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**FIRST EMAIL**/Updated Alliance Pairing Algorithm
Greetings Teams:
FIRST staff and Game Design Committee have been working to improve the method used to generate alliances for the 2008 FRC season. We are trying to make sure that the new method will produce alliances that we all will regard as appropriate. We have developed a list of criteria to define the factors that influence the algorithm results. These criteria are: a. Maximum time (in number of matches) between each match played for all teams b. Minimum possible number of times a team plays opposite any team c. Minimum possible number of times a team is allied with any team d. Minimize the use of surrogates. e. Even distribution of matches played on Blue and Red Alliance (without sacrificing a, b, c and d) Below is a link to a discussion thread on the FIRST Forum. There you will find a stand-alone algorithm that can be used to generate alliances. This particular algorithm currently meets the above criteria. We invite you to try out the program and post your feedback in this thread. Where are the holes? What issues can you find? We want to know! http://forums.usfirst.org/forumdisplay.php?f=442 Additionally, please post comments about generating alliance pairings in general. It is FIRST's intent to produce the best solution for all teams. Thanks to all, and good luck in 2008! Go Teams! |
Re: **FIRST EMAIL**/Updated Alliance Pairing Algorithm
Absence of a criterion based on presumed team strength is a major improvement vs. the 2007 "algorithm of death". I like the criteria that are included. [edit: Is anyone able to download Matt's attachment on the FIRST Forum? The box notation says pending approval, so maybe we can't see it yet?]
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Re: **FIRST EMAIL**/Updated Alliance Pairing Algorithm
Hopefully, if the algorithm runs directly on team numbers,
the list of team numbers provided is randomly ordered to deal with any remnant of the original ordering that might survive the trip through simulated annealing. In general, one should run the algorithm on indeces and then randomly assign the indeces to team numbers after the algorithm is run. |
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IT TOOK ME 5.015 SECONDS TO GENERATE A LIST. THAT IS UNACCEPTABLE!!!!!
Just kidding. It looks like a really good and random system but I think I am going to critically analyze this and then we can have a 100 post long debate on it's pro's and con's. :p If anyone wants to join in, IM(teknobramha) or email me. |
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WOW - FIRST is asking our opinion! That is awesome.
Back to the topic - I did not even look at the algorithm. But if it is using Jim's algorithm used at IRI, then I think it is golden. Raul |
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I'm really glad to see that FIRST is being communicative about this issue; lack of communication was the biggest problem in 2007, IMO. I hope this is part of a new trend of openness when it comes to controversial issues.
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If I remember properly, wasn't one of the issues a few years ago the maximum time between matches? Wouldn't having a minimum time between matches allow for better mixing of the teams?
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First, here is the explanation from the Saxton algorithm for the aggregated statistics he collects: Code:
Schedule StatisticsCode:
best: 8 11 | 16 1 | 24 1 | 40 1 | 0Code:
best: 8 12 | 16 1 | 24 1 | 39 2 | 0Code:
best: 8 10 | 16 1 | 24 1 | 40 1 | 0 |
Re: **FIRST EMAIL**/Updated Alliance Pairing Algorithm
I am very glad to see the open communication on this issue, as well as the elimination of the "tiers".
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I am impressed. Very impressed.
This algorithm blows the 2007 version out of the water. It's not even close. I'm actually giddy right now, because the really exposes what a farce last year's algorithm was. I just ran the 2007 Waterloo Regional schedule through "MatchRater". Here's what I got. Waterloo 2007 was a 30 team event, with 11 matches. I chose Waterloo, because of the inherent difficulty of minimizing duplication at event so small, with such a large number of matches. Also, I knew exactly what the chose delta was for the event. Data Format Code:
Schedule StatisticsCode:
best: 11 4 | 15 2 | 23 3 | 27 4 | 1Waterloo 2007 Schedule, run through new algorithm Code:
best: 11 3 | 22 1 | 25 2 | 29 3 | 1My early opinion, is that this new algorithm is a drastic improvement upon what we saw last year. Kudos to the Saxton's for creating this. |
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I do have a lingering concern, though: every algorithm that's been used for the last several years (to my knowledge) has had the option to set the minimum match spacing. Obviously this is an important parameter, however the value used is often not a good one. Many times the people setting up an event seem to choose a conservative value, especially at smaller regionals (which is where it does the most damage). Setting the match spacing incorrectly will cause a terrible schedule, no matter what the algorithm. This one is no different, of course. To really use this algorithm effectively, I think FIRST should decide on a match spacing ahead of time, and dictate it to the regionals. Maybe even put it in ranges (something like, 20-30 teams use match spacing 3, 31-40 teams use 4, 41-50 use 5, etc). I generally don't like hard-coding things, but perhaps make the scoring software automatically choose this number as a default and put the option to change it in a hidden menu or something. To see what I mean, take this new match generation software and plug in 30 teams, 10 rounds, with minimum spacing of 5 (from what I've seen, 5 is a commonly-chosen number for minimum match spacing at many regionals). The resulting schedule is pretty ugly and would still generate a bunch of "the scheduling algorithm sucks!" messages here on CD if it were used at an event. Even 30 teams, 10 rounds, match spacing 4 isn't too great (and would still generate complaints, I'll bet). |
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Yeah - for open communication and requesting input. Great idea!
As with most experiments or trials to validate that the program works one way or another. I would like to see an outcome based on more controlled variables vs. less controlled variables. When evaluating the end result it would be nice to see which variables have the most impact in the outcome. For instance, the variable controlling minimum number of matches between scheduled matches - when varied from 1 through X, may impact the final outcome more than balance between red and blue or # or teams at the event. Based on posts already documented here in this thread, it sounds like those that have played with the code believe it to yield better results than last years algorithem. I like that, alot - but as Dave F. has pointed out, if the event algorithem czar decides to use 5 or 6, instead of 2 or 3, for variable d in the code - at a large sized event vs. a small sized event - will the customer complaints from last year re-surface? I agree that perhaps, strongly suggested values for those variables that may make the biggest difference in a good quality result - should be considered as an alternative, short of hard coding it into the code. Mike |
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If not specified as an option, the program uses two fewer than the best possible value, or if that value is less than one (i.e., fewer than 18 teams at a regional), it chooses 1. So for 30 teams, the default is 30/6-2 = 3. We picked this rule because it seemed to give pretty good results across a broad range of regional configurations, but I wouldn't claim we've tested all reasonable cases. It would be easy to remove the option to set it manually, but that would make it even more important that the default gives good results. We could also allow the option, but enforce a range, for example: teams/6-2 or smaller, with some appropriate minimum. So, please experiment. If there's a default value, or range, that the FRC community and FIRST think is good enough to make mandatory, we'll be happy to make the change. |
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