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  #13  
Old September 3rd, 2014, 05:42 PM
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Re: OHS event pairing rules

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Originally Posted by Dad_Scaper View Post
Assign each player a rating based on performances against various opponents, weighted such that you gain more for beating stronger opponents, and lose more for losing to weaker opponents. Initiate a metric by using historical strength of schedule data. For each win, you gain (for instance) 10+x, where x=[some function based on the difference between your rating and your opponent's, and you can't gain <1 (hypothetically (rating difference)/10 or something)], and something similar for losing.

Maybe assign everyone the same rating, dated Jan. 1 2012 (or whenever is the earliest start date), and run the formula forward from there. So you had a 1600, like everyone else, on 1/1/12. Then on June 5, 2012, you beat Cap, who (like everyone) had a 1600 rating. You would get 10+x, where x=[(no rating difference)/10 = 0], so your rating would become 1610.

Once everyone has a rating, maintaining such a system is easy.

Ratings in hand, you then take each new tournament and lay out all the players in order by rating. In a tournament of 16, have 1 play 8, 2 play 9, and so on. After each round, sort by wins & losses within the tournament: 1-0, 3-1, whatever. As you already do. Within each category, sort (again) by rating. Then, of the 4 (hypothetically) players who are 2-1, have 1 play 3 and 2 play 4. Got it? And so on.

New players will enter the system with a predetermined rating, which will go up or down quickly as their performance dictates.

You can call this system the Universal Scaper Championship Formula. It'll work! And I invented it!
Heheh, pretty sure you didn't invent that one.

At least, it reminds me of the system used in Ladder-based play like I see in Battle for Wesnoth and Age of Kings HD, among others.

--

A ladder system would have the (possible) added benefit(?) of letting players play independent, competitive games. Not to mention a way to compare players' skill-levels by some other means than W/L ratio or ranking in a table.

Your custom probably has too much Defense.

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  #14  
Old September 3rd, 2014, 05:54 PM
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Re: OHS event pairing rules

My suggestion - the Universal Scaper Championship Formula - was completely my own invention! It was largely offered tongue-in-cheek, though. You guys have this well in hand, and I don't participate in the online scene. I am sure dok and the others behind the curtain know what the USCF system is like and they are aware of its virtues and drawbacks for this group.

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  #15  
Old September 12th, 2014, 10:42 AM
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Re: OHS event pairing rules

Quote:
Originally Posted by dok
If a match has a rematch that we want to avoid, swap the bottom player in the matchup with the player directly below that player, if that does not create a rematch itself.
Could you clarify 'directly below that player' ? For example if the Final Four is

#1 vs #13
#14 vs #15

But #1 vs #13 is a rematch.

Does #13 switch with #14 because that is the seed ranked directly below him? or are they reseeded for re-pairing purposes such as (#1=#1, #14=#2, #15=#3, #13=#4) so then #13 switches with #15?
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  #16  
Old September 12th, 2014, 11:11 AM
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Re: OHS event pairing rules

the latter

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Last edited by dok; September 12th, 2014 at 11:12 AM. Reason: and this all changes soon anyway
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  #17  
Old September 19th, 2014, 12:39 PM
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Re: OHS event pairing rules

Updated version in the first post.

I know it looks quite complex. I want to emphasize that most of the complexity is there to cover some peculiar corner cases. The core approach is not that tricky.

Super cliff's notes version:
  • Round 1 is now totally random (except avoiding recent rematches)
  • Later rounds will now attempt to pair the people who have had the toughest schedules up to that point in the event with the lowest-ranked available players.

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Clerics in D&D are not adept at fighting.

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  #18  
Old January 14th, 2015, 01:31 PM
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Re: OHS event pairing rules

One additional addenda to these rules:

By random chance, the only two completely new players (zero online games) in a field of 24 players were set to play each other in round 1 of season 17. We decided on the fly that this was not in the interest of the event, so we treated that as a "rematch from the previous two seasons" and used standard rematch avoidance. We have decided that that will be official policy moving forward.

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  #19  
Old March 5th, 2015, 01:27 PM
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Re: OHS event pairing rules

A minor tweak to Strength of Schedule calculations this season (18). When adding a player's ranking to your Strength of Schedule, if their rating is lower than the starting new player rating, we will use the starting new player rating instead. Additionally, if you receive a bye or a forfeit win, your strength of schedule will have this same lower baseline averaged into it.

There's a good chance that we will debut a completely new Strength of Schedule measure starting next season that will eliminate the need for these sorts of heuristic tweaks, but more testing and observation is needed on that.

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  #20  
Old April 20th, 2015, 12:21 PM
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Re: OHS event pairing rules

Quote:
Originally Posted by dok View Post
There's a good chance that we will debut a completely new Strength of Schedule measure starting next season that will eliminate the need for these sorts of heuristic tweaks, but more testing and observation is needed on that.
After reviewing the new SoS measure internally for a while, we've decided to go with it for future seasons.

You will see it when standings post in season 19, but the basic gist of it is that your SoS is determined by the expected performance of an unknown new player against your schedule. In order to make high SoS=better, the way we're displaying it will be the expected winning percentage of your slate of opponents against a new player. So, if your SoS displays as 60%, then that means the ranking algorithm would guess that your slate of opponents would have won 60% of their games against a set of unknown new players.

(This means that byes and forfeit wins are very bad for your strength of schedule, because an unknown new player wins 100% of the time against "bye".)

Quote:
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  #21  
Old January 28th, 2016, 04:12 PM
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Re: OHS event pairing rules

Two changes to our pairing rules that we have agreed on internally for some time, but never announced publicly:
  • Our previous bye policy was that lowest-ranked player in the bottom tier (who has not already received a bye/forfeit this event) receives the bye. Our new policy is that the bye is given to a randomly chosen player among all bottom-tier players (who have not already received a bye/forfeit this event).

  • The pair-up player is no longer automatically the lowest-SoS player in the tier. Instead, every player from that tier is available to be paired with the active player ("Player A" in the description of the algorithm) in the tier above, until a pair-up is chosen. Players with top-half SoS in their tier are schedule-protected as usual.

The OP will be updated to reflect these changes soon.

Quote:
Originally Posted by Kinseth View Post
Clerics in D&D are not adept at fighting.

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Last edited by dok; February 6th, 2017 at 02:43 PM. Reason: Soon meaning a little over a year later, I guess.
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  #22  
Old October 25th, 2019, 02:30 PM
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Re: OHS event pairing rules

I added a small update here to include an explanation of the SoS system we've been using for a while now.

Quote:
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Clerics in D&D are not adept at fighting.

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