC 10K simulations of ban/pick sequence Per-matchup; 3-8% edge in map winner markets
Meta Fluidity Index Rate of hero/agent pick diversity change post-patch High = chaos window open = edge opportunity
Roster Stability Score Days since last roster change × (5 - changes_in_90d) Higher = more reliable historical data
Match Importance Multiplier f(group_stage_position, elimination_risk, seeding_impact) Dead rubber detection; reduce sizing or skip

Phase 4: 8 Edge Scanners

Scanner Min Edge Unique Logic
Match Winner 4% Elo × map pool × RCIS × PSS × OLAF; Kalshi bias fade
Map Winner 3% Map-specific Elo × veto MC prediction; highest edge concentration
Tournament Outright 5% Bracket MC (20K sims) × form × fatigue × seeding
Handicap 3% Map spread from match winner prob; book internal inconsistency exploit
Total Maps/Rounds 4% Format-adjusted from match simulation; over/under calibration
First Blood/Tower 5% Game-specific early aggression metrics; pistol WR (CS2), first tower (LoL)
Game Awards 6% Sentiment analysis + historical voting patterns; no sharp book reference
Steam Rankings 6% Trend analysis + upcoming release calendar; Kalshi-only market

Phase 5: SCL Construction

Phase 6: Dashboard

Phase 7: Kill Switch


OPEN QUESTIONS FOR BOSS RULING

  1. Game scope: CS2 + LoL first, or all 6 at launch?
  2. Data feed tier: Public scraping (free, 30-120s delay) or commercial feeds like GRID/Bayes ($$$, zero latency)?
  3. Demo parsing pipeline: Build automated CS2/Valorant/Dota 2 demo parser for proprietary metrics?
  4. Credibility scoring: Build source reliability tracker for social signals (tweets, Reddit, Liquipedia edits)?
  5. Dead rubber model: Build Match Importance Multiplier or just manually flag?
  6. FIFA and CoD: Worth modeling or skip (least liquid markets, hardest to model)?
  7. Coaching staff tracking: Add as separate RCIS category?

COUNCIL METADATA

Detail Value
Council date 2026-04-01
Advisory responses 5 (all completed)
Peer reviews 5 (all completed)
Strongest advisor Sonnet (1/5 genuine vote — Opus tiebreaker in most split council)
Runner-up Opus (1/5 genuine vote from Sonnet)
Biggest blind spot No backtesting/calibration framework
Full council data /home/ubuntu/edgeclaw/data/councils/2026-04-01/gaming-esports-research/
Source: ~/edgeclaw/results/panel-results/gaming-esports-research-ruling.md