APEX Scoring

Methodology

How APEX Works

6 MLB engines and 10 NFL engines each score one part of a game. Every card below lists what that engine reads today — and, where its name suggests more, what it does not. The headline number on each game, APEX Signal Strength, is computed from those engine scores as described here.

APEX Signal Strength

0 – 10

The headline number on every game card: the average read across the engines that have one for the game, times 10. Most engines score each club, and for those the read is the gap between the two clubs, as a share of the engine's whole scale — a great offensive line against a poor one is a big read, where two average lines are none. An engine with one reading for the whole game (the umpire, the weather, the game flow) reads as how far that reading sits from its neutral, in either direction: a UZX reading of 7.5 (K-friendly umpire) and one of 3.5 (hitter-friendly umpire) count the same.

Minimum: the number shows once at least 3 of the 6 MLB engines, or 5 of the 10 NFL engines, have a read for the game. An engine that scores each club has a read only when both clubs have a reading. Until then the engine cards show on their own.

The number is a size, not a side. A gap counts the same whichever club is ahead. Each engine card on the game page shows both clubs' readings and, where it is established which way is better for a club, names the club with the edge.

Signal Strength says how lopsided the engines read a game. It is not a win probability, and it is not a record of how often a lean has been right.

The 6 MLB Engines

EFX

Environmental Factor Index · −5 to +5

One number for the game from three capped parts: the park (±2.0), the home-plate umpire (±1.75) and the weather forecast at the stadium near first pitch (±1.25), which is zero under a closed roof.

Reads

  • Park factors and elevation
  • The home-plate umpire's run, home-run and strikeout factors (uploaded umpire data)
  • The forecast at the stadium near first pitch: wind against the center-field line, temperature, chance of rain, and the roof

Higher = more hitter-friendly game environment.

Each part is capped on its own, so the total rarely nears ±5. In practice the umpire part has stayed within ±0.1. A part with no data counts as 0.

UZX

Umpire Zone Index · 1 – 10

Scores tonight's home-plate umpire from one number — how far his called-strike accuracy runs above or below expected — as a strikeout lean, with a smaller walk lean the other way. PIX's strikeout projection and HIX's hit and strikeout chances are scaled by it; their 1–10 scores are not.

Reads

  • The assigned home-plate umpire (MLB's posting, or the crew rotation before it posts)
  • His called-strike accuracy above expected, from uploaded UmpScorecards data

Does not read

  • The shape of his strike zone
  • Catcher framing

Higher = more strikeouts expected (K-friendly umpire).

BFX

Bullpen Fatigue Index · 1 – 10

Grades each team's bullpen for tonight from the relievers who pitched in the last three days — their pitch counts and appearances, season saves, holds and ERA — and the team's relief ERA over the last seven days. A reliever who has not pitched in three days is not counted.

Reads

  • Relievers who pitched in the last 3 days: pitch counts, appearances, throwing hand
  • Their season saves, holds and ERA
  • Team relief ERA over the last 7 days

Higher = fresher, better-performing bullpen.

PIX

Pitcher Intelligence Index · 1 – 10

Grades tonight's starting pitcher from his season numbers (ERA carries the most weight, beside WHIP, strikeout, walk, home-run and hard-hit rates), his last five starts, his days of rest, Statcast velocity, spin, whiff and chase rates when available, and the opposing team's season strikeout rate and batting average.

Reads

  • Season ERA, WHIP, strikeout, walk, home-run and hard-hit rates
  • His last 5 starts
  • Days of rest, and recent pitch counts estimated from innings
  • Statcast velocity, spin, whiff and chase rates, when available
  • The opposing team's season strikeout rate and batting average
  • His throwing hand

Does not read

  • The park (held at 0 in the score)
  • The umpire (only the strikeout projection uses it)
  • Tonight's posted lineup (it uses the opposing team's season rates)

Higher = tougher matchup for opposing hitters.

HIX

Hitter Intelligence Index · 1 – 10

Grades each hitter in tonight's lineup from his season wOBA, OBP, slugging and power, his last 15 games, his OPS against the starter's throwing hand, and his batting-order slot. The part meant for this specific pitcher is held at a constant for now, so the score sees the opposing starter only through his throwing hand.

