Regression to the Mean

Extreme results are usually followed by more typical ones—even without any real change.

Author

Francis Galton (1886); modern statistics and epidemiology



Regression to the mean is a statistical tendency: when outcomes vary and today’s result is unusually high or low, the next measurement is likely to be closer to average simply because luck/noise won’t be extreme twice in a row. Galton noticed tall parents had tall—but less extreme—children on average. It’s not a force pushing outcomes; it’s a sampling effect that fools us into seeing causation (e.g., “the cure worked!”) where none exists.

How it works


Conditions – there’s genuine variability and the correlation between time-1 and time-2 is imperfect (r < 1).

ExpectationE[X_{2}\,|\,X_{1}=x] \approx \mu + r\,(x-\mu); with 0<r<1, the expected follow-up is nearer the mean \mu.

Selection on extremes – if you pick the worst performers or the best funds, their later scores will look better/worse even without intervention.

Illusory improvement – any programme targeted at extreme cases will appear to “work” unless you control for this effect.

Use-cases


Performance & sport – “hot hands”, “SI jinx”, star funds; extreme runs cool naturally.

Product & ops – teams targeted after a bad month will often rebound anyway.

Medicine & policy – treat only the highest BP/lowest scores and you’ll overstate treatment effects.

A/B testing & analytics – picking variants after a lucky spike leads to disappointment on reruns.

Quality control – outlier weeks drift back without any process change.

Pitfalls & Cautions


Mistaking reversion for remedy – crediting training, penalties or bonuses for natural bounce-backs.

One-group pre/post – classic trap; without controls you mostly measure regression.

Overfitting – picking the best model/creator/fund from many ensures a later slide.

Changing variance – if measurement noise or mix shifts, the amount of regression changes.

Punishing extremes – regression makes “punishment works, praise fails” look true (Kahneman note); design fair feedback loops.

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