Tie Probability in Bracket Matchplay

I decided to do another mathematical analysis of a common event in pinball tournaments - ties in bracket matchplay. This is intended to be (marginally) informative for tournament directors concerned with tournament duration.

The following analysis assumes a group of 4 players who play N games (as is typical in a bracket format like single-elimination) and receive points based on each game result. A player’s points are summed across games to determine the winner, or who moves on to the next round. Each player is assumed to have an equal chance of getting 1st, 2nd, 3rd, or 4th on a game (i.e., all players are of equal skill).

If the players with the top 2 scores proceed to the next round, the relevant probability is the tie for 2rd/3rd. For the final round of a tournament, other probabilities may be of greater interest, such as the probability of a tie for 1st/2nd.

RECIPE

All permutations of game results are enumerated, and the points tallied. The number of outcomes which result in various kinds of ties are then counted, and these counts are divided by the total number of outcomes. The resulting fraction is then expressed as a percentage in the tables below.

RESULTS

First, the results for 4-2-1-0 game scoring:

Type of Tie 2 Games Played 3 Games Played 4 Games Played 5 Games Played
Any Ties 54.17% 42.01% 40.20% 38.07%
2nd/3rd 20.83% 19.62% 17.27% 15.52%
2nd/3rd ONLY 12.50% 15.62% 14.97% 13.19%
1st/2nd ONLY 8.33% 10.42% 8.81% 10.33%
2nd/3rd/4th ONLY 4.17% 2.26% 1.24% 1.04%
1st/2nd/3rd ONLY 4.17% 1.74% 0.89% 1.29%
All Tied 0.00% 0.00% 0.17% 0.00%

Next the results for 3-2-1-0 game scoring (or, identically, any linear sequence of numbers such as 7-5-3-1, etc.):

Type of Tie 2 Games Played 3 Games Played 4 Games Played 5 Games Played
Any Ties 70.83% 44.10% 51.02% 42.73%
2nd/3rd 37.50% 20.14% 23.73% 19.14%
2nd/3rd ONLY 25.00% 14.58% 19.98% 15.15%
1st/2nd ONLY 12.50% 8.33% 11.23% 9.18%
2nd/3rd/4th ONLY 4.17% 2.78% 1.50% 2.00%
1st/2nd/3rd ONLY 4.17% 2.78% 1.50% 2.00%
All Tied 4.17% 0.00% 0.76% 0.00%

And now the results for scoring akin to Fair Strikes: 2-1-1-0. I have not seen this scoring used anywhere, but there’s no reason why it couldn’t be used, so I’ve included it for completeness:

Type of Tie 2 Games Played 3 Games Played 4 Games Played 5 Games Played
Any Ties 100.00% 79.17% 74.07% 66.97%
2nd/3rd 50.00% 45.83% 37.62% 33.98%
2nd/3rd ONLY 41.67% 40.28% 32.23% 29.16%
1st/2nd ONLY 41.67% 12.50% 13.54% 12.73%
2nd/3rd/4th ONLY 0.00% 1.39% 1.39% 1.54%
1st/2nd/3rd ONLY 0.00% 1.39% 1.39% 1.54%
All Tied 8.33% 2.78% 2.60% 1.74%

By request, here are the results for Marburg scoring: 7-4-2-0. I was not familiar with this scoring method. It’s sort of halfway between 4-2-1-0 and 3-2-1-0, allowing it to dodge a bunch of tie situations.

Type of Tie 2 Games Played 3 Games Played 4 Games Played 5 Games Played
Any Ties 45.83% 24.31% 25.72% 23.15%
2nd/3rd 12.50% 9.72% 12.13% 9.42%
2nd/3rd ONLY 8.33% 7.29% 11.33% 8.70%
1st/2nd ONLY 8.33% 7.29% 4.99% 6.69%
2nd/3rd/4th ONLY 4.16% 0.69% 0.28% 0.58%
1st/2nd/3rd ONLY 0.00% 1.74% 0.35% 0.14%
All Tied 0.00% 0.00% 0.17% 0.00%

And now some more that nobody asked for. Here are the results for the ‘OG’ 10-5-1-0 scoring:

Type of Tie 2 Games Played 3 Games Played 4 Games Played 5 Games Played
Any Ties 45.83% 24.31% 23.98% 20.12%
2nd/3rd 20.83% 12.85% 10.44% 8.34%
2nd/3rd ONLY 16.67% 10.42% 9.81% 7.78%
1st/2nd ONLY 8.33% 7.29% 6.55% 6.15%
2nd/3rd/4th ONLY 4.16% 0.69% 0.28% 0.49%
1st/2nd/3rd ONLY 0.00% 1.74% 0.17% 0.07%
All Tied 0.00% 0.00% 0.17% 0.00%