Reads

  • Season wOBA, OBP, slugging, ISO, OPS, contact and power rates
  • His last 15 games
  • His OPS against the starter's throwing hand (platoon split)
  • His batting-order slot, and whether the lineup is confirmed

Does not read

  • The specific pitcher beyond his throwing hand (that part is a constant 50)
  • The park

Higher = better projected spot for the hitter.

MIX

Matchup Intelligence Index · 1 – 10

Scores every batter against the opposing starter, on top of their HIX and PIX rows: the batter's career record against that pitcher (weighted by how many times they have met — under 5 plate appearances counts for nothing), bat side against throwing hand, pitch-type and zone matchups from Statcast when available (neutral otherwise), and his last 15 games against his career line versus this pitcher. The game-situation part is held at a constant for now.

Reads

  • The batter's career record against this pitcher (MLB's head-to-head data)
  • Bat side against throwing hand (platoon), with HIX's platoon grade
  • Pitch-type and zone matchups from Statcast, when available
  • His last 15 games against his career line versus this pitcher
  • The HIX and PIX rows for both players

Higher = better spot for the batter.

The 10 NFL Engines

SDR

Strength Adjusted Defense Ranking · 0–100

Rates each defense 0–100 against the whole league each week, from points (half the weight), passing yards and rushing yards allowed. Garbage time is removed, each game is adjusted for the offense faced, games missing a key defender count for less, defenders on this week's injury report take points off, and home or away adjusts the points part.

Reads

  • Points, passing and rushing yards allowed, from nflverse play-by-play, with garbage time removed
  • The offenses it faced, by their EPA per play
  • Past and this week's injury reports for key defenders
  • Home or away, and the stadium

Higher = tougher defense to face.

GFI

Game Flow Index · 1–10

One score from projected scoring and how close the game projects (both from the two defenses' SDR and the two offenses), and the pregame forecast at the venue. Its label names the game type: Blowout, Shootout, Grind or Competitive. The posted total is compared against it but does not move it, and the score is not rewritten after kickoff.

Reads

  • Both defenses' SDR ratings
  • Both offenses' EPA per play, pass rate and plays per game (pace)
  • The pregame forecast at the venue — temperature and wind speed — and the roof
  • The posted total, for comparison only

Higher = more scoring, a tighter game and better weather.

QSI

Quarterback Situation Index · 1–10

Scores the matchup for each team's starting quarterback tonight — the first healthy quarterback on the depth chart, checked again before kickoff, so a starter listed Out is replaced. It is a score of his situation (the defense, his line, the volume), not a rating of the quarterback himself.

Reads

  • Tonight's starter, from the depth chart, the injury report and inactives
  • The opposing defense's SDR and DPI
  • His offensive line's OLI
  • Projected pass volume from GFI
  • His Next Gen Stats passing numbers
  • The team's play-action rate (FTN charting)

Higher = more favorable spot for the quarterback.

OLI

Offensive Line Index · 1–10

Grades each team's offensive line from PFF pass- and run-block grades at the five line spots, against the opposing defense's EPA per play, with linemen on the injury report (the center most of all) and artificial turf. Scored again on each daily run until the week's injury report is in. With no PFF import in the last 21 days it writes no score.

Reads

  • PFF pass- and run-block grades for the five line spots (imported by hand)
  • The opposing defense's EPA per play
  • Linemen on the injury report
  • The playing surface

Higher = stronger line for this matchup.

DPI

Defensive Personnel Index · 1–10

Grades each defense from PFF coverage grades for its corners, slot, safeties and linebackers, its man and zone snap split, FTN charting of its blitz rate, blitz success and pressure without a blitz, its depth on the injury report, and its SDR rating. Parts with no feed use defaults built from SDR.

