How to read a Pronoisys table
CEP is a qualitative analysis of tennis matches, running since 2007. A 6–3 set tells you nothing about how the set was won — cruising, or saving ten break points and a set point. CEP evaluates the how, and it weighs every result by the quality of the opposition:
“The value of the defeated gives glory to the winner — and the value of the winner gives proportional value to the defeated.”
Every number below comes from that idea. The exact formulas are proprietary; what you need for reading is what each value measures and which direction is good.
Reading basics
- Mirror layout. Player A occupies the left half, Player B the right, labels sit in the middle. Every value on the left has its twin on the right — you always read side against side.
- Three main categories, and they are read together: Final Winner (the pre-match estimate), Per-set estimated scenario (how the match may unfold, set by set) and Tie-break dynamics. When they disagree, the risk of miscalculation rises — that warning has been part of CEP since the beginning.
- Colors do the first pass. Green favours that player, red counts against; deeper shade = stronger signal. Yellow boxes carry the headline values. Gold text is labels, never data.
- Grey numbers are sample sizes. A brilliant value from 2 matches is a rumour; the same value from 40 matches is a fact.
- Surface row above, all-courts row below. Nearly every block shows a surface-specific line over a general line. CEP keeps five separate evaluation histories per player — clay, hard, indoor, grass, and all courts together.
The Final Winner table base
- hand
- Each player's dominant hand — context for the serve/return picture and for the opponent's hand block further down.
- core
- The player's medium-term value: computed from the last 10 matches on this surface (surface row) and the last 20 on all courts (general row). There are two core computations per section — one median-based, one average-based — because the two can disagree in telling ways, which is why you'll also see two yellow value boxes.
- running
- The short-term value: built from the player's matches in the tournament currently in progress. This is the "how are they this week" number, against core's "who have they been lately".
- RM — Reliability Meter
- How consistent the player's evaluations are, on a 1–10 scale. It answers: can you trust the core value, or does this player swing wildly match to match? 7.0+ is strong, 5.5–7.0 moderate (caution), below 5.5 the player is unpredictable — treat their other values with suspicion.
- timeous
- A freshness grade for the data itself: how recent the player's last five evaluations are. A+ means all five within the last 15 days; the scale degrades through A, B, C to D (fewer than five evaluations in 4.5 months). A player returning from a long absence carries a poor timeous grade — their values exist, but they're stale.
- final winner value (the yellow boxes)
- The headline output: the model's separation between the two players, expressed as the minimum price at which that side would represent value. Two boxes because there are two core computations (median and average) — when both point the same way, the picture is firm; when they split, the median/average disagreement is itself a warning.
- the percentages between the yellow boxes (EM)
- The Effectiveness Meter: each player's actual recent success rate, as a reality check on the model values. It exists to catch a specific species — the player whose evaluations look good but who keeps failing to close matches out. Good values + weak EM = mentality question.
- return / service form
- Separate form ratings for the two halves of the game — surface line first (last 10 matches plus the last two months), general line beneath (last 20 plus two months). Read the crosses: A's serve against B's return and vice versa. Two strong servers point to few breaks and long sets; strong returners against shaky serves point to a broken rhythm. A player better than their opponent on both serve and return is the strongest single configuration this block can show.
- the percentage under each form value (ShaSha)
- The pressure factor: built from break points saved relative to overall points won on serve. Positive = holds up on the pressure points, negative = performance drops when it matters.
- all courts / {surface} cep evaluations
- The last three matches on any court and the last three on this surface — date, opponent, and the CEP value produced that day. This is the raw evidence behind core and running. Crucially, a win can carry a negative evaluation — an unconvincing victory over a weak opponent is recorded as exactly that, and it should make you cautious.
- h2h by CEP
- The head-to-head in values rather than raw wins: average CEP value produced against this exact opponent, general and surface, with counts. A player can lead a rivalry 3–1 yet consistently produce weaker values in it — this row catches that.
- 30d / 15d / Week Court Time (hrs)
- Hours on court in the last month, fortnight and running week. Fatigue matters in a footwork sport: heavy recent load is a warning, while near-zero hours can mean rust. Always read it relative to the opponent's number.
- opponent's hand
- Historical CEP values split by opponent handedness, with counts. Some players genuinely underperform against lefties — here is where it shows, before you find out the hard way.
Running CEP chart base
Both players' running values plotted over recent months on a single axis. Crossovers, convergence and one-way trends are visible at a glance — the fastest way to tell whether a running number is a blip or a trend.
Criterias & historical CEP values add-on
How each player has historically performed under the specific conditions of this match. Each row is one criterion: left and right show each player's average CEP value under it, grey counts give the sample (general + surface).
- city / tournament
- Average value at this exact tournament. Some players own certain venues; some never fire at them.
- country / continent
- The same idea, widening the net — travel, conditions and comfort effects live here.
- combined rows (level + draw + venue)
- The strictest filters: performance in matches most similar to this one — same tour level, same draw size, same place.
- avg cep value win / loss
- What the player's values look like on winning days versus losing days. A narrow gap = their level barely drops in defeat (dangerous even when losing); a wide gap = when they're off, they're really off.
- serve / return (tournament) and (h2h)
- The serve/return form picture recomputed inside this tournament only, and inside this head-to-head only.
Raw stats — big points / serve / set-1 / decider add-on
A different species from CEP values: raw percentages from the last 12 months of point-by-point data, both players, general + surface splits. Direction noted per row:
- BP saved % (serve)
- Break points saved on own serve. Higher = hard to break when it matters.
- BP converted % (return)
- Break points converted on return. Higher = takes the chances they create.
- 2nd-serve pts won %
- Points won behind the second serve — the serve's floor when the first serve misses. Higher is better.
