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Subject: Re: Looks like it might be a 3 way ftie for first

Author: Mike Byrne

Date: 18:46:47 01/19/03

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On January 19, 2003 at 21:23:11, Robert Hyatt wrote:

>On January 19, 2003 at 18:31:55, Russell Reagan wrote:
>
>>On January 19, 2003 at 18:18:00, Sune Larsson wrote:
>>
>>> means Ruffian/Crafty/Yace sharing 1st place with 7/9
>>
>>Crafty beat both Yace and Ruffian. Ruffian beat Yace, and Yace lost to both
>>Crafty and Ruffian. So, Crafty should be the winner. Or are they playing tie
>>breakers?
>
>
>That's not really done in swiss events.  The tie-break for this event
>was (IMHO) not very well thought-out.  IE who wants to use blitz games to
>settle the final standings of a long time-control tournament?
>
>I would suggest the following for future CCT events.
>
>If two are tied for first, have a play-off game, same time control.
>
>If more than two are tied, either use a traditional tie-break or forget
>about it.  IE at the ACM events, we had "co-champions" that were ranked by
>the tie-break scores.  We never had playoffs at any ACM event, nor at any
>WCCC event I attended although I do remember at least one tie-break with
>Belle playing, probably in 1980.
>
>But in any case, blitz games for a standard time control tournament makes
>no sense, no matter how you look at it.  If nobody is happy using the
>normal sum of opponents scores, which is really pretty useless when you have
>too many rounds as we do, then co-champions would be the simplest and most
>accurate outcome.

They should be at the same time control - but with 9 rounds and < 64 particpants
-- having co-champions is appropriate.




>
>Other points to ponder:
>
>1.  too many rounds.  You really want to have log2(entries) rounds, rounded
>up to a integer.  For 48 players, that would be 6 rounds.  The more rounds
>held _beyond_ that, the more likely there is to have a log-jam at the top
>since the top players can not play each other a second time, and they will
>end up playing lower rated players, giving more a chance to join them.

Although many rounds might make it seem more fair, IMO it has the opposite
effect.   8 players 3 rounds, 16 players 4 rounds, 32 players 5 round and 64
players 6 round, etc.  If you exceed, you go higher as you mentioned.  9 rounds
is good for 512 players.

It increases the odds of having the top 2 players battle for the Championship in
the last round.



>
>2.  More time between rounds.  It makes little sense to end a round and 1 minute
>later start the next.  Hardly anything started on time, suggesting the start
>times were too optimistic.  I'd suggest 2.5 hours per round rather than 2, which
>would make it more relaxed.

agreed

>
>3.  If a player is more than 10 minutes late, he forfeits that round, period.
>If he is more than 10 minutes late in two rounds, he is kicked out of the
>event.

agreed

>
>It was a fun event, and was well-run, with the mention of the problems
>given above...

Tournament are always hard to run and even more so over the internet.  They did
a good job!.



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