Game Theory Analysis

THE 5-MINUTE
SURRENDER FALLACY

Mathematical proof that "Snowballing" is temporary.
A study of Logistic Advantage vs. Linear Skill.

01. The Math Model

The Game as a Stochastic Chain

We model a MOBA match not as a single coin flip, but as a chain of 50 discrete events (rounds). A "Round" represents a skirmish, a gank, or an objective fight.

In each round, exactly one team gains a point (Score). The winner of the round is determined by a weighted random choice, where the weights are dynamic.

1.

Base Skill (α, β)

Inherent player capability. Reaction time, mechanics, and macro sense. This value is constant.

2.

Advantage (Score)

Gold/XP derived from the Score. It grows, but it is Logistic, meaning it hits a cap (Full Build). You cannot buy more than 6 items.

3.

Emergent Randomness

Even with higher weight, you don't always win. The probabilistic nature simulates execution errors, lucky crits, or bad positioning.

W
Total Weight Calculation
Wplayer = α + A(S)
Skill + Advantage Function
A
The Logistic S-Curve
A(S) =
L / 1 + e-k(S - S0)
Model Parameters
L (Max Advantage): 10
k (Steepness): 0.4
S₀ (Midpoint): 10
Parameters chosen to demonstrate logistic scaling characteristics. Model is not tuned to real-world data; the intention is to illustrate theoretical behavior, not achieve numerical precision. Any alignment with empirical data is coincidental.
%
Bradley-Terry Win Probability
P(Win) =
Wyou / Wyou + Wenemy

02. Volatility Analysis

Monte Carlo Configuration

11
10
2

10 Simulated Timelines

03. Interactive Lab

12
10
2

Score Trajectories

Weight Analysis

Net Score Difference (Outcome)

You Won Round
Enemy Won Round

04. Big Data Simulation

Outcome Distribution

Range of results based on 1,500 games per point.

05. The Mental Game

The Cost of Tilting

Assuming the game is lost acts as a Self-Fulfilling Prophecy.

Simulating: Skill 12 vs 10

Evidence from Research

"In a competitive lab task, participants told they were at a disadvantage set lower goals and actually performed worse, turning an illusory disadvantage into real underperformance (self-fulfilling prophecy)"

— Dalton et al., 1977

"'Irrational performance beliefs' (awfulizing failure, self-depreciation) are linked to higher threat appraisals, depressive symptoms, and poorer well-being in athletes, which can undermine performance under pressure"

— Mansell, 2021; Mansell et al., 2023; Jooste et al., 2022

"In football, cognitive anxiety and negative thoughts predict poorer coping with adversity and reduced ability to 'peak under pressure,' especially when athletes fear losing prestige or status"

— Kaplánová, 2024

Effective Skill
Seff = α × M
Round Probability
P(Win) =
Seff + A(S)
Total Weight
Method: Monte Carlo Simulation (2,000 games/point)
Loss Aversion Effect

"Loss aversion and impact bias lead people to overpredict how bad losses will feel, increasing pre-competition anxiety and cautious or avoidant play in high-stakes moments"

— Kermer et al., 2006; Zhao et al., 2018

50% (Gave Up) 100% (Focused)

Win Probability vs. Deficit

06. Application to SMITE

Why Does This Matter for SMITE?

SMITE, like other MOBAs, exhibits the exact mechanics our model captures: logistic item scaling, skill-based combat, and emergent randomness from human decision-making.

The "5-minute fallacy" is especially prevalent in SMITE due to its fast-paced early game and visible gold/level differences. Players see a 2-level lead and assume inevitability, ignoring that:

1.

Item Caps Are Real

Full build in SMITE is 6 items. Once both teams reach this ceiling, the early gold lead becomes irrelevant. The logistic S-curve flattens.

2.

Team Fights Reset Outcomes

A single late-game team fight can swing thousands of gold. Objectives like Fire Giant and Gold Fury provide catch-up mechanics by design.

3.

Skill Expression Remains Constant

Your ability to land abilities, position correctly, and make macro decisions doesn't diminish because of a score deficit. α remains constant.

SMITE-Specific Factors
Gold Fury +600-1500g team
Fire Giant +200g + Buff
Kill Bounty (Spree) +500-1000g
Full Build (6 items) Hard Ceiling
Key Insight

SMITE's design intentionally includes comeback mechanics. The game is not designed to be decided at 5 minutes. Surrendering early contradicts the very architecture of the game.

07. Advantage Flattening Over Time

How Leads Diminish as the Game Progresses

Our mathematical model predicts that the impact of advantages decreases over time. A 2-kill lead at 5 minutes should be more impactful than the same 2-kill lead at 25 minutes. But why does this happen mathematically?

Using our model, we can simulate games where both teams start with scores, representing different stages of the game. By maintaining a fixed score difference but varying the total score level, we can observe how the same numerical advantage produces diminishing win rate differences.

Simulation Configuration

12
10
2

Simulation: For each game progression level (starting score), we run 1,000 games where the higher-skilled player starts with the specified advantage. We then plot how win rate changes as the game progresses.

Win Rate vs Game Progression

X-axis represents the starting score of the leading player (game progression). Y-axis shows win probability for the higher-skilled player.
Key Insight
📉
Early Game: High Impact

When both teams have low scores (early game), the same numerical advantage creates a large win rate difference because the logistic advantage function is steeper at lower score values.

📊
Mid Game: Peak Impact

As scores increase, the advantage function reaches its steepest point (inflection point around score ~8), creating maximum differentiation.

📈
Late Game: Flattening

At high scores (late game), both teams approach the advantage ceiling. The same numerical difference produces diminishing impact on win probability.

⚖️
Full Build: Equalization

When both teams reach full builds, skill becomes the dominant factor again, as advantage contribution has plateaued for both sides.

This bell-shaped curve demonstrates why early surrenders are premature: the impact of your deficit will naturally diminish over time, giving you more chances to comeback as the game progresses.

08. Real-World Evidence

Data from Professional League of Legends

Our mathematical model predicts that gold leads follow a logistic advantage curve with high variance in outcomes, and that advantage impact diminishes over time. But does this hold up in real competitive play?

GameSpot's analysis of League of Legends Worlds tournament data provides empirical validation of our model. Their findings reveal critical insights about how gold leads actually play out at the highest level of competition.

Win Rate of Teams With Gold Lead

Win % of teams with the lead at any given minute
Key Finding

Teams with a gold lead win 80-85% of games from 11-40 minutes. Notice: This is not 100%. Even in professional play, 15-20% of games with gold leads result in comebacks.

Early Game (8-11 min)
70-85% Win Rate

Lead is building but not decisive

Late Game (40+ min)
Decreases to ~60-70%

Advantage diminishes over time

Gold Lead Required for 90% Win Rate

% gold lead needed to have a significant lead (90% win rate)
The 10% Threshold

The article identifies that a ~10% gold advantage corresponds to approximately 90% win rate. This aligns with our model's prediction that advantage follows a diminishing returns curve.

Critical Insight: The percentage lead needed decreases over time because total gold increases. A 1000g lead at 10 minutes (when teams have 5000g) is 20%, but at 30 minutes (when teams have 15000g) the same 1000g is only 6.7%.

Games With "Significant" Lead Over Time

Percent of games that one team has a significant lead
Game State Evolution

By 20 minutes, 80-90% of professional games have developed a "significant" lead. However, this doesn't mean 90% of games are decided—it means most games have diverged from perfect equality.

The sharp drop after 35 minutes suggests that late-game scenarios often involve throws, team fight swings, or successful comeback mechanics that equalize the gold difference.

How This Validates Our Model
Logistic Scaling Confirmed

Win rates plateau at 80-85%, not 100%. This matches our S-curve prediction: advantages have diminishing returns and hit a ceiling.

High Variance Demonstrated

15-20% comeback rate even at professional level proves that leads are probabilistic, not deterministic.

Late Game Equalization

Win rate decreases after 40 minutes, consistent with our model's prediction that item caps flatten the advantage curve.

Skill Matters Throughout

The 15-20% comeback rate in professional games demonstrates that team skill expression remains relevant even when behind, proving that deficits are not insurmountable.

Implications for Ranked Play

This professional data is from Worlds tournament—the highest skill level in League of Legends. If even these elite teams lose 15-20% of games when ahead, what does that mean for ranked play?

At Pro Level
  • • Perfect communication
  • • Optimal macro play
  • • Coordinated team fights
  • • Still 15-20% comeback rate
In Ranked Solo Queue
  • • Imperfect coordination
  • • Macro mistakes common
  • • Unforced errors frequent
  • Higher comeback probability

If professional teams with perfect execution still lose 1 in 5 games when ahead, surrendering at 5 minutes in solo queue is statistically unjustified.

Data Source: GameSpot Analysis of League of Legends Worlds Tournament
"How Much Do Gold Leads Matter?" — GameSpot

09. "It's Just Luck, Bro!"

Emergent Randomness ≠ Luck

A common dismissal of comeback victories is: "You just got lucky." This argument fundamentally misunderstands the nature of probabilistic outcomes in skill-based systems.

Emergent randomness arises from the composite of countless decision points and skill checks. It is not "random" in the way a coin flip is random—it is the aggregate result of deterministic choices made under uncertainty.

The Logical Problem

If we grant that a comeback win from a 98%/2% disadvantage is "luck," then we must logically extend this:

  • A win from 70%/30% is also luck (just more likely luck)
  • A win from 50%/50% is also luck (coin flip luck)
  • A win from 30%/70% is expected luck?

This reasoning leads to an absurd conclusion: all wins are luck, because all wins involve some probability less than 100%.

The Threshold Problem

To avoid this, one might propose a threshold: "Below X% win chance, it's luck." But this is entirely arbitrary.

The weight factor of luck does not increase just because the likelihood of winning decreases. The contribution of skill, decision-making, and execution remains constant across all probability states. A 2% win still required the same mechanical precision as a 60% win—perhaps even more.

🎲
True Randomness

Outcome determined by chance alone. No skill input affects probability.

NOT applicable to SMITE
🧠
Emergent Randomness

Unpredictable outcomes from the interaction of many skill-based decisions.

This is SMITE
Core Argument

Variance due to unpredictability is not the same as variance due to randomness.

Supporting Research

"Elite beach volleyball players overestimate winning chances when trailing, especially after rare comebacks, due to optimism bias, selective recall of comebacks (availability heuristic), and confirmation bias that supports 'we can still win' beliefs"

— Ittlinger et al., 2025

This shows that even professional athletes recognize the possibility of comebacks, which contradicts the idea that trailing positions are purely deterministic.

10. INUS Conditions

Insufficient but Necessary Parts

Even if we grant that non-deterministic behavior could be called "luck," we have no reason to believe this luck factor is the most important contributor to the outcome.

In philosophy of causation, an INUS condition is an Insufficient but Necessary part of an Unnecessary but Sufficient condition. Game outcomes are caused by multiple INUS factors working together.

Performance Function
Outcome = f(Skill, Motivation, Form, Adaptation, Variance)

Why should we privilege "luck" (variance) over these other equally necessary factors?

Mechanical Skill Aiming, timing, combos
Motivation Mental focus, willingness
Form (Good/Bad Day) Physical state, fatigue
Adaptation Reading opponents, adjusting
Variance ("Luck") Emergent unpredictability
Research Support

"High levels of adverse competition-related cognitions (e.g., 'I'm worse than others,' 'my performance is poor') relate to greater cognitive interference and lower subjective performance evaluations, consistent with attentional disruption and performance drops when expecting to lose"

— Michel-Kröhler et al., 2025

This demonstrates that psychological factors are measurable contributors to outcome, not mere "variance."

The 98%/2% Scenario

Consider winning a comeback from a 98%/2% predicted loss state. Rather than calling this "lucky," it could be attributed to:

Resilience

Refusing to give up, maintaining focus under pressure

Skill Expression

Outplaying opponents through superior mechanics

Strategic Adaptation

Finding and exploiting weaknesses in the enemy team

Team Coordination

Perfect execution of a high-risk play

Reframing the Narrative

A comeback from 98%/2% is not simply "lucky"—it is a great feat of resilience, skill, adaptation, and determination. Attributing it solely to luck dismisses genuine achievement.

