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: Opus (tied with Gemini at 1 genuine vote each; Sonnet endorsement of Opus breaks tie — deepest analysis at 38K chars) Status: PENDING BOSS RULING on open questions
Opus wins with the most operationally actionable analysis:
Pipeline fragility on patch days — When publishers update games, data telemetry, replay file structures, and APIs often break. Patch Day 1 is when market inefficiencies peak AND when data pipelines are most likely to be down. No advisor addressed failover strategies or "skeleton models" for the 48-hour period when primary data sources break after a patch.
esports_teams: team_id, name, game, region, tier (1-3), roster_stability_days, lan_wr, online_wr, olaf_factor, active, updated_at esports_players: player_id, name, game, team_id, role, nationality, contract_status, faceit_elo, active esports_matches: match_id, tournament_id, game, team_a_id, team_b_id, format (BO1/BO3/BO5), lan_online, server_region, date, patch_version, suspicion_score esports_match_results: result_id, match_id, winner_id, map_score_a, map_score_b, total_rounds, duration_min, match_importance esports_map_results: map_id, match_id, map_number, map_name, team_a_score, team_b_score, winner_id, first_blood_team, first_tower_team, side_scores (JSON), game_specific (JSON) esports_map_vetoes: veto_id, match_id, veto_order, team_id, action (ban/pick/decider), map_name esports_rosters: roster_id, team_id, player_id, role, joined_date, left_date, change_type (permanent/stand-in/loan), rcis_score esports_patches: patch_id, game, version, release_date, depot_detected_date, severity, meta_fluidity_index, chaos_window_end, notes_parsed (JSON) esports_patch_team_impact: impact_id, patch_id, team_id, pss_score, pre_patch_wr, post_patch_wr, affected_entities (JSON) esports_player_stats: stat_id, match_id, map_id, player_id, game, kills, deaths, assists, rating, game_specific (JSON — ADR/KAST for CS2, ACS for Val, CS@15/GD@15 for LoL, GPM/XPM for Dota) 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, bo_format esports_odds: odds_id, match_id, market_type, book, selection, odds, timestamp esports_scrim_intel: intel_id, team_a, team_b, source, confidence_score, date_reported, result_claimed, map, notes esports_hero_agent_meta: meta_id, game, patch_version, entity_name, pick_rate, ban_rate, win_rate, tier, updated_at esports_steam_noncomp: record_id, market_type (game_awards/steam_ranking/twitch), entity, metric_value, timestamp, notes
| Metric | Formula | Notes |
|---|---|---|
| Map Pool Depth | Count of maps with >45% WR in last 20 maps played | Broader = more flexible in veto |
| Forced Map Disadvantage Prob | From Map Veto MC: P(team plays worst map) | Key input to map winner scanner |
| Adaptation Speed | (Post-patch WR - Pre-patch WR) / field_avg_change | Needs 3-4 patch cycles to calibrate |
| Scrim Confidence Composite | reliability × recency × context × corroboration | Ignore below 0.3 |
| Tournament Fatigue Index | matches_in_last_14d × travel_factor × timezone_shifts | Caps at empirical ceiling |
| Roster Synergy Score | Days_together × shared_maps × (1 - role_overlap_penalty) | Decays for stand-ins |
| Match Importance Multiplier | f(elimination_risk, seeding_impact, prize_differential) | Dead rubber = reduce sizing |
| Hero/Agent Meta Shift | Δ(pick_rate × win_rate) pre vs post patch per entity | Feeds PSS |
| Resource Distribution Covariance | Negative correlation matrix of kills/gold within team | Player prop pricing edge |
| Scanner | Min Edge | Unique Logic |
|---|---|---|
| Match Winner | 4% | Elo × map pool × RCIS × PSS × OLAF; Kalshi favorite bias fade |
| Map Winner | 3% | Map-specific Elo × veto MC; highest edge concentration (3-8%) |
| Tournament Outright | 5% | Bracket MC (20K sims) × form × fatigue × patch timing |
| Handicap | 3% | Map spread from match prob; check book internal consistency |
| Total Maps/Rounds | 4% | Format-adjusted simulation; over/under calibration by BO format |
| First Blood/Tower | 5% | Game-specific aggression (pistol WR for CS2, first tower for LoL) |
| Game Awards | 6% | Nomination history + sentiment + voting pattern analysis; no SCL anchor |
| Steam Rankings | 6% | Player count trends + release calendar + marketing spend; Kalshi-only |
| Detail | Value |
|---|---|
| Council date | 2026-04-01 |
| Advisory responses | 5 (all completed) |
| Peer reviews | 5 (all completed) |
| Strongest advisor | Opus (tied at 1/5 genuine — Sonnet endorsement breaks tie) |
| Runner-up | Gemini (1/5 genuine from Grok — strongest on architecture/commercial feeds) |
| Biggest blind spot | Pipeline fragility on patch days |
| Full council data | /home/ubuntu/edgeclaw/data/councils/2026-04-01/gaming-esports-data-audit/ |