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Computer generated initial alliances
What are the criteria the 2014 FRC algorithm uses to generate the initial team alliances? Is it different District vs Regional events? Does it factor in a District win by aligning a team with a district win with lower ranked teams for the second play? I can only find data on the web for the 2008 algorithm and that must have changed as we were against the same team three times in only 12 rounds so “Minimum possible number of times a team plays opposite any team” doesn’t seem to apply? Thank you for any assistance in finding this information.
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Re: Computer generated initial alliances
Per section 5.3.2 of the manual:
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Re: Computer generated initial alliances
Game Manual, Section 5
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Re: Computer generated initial alliances
Check this out.
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Re: Computer generated initial alliances
Thank you Shnabel FRC #0314 for the link that answers so many questions!
I was sure there was a different algorithm for district events as we had 36 teams and 12 matches so no surrogates and yet played against the same team 3 times and never played with at least 4 teams. I now see there are other factors that figure in to the equation. |
Re: Computer generated initial alliances
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does "played with" as used here mean "played on the same alliance as" or "played in the same match as"? |
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Re: Computer generated initial alliances
Keep in mind that there are some inputs when the program is run, and (not applicable to your case) any surrogate matches don't count against the partner/opponent duplication score.
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Re: Computer generated initial alliances
Yes I mean played on the same alliance as
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Re: Computer generated initial alliances
I also noticed that 2791 played with / against the same teams a ton of times at Finger Lakes. Events that large normally have less repeats. Other teams had a lot of repeats as well.
We played with / against 341 three times (1/2). We played twice against 1126. We also played 1 with and 1 against teams 20, 1592, 174, 1450, 1551, and 3173. Not that upset about it or anything, just thought there was a bit less emphasis on playing unique teams this year than prior years. |
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Re: Computer generated initial alliances
The scheduling algorithm focuses on minimising repeated alliance partners while also trying to limit the number of repeated opponents and the number of times you see the same teams in either role.
While the algorithm is great for standard regional events (50+ teams and around 10 matches) and gives a reasonable schedule for all events, it struggles a little when the number of teams is between 2 & 3 times the number of matches per team. |
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Re: Computer generated initial alliances
If the minimum match separation parameter is set too high, then there will be more repeats of teams seeing each other in matches. For example, in that 36-team event, if minimum match separation is set to 6, the exact same robots will be forced to play in matches 1, 7, 13, 19, etc. (I wouldn't be surprised if the software has limits that wouldn't allow you to enter too high a value in the parameter.) As in the example of the 22-team event, to get more mix in the matches, the minimum had to be set low and allow back-to-back matches.
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