CODE

The code used to populate these tables is a Mathematica script:

tieProbabilities[nGames_, scoring_] := 
 Module[{nPlayers, perms, results, nResults, tiedResults, 
   tied23PlusResults, tied12Results, tied23Results, tied123Results, 
   tied234Results, tiedAllResults},
  nPlayers = Length@scoring;
  perms = Permutations@scoring;
  results = 
   Map[Total[#] + scoring &, Tuples[perms, {nGames - 1}], {1}];
  results = Sort[#, Greater] & /@ results;
  nResults = Length@results;
  tiedResults = Select[results, Length@Union@# != nPlayers &];
  tied23PlusResults = Select[results, #[[2]] == #[[3]] &];
  tied12Results = 
   Select[results, #[[1]] == #[[2]] && 
      Length@Union@# == nPlayers - 1 &];
  tied23Results = 
   Select[results, #[[2]] == #[[3]] && 
      Length@Union@# == nPlayers - 1 &];
  tied123Results = 
   Select[results, #[[1]] == #[[2]] == #[[3]] && 
      Length@Union@# == nPlayers - 2 &];
  tied234Results = 
   Select[results, #[[2]] == #[[3]] == #[[4]] && 
      Length@Union@# == nPlayers - 2 &];
  tiedAllResults = Select[results, Length@Union@# == nPlayers - 3 &];
  Return[N[100 Length[#]/nResults] & /@ {tiedResults, 
     tied23PlusResults, tied23Results, tied12Results, tied123Results, 
     tied234Results, tiedAllResults}]
  ]
6 Likes

Fascinating analysis.
So 4-2-1-0 has a full % point higher probability of advancement ties (2nd/3rd) than 3-2-1-0?

I could have sworn I saw someone else’s similar analysis from years ago show the opposite.

1% difference seems pretty negligible to me. If 1 out of 100 rounds, a single additional tie happens, that doesn’t seem like a big enough difference to drive a policy change.

I sorta wonder how the FSPA “bonus points” system would affect these numbers. Scoring is 3-2-2-1, but at certain score thresholds, the scoring can also be 4-2-1-1, 4-3-1-0, or 3-3-2-0. (I know some people hate this way of explaining it, but essentially 1st place can steal a point from 3rd, and 2nd place can steal a point from 4th). I don’t think it’s used widely enough anymore for you to bother to code that out and run the numbers though. :slight_smile:

Would the % change with a similar scoring, 5-3-2-1 since the lowest value is not a 0?

3 games played results appear to be flipped for (4-2-1-0) and (3-2-1-0). 4 games matches what I have.

5-3-2-1 is identical to 4-2-1-0. There is no situation (unless we consider events like game disqualification) in which they produce different results.

I double-checked the 4-2-1-0 and 3-2-1-0 results for 3 games played. I don’t see any data entry mistakes.

3 games of 4-2-1-0 with the top 2 advancing has a 19.62% chance of needing a tiebreaker.

3 games of 3-2-1-0 with the top 2 advancing has a 20.14% chance of needing a tiebreaker.

Very interesting! I always assumed the probability of a tie with 3 games 4-2-1-0 was much smaller than with 7-5-3-1 scoring but apparently it is only slightly smaller. The Slovenian Pinball Open used Marburg scoring this year (7-4-2-0), is it possible to add this to the analysis?

1 Like

Where does the line get drawn for Josh’s “smell test” of bypassing tiebreakers with scoring shenanigans?

10-5-2-1 = okay?
4.1 - 2.01 - 1.001 - 0 = smells rotten

Added!

I did some number bashing and found the latest tech in pinball tournaments: 13-10-2-0 scoring.

In a three-game bank, it has a mere 13.89% chance of any ties whatsoever, and a tiny 3.47% chance of requiring a tiebreaker for the top two players to proceed.

I believe this is close to optimal for integers under 20. /s

10-5-1-0 is the OG

For smaller tournaments where we have a finals but a full 3 rounds would be pushing the time constraints, I like doing 2 games per round with 7-4-2-0 Marburg scoring. This lets us include an extra round of qualifying in the same amount of time. I’m happy to see that the tiebreaker percentage is relatively low. When a tie does happen I feel like it’s good that only the relevant players participate in game 3. This avoids some of the “copilot”/“kingmaker” scenarios where an unaffected player gets to influence who gets to advance.

In the typical case it takes a lot less time than 3 games per round because that tiebreaker game is usually among just 2 people. Even in the worst case it’s less time than 3-games per round since you can’t have a 4-way tie.

The downside is that 2nd + 2nd = 8 along with 1st + 3rd = 9 advances ahead of 1st + 4th = 7. It’s sometimes unpleasant to realize that a person didn’t win either game is advancing when someone who did win one game isn’t advancing. But I feel like “you might not get to advance if you get a last place” is fine for a 2-game format.

1 Like

Ah that’s what I was trying to reference!

So that would be okay? Seems great for avoiding ties… especially for top 2

It was the ONLY WAY for a very long time :slight_smile: