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Re: 9.3.4 Match Seeding Points
Lets look at a hypothetical match:
Say winning team "W" scores 6 points and gets a 3 point penalty. Losing team "L" has a final score of 1. This would mean that W gets 5 seeding points (3W + 2x1L). L would get 6 seeding points (W's points without penalies). This means that a team will have to be very aware of the score during the match. I find it a litte odd that this kind of scenario could happen. My $0.02 |
Re: 9.3.4 Match Seeding Points
Like alot of people I am still very confused with this seeding system, to me it looks like 'collusion' will be rampent and the winning team will be determined by a coin flip at the beginning of the match between the two alliances. Here's my logic:
Teams will be ordered first by seeding score. then the cooperation bonus is the tie braker. Therefore teams want the highest seeding score, making it far more important then the cooperation bonus. I would much rather loose a match help the other alliance and get double the seeding score then compete and get the cooperation bonus that only counts as a tie braker. here are the applicable rules: Quote:
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6 teams scoring for RED: RED 20 points BLUE 0 points therefore the seeding points are: RED 20 seeding points BLUE 20 seeding points Coopertition bonus would be: RED 2*0 = 0 BLUE 0 In my interpretation the Coopertition bonus is totally separate from the seeding points, it says nothing about adding the Coopertition bonus to seeding score in the rules. This is where I think I may be wrong, someone please correct me if so. the two alliances compete: RED 10 BLUE 7 Seeding points: RED 10 BLUE 10 Coopertition bonus: RED 2*7 = 14 BLUE 0 To me with my interpretation I dont see a situation where teams would actually want to compete against one another... I'm not even going to get into the situation where the loosing teams actually receives more seeding points due to penalties on the winning team. I am confused and don't see how this seeding system makes any logical sense, what am I missing? :confused: |
Re: 9.3.4 Match Seeding Points
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Re: 9.3.4 Match Seeding Points
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9.3.7 should really read something like this to make it more clear: "The total number of seeding points and CoopertitionTM Bonus points earned by a TEAM throughout their qualification matches will be their seeding score." I got confused when they didn't reference Coopertition Bonus points when describing the seeding score. |
Re: 9.3.4 Match Seeding Points
The Coopertition(tm) Bonus has units - seeding points. The points earned by Coopertition are added into your total. Coopertition bonus points are also used - separately - as a tiebreaker.
Penalties are a double whammy this year, so don't do things to get penalized. You lose seeding points, and then you could also lose the match meaning you don't get any bonus. |
Re: 9.3.4 Match Seeding Points
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However, the 0-alliance is allowed to have 2 robots blocking their own goals. They can also forcibly score on the other alliance's goals, which the winning alliance has no incentive to block. Quote:
If u is 0, then the winning alliance gets n-p seeding points, and the losing team gets n seeding points. I don't see how the losing team has any benefit to scoring higher in a tie; only the winning alliance does. You could say it increases their chance of winning, but that's not what we're talking about. Quote:
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I never got to get my post back; I don't know why - it said the post was moderated and it never showed up. Here's the gist of what I was saying: Some would say that this will encourage a lot of colluding. But who do they think will be colluding - two alliances? Hardly. The only collusion that will happen if this strategy is employed is between the teams on one alliance planning to score 0. What is the incentive for the other alliance (the alliance who stands to win the Coopertition bonus) to collude with the losing alliance? If they don't, then they get the Coopertition bonus. Intuitively, though I may think otherwise, it seems that most players view this strategy as counter to GP or the spirit of the rules / FIRST. This would be an additional disincentive to use this strategy. Quote:
Only in a tie, though. That's an edge case. And it still doesn't apply retroactively to this strategy. If alliance L gets 0 points, then alliance W gets 8 points for their seeding score. Alliance L also gets 8 points. Primia facie, this seems to be a loss relative to other teams that are playing other matches. However, the previous case is only in the case of a tie. If the previous scenario had a much more likely difference in score, then the points become unbalanced: Say alliance L gets 6 points, and alliance W gets 8 points. W wins, netting 11 seeding points. L gains 8 seeding points. This is much more likely than 8-8; consider last year's game. FIRST data shows that at an average regional (picked one at random: New York City Regional 2009) there was only 1 tie. That's hardly enough to offset the median or mean ranking score with this new system. Even when counting for the fact that the range and standard deviation were both higher, the number of ties will still be significantly low enough. Another important fact is being glossed over: the number of balls is doubled when one team is playing to score 0. If they are constantly fighting for each ball, then of course they'd only get 8. That means that 4 balls total were recycled. This number would be quite higher - perhaps 12 or more (speculative) - increasing the total ball count. This would, I think, overcome the incentive to work for a coopertition bonus. |
Re: 9.3.4 Match Seeding Points
In case anyone missed it, here is the new algorithm run against last year's championship divisions.
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Re: 9.3.4 Match Seeding Points
This section has been clarified in Team Update #1:
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Re: 9.3.4 Match Seeding Points
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However, the 0-alliance is allowed to have 2 robots blocking their own goals. They can also forcibly score on the other alliance's goals, which the winning alliance has no incentive to block. Quote:
If u is 0, then the winning alliance gets n-p seeding points, and the losing team gets n seeding points. I don't see how the losing team has any benefit to scoring higher in a tie; only the winning alliance does. You could say it increases their chance of winning, but that's not what we're talking about. Quote:
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I never got to get my post back; I don't know why - it said the post was moderated and it never showed up. Here's the gist of what I was saying: Some would say that this will encourage a lot of colluding. But who do they think will be colluding - two alliances? Hardly. The only collusion that will happen if this strategy is employed is between the teams on one alliance planning to score 0. What is the incentive for the other alliance (the alliance who stands to win the Coopertition bonus) to collude with the losing alliance? If they don't, then they get the Coopertition bonus. Intuitively, though I may think otherwise, it seems that most players view this strategy as counter to GP or the spirit of the rules / FIRST. This would be an additional disincentive to use this strategy. Quote:
Only in a tie, though. That's an edge case. And it still doesn't apply retroactively to this strategy. If alliance L gets 0 points, then alliance W gets 8 points for their seeding score. Alliance L also gets 8 points. Primia facie, this seems to be a loss relative to other teams that are playing other matches. However, the previous case is only in the case of a tie. If the previous scenario had a much more likely difference in score, then the points become unbalanced: Say alliance L gets 6 points, and alliance W gets 8 points. W wins, netting 11 seeding points. L gains 8 seeding points. This is much more likely than 8-8; consider last year's game. FIRST data shows that at an average regional (picked one at random: New York City Regional 2009) there was only 1 tie. That's hardly enough to offset the median or mean ranking score with this new system. Even when counting for the fact that the range and standard deviation were both higher, the number of ties will still be significantly low enough. Another important fact is being glossed over: the number of balls is doubled when one team is playing to score 0. If they are constantly fighting for each ball, then of course they'd only get 8. That means that 4 balls total were recycled. This number would be quite higher - perhaps 12 or more (speculative) - increasing the total ball count. This would, I think, overcome the incentive to work for a coopertition bonus. |
Re: 9.3.4 Match Seeding Points
So maybe I'm wrong, but is this how rank is determined?
1) w/l/t 2) seeding points 3) coopertition points Am I missing some steps? |
Re: 9.3.4 Match Seeding Points
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Re: 9.3.4 Match Seeding Points
I must admit, I'm a little leery of this seeding system, due to the many strange scenarios that immediately come to mind, or have been described in this thread.
What I'm trying to do, though, is stay focused on my team's goals. Besides learning, having fun, sense of accomplishment, etc, when we go to a competition, we want to win. It would be strange if we didn't. But would we really feel good about winning, if it was because we came up with the best strategy to manipulate the scoring system? That would be a strange accomplishment. I think I would advise my students to just play the game as best we can, keeping in mind the seeding system in that offense is more productive than defense, and you shouldn't blank the other alliance, and leave it at that. Maybe at the competitions, the top 8 alliance captains will be made up of those who are best at "working" the seeding system, and then their alliance partners will be the ones who are best at playing the game! |
Re: 9.3.4 Match Seeding Points
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2 alliances decide to work together to attain higher seeding. Both are capable of 10 scores without defense: In a '0 to x' game scenario -- each will score 10 points for a total of 20 to 0. each will get 20 {winners score (20) + 2x coopertition score(0)} seeding points and 0 coopertition points. In the 'tie game' scenario -- each will score 10 points for a 10 to 10 tie. Each will get 30 {their own score (10) + 2x coopertition score (20)} seeding points and 10 coopertition points for the tiebreaker. I see this happening early in the regionals as teams jocky for seeding points ann I see it breaking down as teams get closer to the elimination rounds and need to 'remove' potential opponents from the elimination rounds (at least as team captains). Again, because of the changing structure of seeding, teams strategy will shift forcing each team to re-evaluate each strategy (and thus the Nash Equilibrium) before each match. |
Re: 9.3.4 Match Seeding Points
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If you even read the entire topic, you would see that I am arguing that if you are organizing with the other alliance to maximize your seeding points, that a tie requires far fewer points to be scored than a shutout. In a tie, you receive 50% more seeding points than if you were score all of them in one goal. In addition, 2/3 of these seeding points are in the coopertition bonus, which is the first tiebreaker (and the last before random as well). I'm not even sure what you're even saying in your first paragraph because it is unclear. However, I am able to tell that you completely misinterpreted my entire statement. My statement is that in pure theory, if the alliances worked to score a tie (in which case scoring output would still be doubled) you will always receive 50% more than a shutout. I included a proof above to show why this is the case. As for why I put down 8-8, it is because it was an arbitrary value. I could have easily said that a score could be 12-12 or even 10000-10000 because it does not change the fundamental relationship |
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