Author: Robert Hyatt
Date: 21:52:09 11/13/99
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On November 13, 1999 at 23:49:11, James Swafford wrote: >On November 13, 1999 at 18:39:07, Peter Kappler wrote: > >> but I'm not sure how we'd deal with first >>round seedings... > >Why worry about it? Just alphabetize the entries, and seed from >from that. > there are two issues about seeding. If you guarantee that the number of rounds (R) satisfies this inequality: R >= log2(players) then seeding is immaterial. It is only an issue when R is too small and you often have to resort to tiebreaks to pick the winner since so many end up tied at the end. The other idea is to not use tie-breaks at all, ever, and have a play-off to break ties. If you don't use tiebreaks, seeding is immaterial. If you do use them, then make sure R is set as above... > >This can get ugly, but I think it appropriate to forfeit the program >if the operator can't reconnect within an hour. If somebody is >*that* worried about it, they could send a copy of there program to >a third party, ready to resume a game if connection problems occur. >I personally won't bother. > I think that it ought to be handled as follows: If the 'disconnector' can show that it was a network problem, the game ought to be continued as soon as possible, just so the next round isn't delayed. The network is very complex, and the northeast can become _very_ congested early in the evening. The network has to be thought of as the facilitator for this event, not something that makes it impossible to pull off. Simple way to handle this is that each participant must supply (in their finger notes) the IP address of their gateway (ISP) machine. If they get disconnected, and we can ping the ISP, then they get penalized for the amount of time they are 'offline'. If the ISP can't be pinged then we assume it is not a problem with the end player, but with the network, and there is no penalty unless it goes beyond what we would term excessive (which needs to be defined).
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