[blml] Swiss Teams formats
Steve Willner
willner at cfa.harvard.edu
Fri Apr 6 02:54:06 CEST 2007
> From: Jean-Pierre Rocafort <jean-pierre.rocafort at meteo.fr>
> 2-day competition, 14-30 teams, 80-90 deals, 5-8 rounds, 1 or 2
> predefined rounds based on seedings. the particularity is the use of a
> bonus system to prevent swissing and to make up for the disparity of
> opposed teams: complementary VP are added to each team at the end of
> each round (except 1st and 2nd) according to their present ranking (0 to
> the last team, the most for the leader). the exact amount of bonus is an
> arbitrary parameter, the tuning of which adds to the debate.
This is perhaps a little better than doing nothing, but it seems far
worse than matching according to record (possibly with a bit of weight
given to seeding as in accelerated Swiss), then adding in the "strength
of schedule" correction at the end, when you know how all the teams have
done. The exact amount to add in isn't clear, but simulations should
tell us what it should be.
> one way to analyze the accuracy of a particular swiss teams result is
> to compare it to an "objective" modelisation of the performance of the
> competing teams. this modelisation is an extrapolation of the swiss to
> what would have been the results in a complete round robin between all
> teams, using the methodology of missing-data reconstitution: results
> of actually played matches are retained; for non-played match,
> artificial results are computed, statistically the more compatible with
> other results of the 2 teams involved. (technical details available upon
> request)
If I understand what you mean, I long ago suggested something similar.
I'd do it directly by solving appropriate "normal equations," given the
actual results. The biggest problem with this approach is that it is
entirely opaque to the players, but it is theoretically the best method
because it takes full account of all results. (Actually there are
several possible methods, not a single "best" one, in this family.)
I've suggested the same approach to player ratings, where it might
receive more support because nobody expects ratings to be easily
computable by players themselves.
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