- double faults / serve game
- DF frequency. Lower is better.
- SET-1 serve pts % / SET-1 return pts %
- Raw serve and return points won in first sets only — who actually starts matches well, in points rather than model values.
- tie-break POINTS won %
- Points won inside tie-breaks, all sets — a bigger, more stable sample than tie-break win/loss records.
- clutch (big pts − avg, pp)
- Big-point performance minus the player's own ordinary level, in percentage points. Positive = raises their game on the points that decide; negative = shrinks below their own standard.
- nerve: decider DF − set1 DF
- Does the serve tighten under maximum pressure? Double faults in deciding sets versus set one. Lower (or negative) is better.
- slow-start (s1 pts − match, pp)
- First-set level versus whole-match level. Negative = slow starter — they may still win matches, but set one is where they bleed.
- DECIDER win %
- The record when a match goes the distance, with the number of such matches.
- OPP POOL — median rank (12-mo)
- The median ranking of the opponents behind all of the above. Lower = tougher pool. This is the quality-control row for the entire table: numbers earned against strong opposition travel; numbers earned against a weak pool flatter the player. When one side's stats were built against far weaker opponents, discount them.
Per-set scenarios add-on
The section traders live in: instead of one match-level estimate, each scenario gets its own full evaluation block — form, ShaSha, timeous, RM, core, running, values, last-3 evaluations, h2h — built only from matches in that situation.
- 1st set estimation
- Both players evaluated on first-set performance history only. Read exactly like the Final Winner block; the question is who takes the opener.
- 2nd set estimations — W1 / L1
- W1 = won the 1st set: the player's 2nd-set behaviour after taking the opener. L1 = lost the 1st set: their 2nd-set behaviour when trailing. The table cross-matches the branches — A's W1 values face B's L1 values, and vice versa — so both possible states of the match are pre-analysed before it starts. Front-runners and comeback players separate cleanly here.
- 3rd set estimations — W1L2 / L1W2
- W1L2 = won the 1st, lost the 2nd; L1W2 = lost the 1st, won the 2nd. The two roads into a decider, each with its own history: who closes it out after letting a lead slip, and who finishes the comeback they started.
Tie-break dynamics add-on
- tie break dynamics
- The full evaluation block computed on tie-break performance overall — who each player has been in breakers, value-wise, not just win/loss.
- 1st set tie break
- Restricted to first-set breakers — pairs naturally with the 1st-set estimation.
- decisive set tie break
- Restricted to final-set breakers — the single highest-pressure situation the sport offers.
Live scores base
A live board sits at the top of the dashboard sidebar, refreshing every few seconds with every in-play match that has a table. It's built for reading the match against its per-set scenarios in real time.
- click a live match → land on the playing scenario
- Opening a live match doesn't just load its table — it scrolls you straight to the section for the set being played right now, and draws a frame around the exact branch that is live: in a 2nd set, the W1/L1 row of whoever took the opener; in a 3rd set, the W1L2 / L1W2 path (teal frame for the 2nd set, purple for the 3rd). No hunting — the relevant scenario is in front of you.
- ppH2H — point-by-point head-to-head
- A small ppH2H tag sits in the bottom-right of every live card. One tap opens — right here in the panel — the break battles that actually decide sets: how often each player holds from 15-0, saves from 0-15 down, holds from deuce, serves out the set and comes through tie-breaks — one player's serve cross-matched against the other's return, side by side. Every number carries its sample size, with a pool-quality row so you know who earned it against tougher opponents. The scenario follows the live score (set 1, then the set-1 winner's angle, then the 1-1 decider), so it's always the situation being played right now.
- colors
- Dark red = live (men), a lighter red = women. Blue = just starting (fewer than two games played — score data too thin to act on). Grey = suspended: no points for 3+ minutes (hover to see for how long); it stays on the board for up to 4 hours and turns red again the instant play resumes. Green = just finished — the final score stays visible for 5 minutes, then the match leaves the board.
- what rises to the top
- The board self-sorts by urgency: just-finished results first (green, with a flash), then tie-breaks in progress, then matches whose set just ended (they pulse for a minute), then everything else. So the top of the list is always where something is being decided.
- the * next to a games number
- Marks who is serving: the asterisk sits on the server's games in the current set (e.g. 6-4, 3*-2 — the left player is serving at 3-2).
- tie-break alerts
- When any set reaches 6-6 the match jumps to the top wearing a gold TB badge, and a distinct urgent trill sounds — you will know a breaker started without looking.
- sounds & the 🔊 toggle
- A four-note bell rings when a set ends or a match finishes; the rising trill is tie-breaks only. Each event chimes exactly once. The 🔊 button in the top bar switches sounds on or off (remembered per browser). Note: browsers unlock audio only after your first click anywhere on the page — click once and you're set.
- yellow "updated" markers
- Separately from live scores, a sidebar entry turns yellow when its table was regenerated since you last opened it — fresh numbers worth a re-read.
How the room reads a table
- Read it whole. The strongest pictures are concordant: Final Winner, the per-set paths and the tie-break blocks leaning the same way. When the categories disagree, the risk of miscalculation rises — treat a loud value in a quiet table as a headline, not a case.
- Reliability before value. A big separation from a player with RM below 5.5 or a C/D timeous grade is built on sand. Check RM and timeous before believing anything else.
- Respect the samples. Grey counts first, values second. Thin data on one side usually means qualifiers, injury gaps or a level jump — which is itself information.
- Check who the values were earned against. The OPP POOL row and the named opponents in the evaluations tell you whether the numbers met real resistance.
- Surface first, general as the sanity check. When the two rows disagree, understand why before trusting either.
- Nothing here is a tip. Pronoisys shows the evidence; the conclusion — and the responsibility for it — is yours.