11. Case Study: Skill or Luck?

The Scenario
🎯
Player A

Predicts B will move right. Aims and fires ability at that spot.

🏃
Player B

Moves slightly to the right. Gets hit by the ability.

Was this hit a feat of skill or was it luck?
Scenario A: 90/100 Hits
90%

Create this exact scenario 100 times. Player A hits 90 times.

Hits (90) Skill
Misses (10) Bad Luck?

If they can "normally" hit, are the misses bad luck? Or skill variance?

Scenario B: 50/100 Hits
50%

Exact same scenario, but now Player A hits exactly 50 times.

Surely now it's luck?

It's a coin flip, right?

But wait—what about Player B's perspective?

The Perspective Shift
Player A's View

"I predicted correctly 50% of the time. The other 50%? Bad luck—they moved unpredictably."

Player B's View

"I evaded successfully 50% of the time. Those were skill-based dodges. The hits? I got unlucky."

Both players are highly skilled. The 50% rate reflects the balance of their skills, not randomness.

The Inconsistency

This notion of luck is neither consistent nor helpful. The variance of these outcomes is due to unpredictability—the interaction of two skilled decision-makers—not randomness.

We could even argue the game is technically 100% deterministic: every frame, every input, follows causal physics. "Randomness" and "luck" become non-existent under this view.

Granting "Statistical Luck"

One might argue they mean "luck" in an emergent or statistical sense—describing a positive and unlikely event.

However, this usage downplays the relevance of important factors of outcome. It dismisses the prediction, the read, the mechanical precision—all real skills that contributed to the result.

12. Ultima Facie

Complete Synthesis

The Mathematical Model

We established that MOBA advantages follow a logistic S-curve, not exponential growth. This means snowballing has a hard ceiling.

Volatility & Variance

Monte Carlo simulations revealed high outcome variance even with significant deficits. Individual timelines frequently reverse.

Skill Remains Constant

Your base skill (α) never diminishes. It contributes equally to every round, regardless of score differential.

Mental State Matters

Tilting and giving up actively reduces your effective skill. The prophecy becomes self-fulfilling.

Luck ≠ Variance

Emergent randomness from skill interactions is not luck. Calling comebacks "lucky" is inconsistent and arbitrary.

INUS Factors

Outcomes are multi-causal. Privileging "luck" over skill, resilience, and adaptation is unjustified.

Against the 5-Minute Fallacy

The claim "This game is over at 5 minutes" commits several errors:

  1. It ignores logistic scaling—early leads don't compound indefinitely
  2. It conflates probability with certainty—even 70% is not 100%
  3. It causes the very outcome it predicts—tilting reduces skill expression
  4. It mislabels variance as luck—dismissing genuine skill-based comebacks
  5. It privileges one INUS factor arbitrarily—ignoring resilience, adaptation, etc.
Toward Better Language
❌ Unhelpful

"Game is over. FF at 10."

Deterministic, defeatist, causes tilt

✓ More Accurate

"The expected outcome of this game is a loss."

Probabilistic, acknowledges uncertainty

However, even this "accurate" phrasing remains unhelpful due to the circumstances we've discussed:

  • • It still promotes tilt (self-fulfilling prophecy)
  • • It ignores the high variance of actual outcomes
  • • It provides no actionable information
Closing Statement
"The 5-Minute Surrender Fallacy is not merely a statistical error—it is a self-fulfilling prophecy that conflates probability with certainty, variance with luck, and difficulty with impossibility."

The game is not decided at 5 minutes. Your skill matters. Your mental state matters. Your resilience matters. The only truly lost game is the one where you stop trying.

