Library Statistics
The /stats page — library-wide performance analytics for your profile. PR over time, PR by match type, outcomes, error-level and cube breakdowns, all driven by a filter bar.
The Stats page (/stats) is a whole-library view of how you're playing. Where the match & game stat sheets and progression graphs describe a single match inside review, this page pools every match in your library for the current profile into one dashboard — trends over time, breakdowns by match type, and where your equity is going.
It's scoped to your profile — the identity BackgammonDB uses to decide which side of each match is yours. Set your profile from the top bar and import some matches, and the page fills in; with no profile, or no matches, it says so.
The filter bar
Everything on the page reacts to the filter bar at the top. It applies the same gates as the library filters, narrowed to the facets that make sense here:
- Match type — money vs. match play, or any.
- Match length — a min/max on the match's point length.
- Date range — an explicit start/end, or a preset (last N matches / recent periods) via the date-range component.
Narrow the set and every panel below recomputes for just those matches.
Summary cards
A row of headline figures for the filtered set: Matches, Games, Win rate, and the three pooled Performance Ratings — Checker PR, Cube PR, and Overall PR, each labelled with its skill band. All three PRs are pooled (summed equity lost over summed decisions), the same decision-weighted method the library headline uses — not an average of per-match PRs.
PR over time
The centrepiece chart plots your moving-average pooled PR from your oldest match to your newest, with the skill bands drawn behind the line. Lower PR is better, so a line drifting up the chart means you're improving.
Two controls shape it:
- Window kind — average over a window of Matches or of Decisions. Decisions give a smoother, more statistically even line (a 3-decision game and a 200-decision game contribute proportionally); matches are easier to reason about.
- Window size — 5 / 25 / 100 matches, or 250 / 1000 / 4000 decisions. Bigger windows smooth harder and respond slower.
Or switch the window kind to By Week or By Month to drop the moving average entirely and instead pool each calendar period into a single point — one dot per week or month of play.
Early points, before enough matches have accumulated to fill the chosen window, are partial — noisier and not comparable to the full-window points after them. They're hidden by default; the chart's X-axis spans just the full-window stretch so an unsettled opening run doesn't squash the rest. There's a toggle to show them.
If your filtered set has fewer matches than the chart needs, it's replaced with a short note saying how many more are required.
PR by match type
Your pooled PR for each match length you've played (1-point, 3-point, 5-point, …), plus unlimited (money) sessions as its own bar. Taller bars are better — the axis is inverted so lower PR reads as "more". Useful for spotting that, say, your cube game falls apart at longer matches.
Match outcomes
A donut of won / lost / incomplete matches across the filtered set. Incomplete matches are ones imported mid-session or abandoned before a result.
Matches by performance level
A histogram of how many matches you played at each skill band — World Class, Expert, Advanced, and so on — judged by each match's own PR. This shows the spread of your results, which the single pooled number hides: two players with the same lifetime PR can have very different consistency.
Equity loss by error level
Where your lost equity actually goes, bucketed by error severity (doubtful → howler). This answers a specific question: are you bleeding points through many small errors, or through a handful of large blunders and howlers? The two call for different practice, and this panel tells them apart. The buckets honor your own error thresholds.
Cube: doubling and take/pass
Two panels break down your cube play by what the correct action was:
- Doubling decisions — your doubles split by whether the position warranted a double. A high missed-double rate means you're not turning the cube when you should.
- Take/pass decisions — your responses to opponent doubles. Wrong takes hang on to lost games; wrong passes drop games still worth playing.
For a single match's numbers, see Match Statistics and the in-review progression graphs. For the formula and skill bands behind every PR on this page, see Performance Rating.