WPPR v5.8 sneak peek

How about Faux Frenzy?

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Max Matchplay

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“Net wins” variant already has that name locked up. #zealot

kinda a merger between FF and partial round robin, Robin Frenzy? :smiley:

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Pair Frenzy ?

In keeping with the punctuation-heavy original name of “Pinball! Pinball! Pinball!”, I suggest “Ready? Go!”

Pinball! Pinball! Ya Done!

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“Save Teolis”

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haha you had to go there-

Perhaps others are thinking about this already, but are there certain scenarios or restrictions that would prevent a person from finishing the allotted number of games?

If I super oversimplify, let’s say you run a 3-player single game Max Matchplay. P1 and P2 play, and P3 can’t play their game.

Or 5-player 3 game. You’ll end up with one player only with two games.

  1. How would the IFPA handle this from a TGP perspective?
  2. How would event scoring work if you have a player with less rounds than everyone else? I’d love to use just straight-up wins but the person locked out would have a disadvantage. Or does that person get a 1/2 point to compensate?

Don’t they get an buy? / auto win?

Is it ok to add an AUTO LOSER fake player just to get to an even number of players if needed?

For those who may be interested, here’s a snapshot of how the top 100 rankings have changed over the past year. Some of the changes are due to differential access to “WPPR farms”; other changes are due to new players coming into their own as higher echelon players. I make no judgments about this, I’m just presenting the data for your review. Players listed as “#N/A” in the 8/12/21 column were outside the top 500 at that time. (I only capture the top 500 when I grab snapshots.)

Player 8/15/22 8/12/21
Escher Lefkoff 1 6
Raymond Davidson 2 2
Cayle George 3 9
Jared August 4 76
Jason Zahler 5 51
Viggo Löwgren 6 74
Arvid Flygare 7 129
Neil Graf 8 222
Steven Bowden 9 21
Johannes Ostermeier 10 3
Carlos Delaserda 11 130
Colin MacAlpine 12 22
Eric Stone 13 4
John Delzoppo 14 39
Jason Werdrick 15 38
Flavio Baddaria 16 47
Paul Englert 17 18
Daniele Celestino Acciari 18 17
David Riel 19 20
Zach McCarthy 20 138
Travis Murie 21 105
Peter Andersen 22 1
Robert Sutter 23 8
David Daluga 24 84
Andy Rosa 25 29
Walt Wood 26 #N/A
Markus Stix 27 36
Derek Price 28 27
Andrew Foster 29 33
Tom Graf 30 54
Adam McKinnie 31 88
Keith Elwin 32 12
Trent Augenstein 33 16
Keri Wing 34 354
Germain Mariolle 35 26
Marcus Hugosson 36 19
Luke Nahorniak 37 31
Andy Bagwell 38 451
Robert Byers 39 177
Alberto Santana 40 44
Tobias Wagemann 41 43
Erik Thoren 42 104
Aleksander Kaczmarczyk 43 10
Emil ED Dreiborg 44 11
Josh Sharpe 45 60
Tim Sexton 46 295
Markus Virtanen 47 90
Jordan Semrow 48 48
Bob Matthews 49 57
Bill Mason 50 146
Dalton Ely 51 268
Colin Urban 52 5
Thomas Mästerman 53 66
Jim Belsito 54 23
Karl DeAngelo 55 37
Kassidy Milanowski 56 294
Jonas Valström 57 32
Johnny Modica 58 67
Mark Pearson 59 56
Jason Lambert 60 42
Paul Jongma 61 45
Erik Rentmeester 62 135
Bowen Kerins 63 13
Andrei Massenkoff 64 62
Stefan Herold 65 61
Julio Vicario Soriano 66 7
Joe Lemire 67 24
Phil Birnbaum 68 34
Nico Wicke 69 65
Brian O’Neill NH 70 #N/A
Benjamin Gräbeldinger 71 80
Bart Volman 72 94
Elliott Keith 73 46
John van der Wulp 74 137
David Dahl-Hansson 75 83
Brian Shepherd 76 201
Drew Geigel 77 #N/A
Eric Strangeway 78 52
Phil Grimaldi 79 89
Ben Moser 80 141
Jan Anders Nilsson 81 86
Johan Genberg 82 41
Chris Frame 83 206
Sean Davis 84 256
Zach Sharpe 85 91
Reidar Spets 86 414
Mads Kristensen 87 101
Ryan Spindler 88 121
Jeff Teolis 89 40
Will McKinney 90 63
Mario Kertels 91 132
John Shopple 92 179
Alex Harmon 93 79
Mika Marttinen 94 166
Roland Nadeau 95 317
Dave Stewart 96 72
Matt McCarty 97 259
Mike Weyenberg 98 #N/A
Olli-Mikko Ojamies 99 14
Lonnie Langford 100 59
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Lonnie smurfing down at 100. :slight_smile:

I’ve got a bunch of thoughts so I’ll break them up into a few posts, starting with a response to the questions from @coreyhulse.

How would event scoring work if you have a player with less rounds than everyone else?

I would expect this to work the same way as a head to head tournament that uses traditional match play rounds. In that kind of tournament with an odd number of players, one player gets a bye each round. Assuming the number of players is not evenly divisible by the number of rounds, you’ll end up with a few players being one game short of the rest of the field.