Reads

  • PFF coverage grades for corners, slot, safeties and linebackers (imported by hand)
  • PFF man and zone snap split
  • FTN charting: blitz rate, blitz success, pressure without a blitz, pass rushers
  • The injury report, for depth
  • The defense's SDR rating

Does not read

  • Coverage shell (Cover 1, 2, 3 …) — no feed carries it; estimated from SDR
  • Press and bracket rates
  • Receiver-versus-corner matchup grades for individual players

Higher = stronger defense.

PFI

Player Fatigue Index · 0–100

Scores each quarterback, running back, receiver and tight end for fatigue from his snap load, days of rest (short weeks and byes), injury and practice status — a player listed Out scores 100 — his age from his birth date, altitude for the visiting team, and the playing surface.

Reads

  • Snap counts
  • Days of rest from the schedule, including short weeks and byes
  • Injury and practice status
  • Age, from his birth date
  • Altitude and playing surface

Does not read

  • Carries, targets and hits taken
  • Time zones crossed
  • Game-day heat or cold (the temperature arrives only after the game)

Higher = more fatigued (worse).

Higher is worse here, unlike the other NFL engines.

MGI

Motivation and Game Importance Index · 1–10

Scores the stakes for each team from the schedule and results: a playoff-race estimate from the win-loss record (not playoff odds), division games, revenge for a loss in the last meeting, a bounce-back after a 30-point loss, primetime and post-bye spots, the change in opponent strength, and starter-rest risk in weeks 17–18 for teams already clinched or eliminated. A trap-game flag needs five conditions at once.

Reads

  • The schedule, scores and win-loss records (a playoff-race estimate)
  • Division games and the previous meeting (revenge)
  • Last week's result, a post-bye week and a primetime slot
  • Opponent strength from SDR
  • Clinched or eliminated status in weeks 17–18 (starter-rest risk)
  • GFI and PFI, for the trap-game flag

Does not read

  • Coaching changes and player storylines

Higher = more at stake for the team.

RZI

Red Zone Intelligence Index · 1–10

Projects each team's red-zone scoring from its offense's EPA per play, its own and the opponent's SDR, projected red-zone trips from GFI and the opposing DPI. There is no red-zone play-by-play feed yet, so player shares are fixed by depth-chart order and the situational and history parts are empty.

Reads

  • The offense's EPA per play
  • Its own and the opponent's SDR
  • Projected red-zone trips from GFI
  • The opposing defense's DPI
  • The depth chart for skill players
  • The stadium

Does not read

  • Red-zone play-by-play
  • Each player's actual red-zone target share

Higher = stronger red-zone outlook.

OTI

Officiating Tendency Index · 1–10

Scores a game's officiating crew from its penalty record this season (the game itself included): penalties and yards per game, the home and away split, rates by type — pass interference, holding, roughing the passer, false start — and in the red zone. The crew is published only after the game, so OTI scores a game once it has been played; it is not a pregame read.

Reads

  • The referee crew, published after the game
  • The crew's penalty record this season from nflverse play-by-play: penalties and yards per game, home and away split, rates by type and in the red zone
  • Points and plays per game (pace) in its games, against the league average
  • Roof, temperature and wind for the game

Higher = more penalties projected, and a bigger effect on passing, scoring and pace.

MPI

Market Pressure Index · 0.75–1.25

Describes the betting market on each game from the sportsbooks' pregame moneyline, spread and total: the de-vigged consensus, where each line opened and stands now, how far it moved early in the week, midweek, late and on game day, steam moves (three or more books moving the same way within 30 minutes), how far apart the books are, and APEX's own number beside the market. Its one output, a confidence modifier, is on hold at ×1.00 until a pre-registered test passes, no earlier than December 1 — so the card shows no reading.

Reads

  • The sportsbooks' pregame moneyline, spread and total, up to kickoff
  • The de-vigged consensus: the median of at least 3 books
  • Where each line opened, where it stands, and its movement by window
  • Steam moves: 3 or more books moving the same way within 30 minutes
  • How far apart the books are
  • APEX's own NFL game number

Does not read

  • Public betting percentages (tickets and money)
  • Reverse line movement — it needs public betting data
  • A sharp book's prices — none is in the odds feed

×1.00 = no change. It stays at ×1.00 until its test passes.

How APEX Works — APEX Scoring