Thoughts on Group Knockout/Strikes format w/ 3 strikes per group?

MP gives the option of how to create groups. I think Swiss is the only way that makes sense for this format because it minimizes the odds of a few of the top players getting too deep with near-zero strikes.

The other thing that worked very well in the progressive strike tournament I ran is the 3p groups are the highest strike groups. Since there are less available strikes in progressive in the 3p group, this helps to keep people around.

I can easily flip this around if needed, though I feel like statistically it shouldnā€™t matter. I do load the lower groups with more strikes right now.

Edit: If you can parse this, hereā€™s the full debug data from one of the runs I did. I couldnā€™t see anything wrong with it.

Players will face each other in the order theyā€™re listed in the ā€œcheck for strikesā€ section.

https://pastebin.com/fKgRyMHT

Just wanted to share that the updated version worked for me! This is really cool and will help me with tournament planning in the future.

Any chance this source could be easily recompiled for other platforms?

Or maybe just shared? I imagine itā€™s small enough that writing a JavaScript implementation wouldnā€™t be too much work

Ah, thatā€™s it. Iā€™d used ā€œbalancedā€ groupings in my trial run on Match Play.

What does ā€œbalancedā€ do? @haugstrup?

I said I would share it, just wanted to clean it up a little. It was stream-of-conciousness c just to get it done. :wink: Iā€™d imagine tonight Iā€™ll put it up.

Youā€™ll face random opponents you havenā€™t faced before. I donā€™t think youā€™ll want to spend time implementing that algorithm. Tournaments run longer than swiss tournaments ā€“ especially large tournaments.

My apologies! I was definitely skimming this thread rather than reading it. :grimacing:

These are interesting stats! I wanted to see how player skill distribution would affect things so I ran some simulations for the ā€œTrentā€™s Barnā€ scenario as well.

I generated the player pool using a normal distribution to assign each player a ā€˜skillā€™ level that controls their chances of beating another player. With a basic normal distribution and swiss seeding, my results are pretty similar to @keeferā€™s for progressive strikes (ie, the event typically takes about 24-25 rounds to finish). However, things get interesting if I mix in an additional variable: ā€œNumber of ā€˜Proā€™ playersā€ (a ā€œproā€ player is basically an outlier that has about a 75% chance of winning any given match versus non-pro players). The results really highlight how two high skill players battling it out for one strike at a time can really draw out the end of the tournament:

Strikes: 24 ~ Players: 60 ~ ā€˜Proā€™ players: 0 ~ Swiss groups: true
Average rounds: 24.9981 ~ Median rounds: 25
Probability that the event will take at least X rounds:
22 rounds: 95.0%
23 rounds: 75.0%
24 rounds: 50.0%
25 rounds: 31.0%
26 rounds: 19.0%
27 rounds: 11.0%
28 rounds: 7.0%

Strikes: 24 ~ Players: 60 ~ ā€˜Proā€™ players: 2 ~ Swiss groups: true
Average rounds: 29.1298 ~ Median rounds: 29
Probability that the event will take at least X rounds:
23 rounds: 90.0%
24 rounds: 81.0%
25 rounds: 73.0%
26 rounds: 65.0%
27 rounds: 58.0%
28 rounds: 50.0%
29 rounds: 43.0%
30 rounds: 36.0%
31 rounds: 29.0%
32 rounds: 24.0%
33 rounds: 18.0%
34 rounds: 14.0%
35 rounds: 10.0%
36 rounds: 7.0%

Strikes: 24 ~ Players: 60 ~ ā€˜Proā€™ players: 4 ~ Swiss groups: true
Average rounds: 26.2505 ~ Median rounds: 26
Probability that the event will take at least X rounds:
23 rounds: 89.0%
24 rounds: 70.0%
25 rounds: 51.0%
26 rounds: 37.0%
27 rounds: 26.0%
28 rounds: 18.0%
29 rounds: 12.0%
30 rounds: 8.0%

You are correct about that!

So, code.

pastebin: //// FairStrikeSim: Simulate matches of elimination strike play.//// End - Pastebin.com
drive: FairStrikeSim.cpp - Google Drive

Really really late edit: This should work without issue as-is on both win64 and linux (tested same file on both). For win64 make sure you start a console project.

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Worth reading for the comments alone :heavy_heart_exclamation:

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Ran the tournament the other day, a real one!

33 people. 5 strikes.

Went for 10 roundsā€¦ Had a couple of players that had really good runs, running the sims shows that it should be 8/9 almost all the time.
Lasted about 4 hours 15 minutesā€¦
think it would be done in 3.5 hours if I took some long players out (Spiderman/Hobbit games went forever)

Lots of great feedback from players about the format.

I added player David Johnston NZ after the first round, as he was late, and gave him 2 strikes. Apparently there is a bug in Matchplay as he lasted longer in the comp than some others but matchplay ranked him as 26th.

Thanks again to Keith and Andreas.

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Based on tonightā€™s warm up tournament at Trentā€™s barn, the rounds lasted about 40 minutes each. Figure that into the forecasts for tomorrowā€™s 24 strike main event and itā€™s going to be a very long day.

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Confirmed. Tilts are now in Simpsonā€™s, both walking deads, and monster bash.

I hope that helps. Haha. Nice playing with you John!

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Trentā€™s 24 strike dealio lasted 23 rounds and took 14 hours.

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At least 4 hours of that consisted of Rosa delays.

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Careful what you wish/ask for!

So Josh basically asked if I could help with this project, so weā€™re about to turn x-strikes on its head. :wink:

Iā€™ve updated the simulator to generate a lot of data easily. Itā€™ll be up to IFPA what to do with it, but Iā€™m publishing my work here for transparencyā€™s sake. Just the program for now, if Josh agrees Iā€™ll put up the data generated as well. There were definitely some wacky/unexpected findings, however.

The program runs differently now, it uses command line switches so you can put arguments in any order. New additions include being able to set the number of strikes from command line (instead of having to compile), being able to limit group sizes (when possible; 3p groups are split into 1 or 2 2p if necessary and 2p groups are 1 3p if necessary), being able to specify a range of players to simulate at once, and the ability to summarize into an excel-friendly format. All of this was extremely necessary to provide the IFPA with the data they require to accurately judge event TGP.

Ultimately, this is probably not extremely useful to a large number of people, but if anyone wants to audit my work, they can. Iā€™m 99.94% confident. Same terms as before, public domain, attribution nice.

google drive code: FairStrikeSimV2.cpp - Google Drive
google drive exe: FairStrikeSimV2.exe - Google Drive
pastebin code: //// FairStrikeSim: Simulate matches of elimination strike play.//// End - Pastebin.com

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Thanks to Keithā€™s help . . . itā€™s coming :slight_smile:

image

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Do not know if you need anymore info but at circuit event we did a classics 9 strike tourney at OBX Flippers, here is link

Drew had a huge lead on everyone and got down to final two where Jason had to win five games in a row to win but drew prevailed