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Effect of Coopertition Points
Hi CD community,
I was wondering if someone could help figure out how Coopertition Points being integrated with QS has changed seedings this year? If anyone has data on what the average seed delta would be if Coopertition Points were the first tie-breaker and QS was based solely on win-loss-tie. Or more generally, have people seen it having a huge impact of giving teams higher seeds relative to their win records? Thanks. |
Re: Effect of Coopertition Points
Many teams just "coopertitioned" their way up the ranks into the top 8 in the regionals we attended. We did find them worth a little bit too much in the QS than expected/ hoped for. Sometimes, the not-as-effective robots were in the top 8 not because they were carried by other teams, but because they had teammates who did the coopertition, or they did the coopertition. And coopertition points I believe are worth 2 wins in qualifying score.
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Re: Effect of Coopertition Points
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Coopertition points can double your effective win total. However, the Coopertition points themselves are worth only one win each time you get them. Back to the matter at hand: I've seen some of the rankings changing. The coopertition score really boosted some teams quickly--if a team got a run of coop balances and wins at the same time, they could go from low to high in a few matches. I've seen that when monitoring Fantasy FIRST points live. However, I have no hard data. I think that the coopertition bridge is the single biggest contributing factor to the relatively high number of elimination upsets this year. Teams that weren't doing so well could balance and score and seed high--and then get taken down by teams that were doing well. But in the process, they could sure split up powerhouses. OTOH, the powerhouses realized very quickly that the Coop bridge was extremely important, and someone on their alliance would go for it every match. This shot them to the top of the rankings at many events--but the triple balance could take them out of competition. The coopertition bridge, IMO, is one of the best strategic elements the GDC has ever put into an FRC game. It forces you to think about ranking strategy, strategy for relating to other teams, and split-second decisions without good communication with the person you're working with (a real-world challenge). And they got it just about right. Could they have minorly tweaked the point values for either coopertition or winning? Probably. Would it have been nearly as effective? No. |
Re: Effect of Coopertition Points
Eric,
I am not a firm believer in Co-op points as is. Some tweaks need to be done, but I can't seem to come up with suggestions even after reading about the whole GTR East thread and the events that unfolded prior to our last qualification match 89 at Lone Star. Let's just say there is a correlation between the team that 359 chose as its second partner and the same team that played in that match. |
Re: Effect of Coopertition Points
It sucks that to seed well you now have to rely on your opponents being good and not just your partners.
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Too bad, we did.;) |
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Re: Effect of Coopertition Points
Speaking purely from anecdotal evidence, Coopertition Points had a huge impact on our rating. We had a pretty average win-loss-tie record, but only once did we ever get a coopertition balance (a combination of us not being able to balance well and our alliances not being able to live up to their promises). As a result, we were ranked really low.
Regardless, I think Coopertition Points are a great element of the game, and I hope FIRST keeps them as important (or nearly as important) as they are now. I think the reason so many teams suffered because of them is that in past years, the endgame has been such a long shot that teams didn't concentrate on it. That was our mistake, at least. Now that we've had the opportunity to learn from that mistake, I hope FIRST will keep a similar system around and teams will give it more credit during the design phase than we did this year. |
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Re: Effect of Coopertition Points
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At least it's better than the system from 2010. That was an awful system. People quickly jumped onto the CP train once they figured out what it was. Perhaps if you perform numerical calculation, you'll find the standard deviation in rankings will be high in week 1 regionals, but it will be very low in the later weeks. I remember performing a slight analysis for the Peachtree Regional and removing the effect of the CP points only caused a slight shuffling between the teams, and really didn't make a huge difference in the top 8. - Sunny G. |
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2010 you could directly score for the opponent. 2009 same as 2010 2008 you could leave the balls on top of the overpass or push them across the finish line if you wanted to. 2007 you could not do anything to affect score. I don't feel like going back further, but it's pretty clear that this is the first year in awhile in which you cannot directly contribute to, or take actions to not reduce your opponent's score. |
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However, it helps you not one bit in the rankings. The win+coop are the only things that count. Also, just a minor quibble: I distinctly said "score for your opponent". I made no reference to failing to score points, or not scoring as many points as you could, which has always been on the table. If you take my words as I said them, then 2007 and 2011 are both cases where you could not legally score for your opponent. If, however, you choose to take "score for your opponent" as "take actions to not reduce your opponent's score", then you have to go back to 2001, where you had no opponent but could raise or lower your partner's score (or your own) with some careful maneuvering, or 1991, when FRC had yet to run a single competition. |
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Seriously, if you don't like the idea of being handicapped by a deficient opposing alliance, do something about it. Don't just gripe about the situation. What can you do, you ask? The answer should be obvious: help your opponents to be good. |
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