13. References

Scientific Sources

GameSpot (2016). How much do gold leads matter? Analysis of League of Legends Worlds tournament data examining the relationship between gold advantages and win rates across game time. https://www.gamespot.com/articles/how-much-do-gold-leads-matter/1100-6438520/

Beato, M., Latinjak, A., Bertollo, M., & Boullosa, D. (2025). Confirmation Bias in Sport Science: Understanding and Mitigating Its Impact. International Journal of Sports Physiology and Performance, 1-6. https://doi.org/10.1123/ijspp.2024-0381

Dalton, J., Maier, R., & Posavac, E. (1977). A self-fulfilling prophecy in a competitive psychomotor task. Journal of Research in Personality, 11, 487-495. https://doi.org/10.1016/0092-6566(77)90009-5

Gontijo, G., Ishikawa, V., Ichikawa, A., et al. (2023). Influences of mindset and lifestyle on sports performance: a systematic review. International Journal of Nutrology. https://doi.org/10.54448/ijn23227

Hyun, M., Jee, W., Wegner, C., Jordan, J., Du, J., & Oh, T. (2022). Self-Serving Bias in Performance Goal Achievement Appraisals: Evidence From Long-Distance Runners. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.762436

Ittlinger, S., Lang, S., Schubert, A., & Raab, M. (2025). How cognitive biases affect winning probability perception in beach volleyball experts. Scientific Reports, 15. https://doi.org/10.1038/s41598-025-17770-z

Jooste, J., Wolfson, S., & Kruger, A. (2022). Irrational Performance Beliefs and Mental Well-Being Upon Returning to Sport During the COVID-19 Pandemic: A Test of Mediation by Intolerance of Uncertainty. Research Quarterly for Exercise and Sport, 94, 802-811. https://doi.org/10.1080/02701367.2022.2056117

Kaplánová, A. (2024). Psychological readiness of football players for the match and its connection with self-esteem and competitive anxiety. Heliyon, 10. https://doi.org/10.1016/j.heliyon.2024.e27608

Kermer, D., Driver-Linn, E., Wilson, T., & Gilbert, D. (2006). Loss Aversion Is an Affective Forecasting Error. Psychological Science, 17, 649-653. https://doi.org/10.1111/j.1467-9280.2006.01760.x

Mansell, P. (2021). Stress mindset in athletes: Investigating the relationships between beliefs, challenge and threat with psychological wellbeing. Psychology of Sport and Exercise, 57, 102020. https://doi.org/10.1016/j.psychsport.2021.102020

Mansell, P., Sparks, K., Wright, J., et al. (2023). "Mindset: performing under pressure" – a multimodal cognitive-behavioural intervention to enhance the well-being and performance of young athletes. Journal of Applied Sport Psychology, 36, 623-642. https://doi.org/10.1080/10413200.2023.2296900

Michel-Kröhler, A., Wessa, M., & Berti, S. (2025). Adverse competition-related cognitions and it's relation to satisfaction and subjective performance: a validation study in a sample of English-speaking athletes. Scientific Reports, 15. https://doi.org/10.1038/s41598-025-16077-3

Zhao, W., Walasek, L., & Bhatia, S. (2018). Psychological mechanisms of loss aversion: A drift-diffusion decomposition. Cognitive Psychology, 123. https://doi.org/10.1016/j.cogpsych.2020.101331

These papers were sourced and synthesized using Consensus, an AI-powered search engine for research.
https://consensus.app

The Verdict

Game outcomes are not deterministic at 5 minutes. The logistic nature of advantage ensures that skill always remains a relevant factor in the late game.

AI Use Statement

Full Disclosure: The mathematical model, theoretical arguments, and conceptual framework presented in this analysis are the original work of the author. The core ideas, including the logistic advantage model, the analysis of self-fulfilling prophecies in competitive gaming, and the philosophical treatment of causation and luck, were developed independently.

AI tools were used as assistants in the following capacities:

  • Simulation Development: AI assisted in implementing the interactive Monte Carlo simulations and chart visualizations that demonstrate the mathematical model.
  • Web Development: AI helped build the website infrastructure, styling, and responsive design elements.
  • Research Synthesis: Consensus, an AI-powered research tool, was used to discover and synthesize relevant academic literature on cognitive biases, self-fulfilling prophecies, and athletic performance psychology.

All interpretations, conclusions, and applications of the research to gaming contexts remain the intellectual contribution of the author. AI served as a tool to accelerate implementation and literature review, not as the source of the underlying ideas or arguments.