As far as I can tell, the IFPA doesn’t give any guidance on how to count those byes towards standings. Next.Matchplay.Events gives you options of 0, 0.5, or 1 for value of byes in a head to head match play tournament.

On your question about TGP, this is from the current WPPR guide:

The TGP will be based on the expected number of meaningful games that the winner of a tournament will play

and

For any tournaments that have multiple paths of qualifying for the finals, we will take the SHORTEST of those paths when counting meaningful games played for that portion of the tournament.

So I think the proper way to handle an uneven number of games played would be to use the “expected” number of games needed to become the winner. That’d be a little bit below the target game count, so in practice I think the number of meaningful games would be 1 less than the target game count.

Here’s a bit more on byes:
The “available players” frenzy format is a little different than head to head match play with an odd player count in terms of who ends up with a lower number of games. In head to head match play it’s random. In “available players” frenzy (if the available players waiting list is a FIFO queue) it’s likely that it’s going to be one of the players who have averaged the longest game times. This happens because the players who get to 20 games first had a big pool of available players for their last game. Eventually the pool of available players gets smaller until another pairing can’t be made. The length of that unlucky player’s last game is also a factor because other players who had slightly longer average game times may have gotten their last games in if the unlucky player is finishing a particularly long last game while their potential opponents finish up quick final games and drop out of the available players list.

Here are a few more thoughts on what this format could look like. These are largely a summary of what’s already been said, but with a few new ideas too.

Choices available in designing a frenzy format
Progression: Rotating (P1, P2, Wait); Loser stays and winner waits; Both players move back to the waiting list after every game

Player selection from the waiting list: FIFO, random, weighted (with various options for weighting formulas)

Game start timing: Frenzy (right away); Rounds (synchronized across all players); Waves (synchronized once the waiting list reaches a certain size)

Ending trigger: Clock time, all (maximal) players have reached target number of games; at least one player has reached target number of wins; at least one player has reached target number of games; all players have reached minimum required number of games

Final phase: complete all in progress games and don’t start any new games; continue starting new games with a smaller player pool until the top X players have satisfied the ending trigger; continue starting new games until all players have satisfied the ending trigger

Automatic tiebreaker: no tiebreaker; most wins; fewest losses; games till final win

Scoring: Wins minus losses; Wins; Wins divided by games played

Factors to consider when designing a frenzy format

  • Opponent variety (avoid systems that use repeated pairings of the same two players except in the case of Swiss-style “similar record” pairing systems)
  • Impacts of speed of play (in what situations are players incentivized to concede and/or play fast or slow and/or delay results reporting?)
  • Tournament duration predictability (can we reliably know when the tournament will end assuming an average game time?)
  • Tournament minimum game count predictability
  • Tournament maximum game count predictability
  • Meaningful games / TGP% predictability
  • Consistency of wait time (when players are waiting are their wait times similar or do they sometimes end up waiting much longer/shorter between games; is the wait time predictable?)
  • Tone of wait time (how much are players playing vs waiting, when waiting are they in a natural group for socializing or are they more isolated?)
  • Can a player join late (e.g. in wins minus losses scoring it’s unfair to add a player late but in a target wins/points format you can add a player late since they start with a clear disadvantage by receiving 0 points for the rounds/games/time that they missed)

I think my favorite combination of those ideas would be to try out:

Progression: Rotating (P1, P2, Wait)
Player selection from the waiting list: FIFO
this gives a consistent cadence, but it does have problems of “queue watching”

Ending trigger: at least one player has reached target number of wins
because it encourages fast play but punishes losses (see final phase)

At that point in time, find the player with the highest number of games (including in progress games); that becomes the target for the final phase.
Final phase: continue starting new games until all players have played that target number of games (or until there is only 1 player who hasn’t played that many games)
because it gets to a place where all players have played the same number of games (with the possible exception of the player who could not be paired, effectively getting byes); this discourages players from taking quick losses to get back into the queue with easier opponents

Scoring: Number of wins
Automatic tiebreaker: TD choice of No tiebreaker or Games till final win (for example; if two players have a record of 3-2, the player who got WWLWL would be ranked higher than the player who got WWLLW

Rather than “available players”, I’d call this format: Target Games Frenzy

It’s a name similar to Target Match Play, but here the ending condition (“target”) is “as many players as possible have completed exactly X games with no player completing more than X games”. This also helps solidify “Frenzy” to mean, “new games are started as soon as possible rather than in synchronized rounds;” in contrast to “match play” meaning “all players/groups start their next game simultaneously in synchronized rounds.”

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I think there are probably some holes in this format idea. But hopefully someone else can build on it (probably by simplifying it; or just choosing a different combination of choices) to make it into something that makes for a more balanced approach to competition within the Frenzy style.

makes wins in an row better then over all wins? (starts at final phase?)
also does an buy spot count as win for that?

The bye spot would not count as a win.

I was thinking that once the target wins was reached, that no one else would be able to get to that same number of target wins. But that’s not right because some other player may have played fewer games and might still have the chance to catch or even pass that player who reached the target first. I think I went wrong by combining the idea of target wins and target games.

But it can end with the few slow playing having to play out maybe 2-3+? games at the end while 80%+ of the players are waiting?
and you may need to do something about say one player left has no hope of makeing the finales but others need to win out so that they can’t just give up / take an bribe Now some players may be like I can’t win and I don’t want the other player to win so they grind out an long game to play spoiler. and you don’t want the TD to just give auto wins to speed things up.

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