Hurdle Models for "Any vs. None"
While ZIP models two sources of zeros, Hurdle models take a different approach: they treat zero as its own distinct outcome, then model positive results separately using a zero-truncated distribution.
The Hurdle Concept
Think of a Hurdle model as answering two sequential questions:
- Did the player "clear the hurdle"? (Any positive outcome at all?)
- If yes, how much did they produce? (What's the size of the positive outcome?)
Key Insight
Hurdle models are ideal when zero is qualitatively different from positive outcomes, and once the player is "involved," positive counts follow a separate pattern.
ZIP vs. Hurdle: The Key Difference
| Aspect | ZIP | Hurdle |
|---|---|---|
| Zero source | Two sources (structural + count process) | Single source (didn't clear hurdle) |
| Zero from count process? | Yes, can get zero even in active state | No, once active you're guaranteed positive |
| Best for | "No opportunity" scenarios | "Any vs. none" decisions |
In ZIP: A player can enter the "count state" and still produce zero (because Poisson can generate 0).
In Hurdle: Once you clear the hurdle, zero is no longer possible—you're drawing from a zero-truncated distribution.
The Hurdle Model Structure
Parameters:
- π: Probability of zero (did not clear the hurdle)
- 1 - π: Probability of clearing the hurdle
- λ: Parameter for the zero-truncated Poisson (positive outcomes)
Hurdle Probabilities:
Hurdle: Probability of Zero
P(Y = 0) = π=C1For positive integers k ≥ 1:
Hurdle: Probability of k (for k ≥ 1)
P(Y = k) = (1 - π) × [λ^k × e^(-λ)] / [k! × (1 - e^(-λ))]=(1-C1)*POISSON.DIST(A1,D1,FALSE)/(1-EXP(-D1))The denominator (1 - e^(-λ)) normalizes the Poisson distribution by removing the probability of zero, ensuring the positive outcomes sum to 1.
Case Study: Stafford Rushing Yards (Hurdle Approach)
Let's apply the Hurdle model to Stafford's rushing yards:
Given:
- Observed hurdle rate: π = P(Y ≤ 0) ≈ 0.647 (65% of games non-positive)
Calculation:
For this specific bet (Over 0.5), the hurdle model simplifies dramatically:
P(Y = 0) = π = 0.647
P(Y ≥ 1) = 1 - π = 0.353 (35.3%)
Important insight: For a 0.5 threshold, the exact positive-count distribution barely matters for the win probability. All that matters is whether you clear into Y ≥ 1 at all.
Expected Value:
EV = P(Over) × profit - P(Under) × stake
EV = 0.353 × 134 - 0.647 × 100
EV = 47.30 - 64.70
EV = -$17.40
Tip
For 0.5 lines, Hurdle models highlight that the bet is mostly about "probability of any positive outcome," not the size of the positive outcome. This simplifies analysis considerably.
ZIP vs. Hurdle: Nearly Identical for 0.5 Lines
Notice how close the results are:
| Model | P(Y ≥ 1) | EV on Over |
|---|---|---|
| ZIP | 34.7% | -$18.80 |
| Hurdle | 35.3% | -$17.40 |
For props with 0.5 thresholds, ZIP and Hurdle often converge because:
- Both anchor heavily on the structural zero probability (π)
- The difference in how they handle "count-state zeros" has minimal impact when the question is simply "any vs. none"
Key Insight
For a 0.5 threshold, hurdle models highlight that the bet is mostly about "probability of any positive outcome," not the size of the positive outcome.
When to Use Hurdle (Instead of ZIP)
Use Hurdle when:
- Zero is qualitatively different from positive outcomes
- Once "involved," the player will almost certainly produce something positive
- The key question is "any vs. none" rather than "how much"
Best Applications for Hurdle
| Sport | Prop Type | Why Hurdle Works |
|---|---|---|
| NHL | Goals | Zero very common, but once scoring they're on the ice |
| NHL | Assists | Similar logic—either involved in scoring or not |
| MLB | RBIs | Zero common, but player had plate appearances |
| MLB | Stolen bases | Many games with zero, but player was on base |
| NBA | Bench player points | Either gets garbage time or doesn't |
| NBA | Blocks (guards) | Zero common, but they're playing full minutes |
Tip
In the Stafford example, Hurdle corresponds to: "First decide if he clears into Y ≥ 1. If yes, model how big it gets."
Choosing Between ZIP and Hurdle
Here's a practical decision guide:
Choose ZIP When:
- You can identify distinct "no opportunity" games
- The structural zero rate is independent of the player's skill/effort
- Examples: Backup RB reception props (blocker-only games), pocket QB rushing (game plan dependent)
Choose Hurdle When:
- Zero is simply "the player didn't produce" without a clear opportunity distinction
- The question is fundamentally "did they do it or not?"
- Examples: Goals, RBIs, assists—player is active but outcome is binary
The Modeling Warning
When adjusting projections, be clear about where the change is coming from:
Scenario: Your mean projection rises from 1.0 to 1.5
Two possible stories:
-
Opportunity increases (lower π): The player will be involved more often
- π drops from 0.60 to 0.40
- λ stays roughly the same
- P(Over 0.5) increases significantly
-
Production increases (higher λ): When involved, the player produces more
- π stays at 0.60
- λ increases
- P(Over 0.5) barely changes
Warning
If you keep π fixed while raising the mean, you're implicitly asserting: "The chance of a positive outcome stays the same, but the average positive-game outcome increases." That's a valid scenario, but it should be stated explicitly.
📝 Exercise
Instructions
Exercise: ZIP vs. Hurdle Decision Making
For each scenario, determine whether ZIP or Hurdle is more appropriate, and explain why.
An NHL forward's goals prop. He plays full minutes but goals are rare (0 in 70% of games). When he does score, it's usually 1 goal.
A backup running back's reception prop. He's listed as the RB2 and splits time with the starter. Some games he runs 15 routes; others he's used only as a blocker.
An MLB batter's RBI prop. He bats 6th in the lineup and gets 3-4 at-bats every game, but RBIs depend on runners being on base.
Your mean projection for a player rises from 0.8 to 1.2 yards. You believe this is because the team's new offensive coordinator calls more designed runs for this QB. Which parameter should change?