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#31
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Re: 9.3.4 Match Seeding Points
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Say that that the score is 8-8 Each alliance gets 8+8*2=24, which is 50% more. In every scenario in which there is an even numbered total score, it is always more beneficial to both teams to split the score evenly. |
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#32
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Re: 9.3.4 Match Seeding Points
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#33
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Re: 9.3.4 Match Seeding Points
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Therefore, if the Blue Alliance recognizes that the Red Alliance's best strategy is to have a Med - High score for both alliances, and will score on the opposing alliances goal if necessary, and visa versa. You have the Nash Equilibrium as far as the game strategy is concerned. If you attempt to have collusion, and have a zero point v score high points scenario, and a team defects, by breaking this agreement (scoring on the opposing alliance to maximize their score, or by accident), then you will now have "Tit-for-Tat" and you could never have that agreement again, since everyone would assume you would cheat again, and would then defect from any agreement you would attempt to make – even if they initially agreed to it. (You might get forgiveness for the first time you “cheated”, but not twice!) Best regards, Steve |
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#34
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Re: 9.3.4 Match Seeding Points
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Reasoning: Given that the shutout collusion ideally has six robots scoring on one side, the bottleneck will likely be the return of balls to the field. If an arranged tie takes place, you can score in both sides and will therefore be able to generate higher output due to approximately double capacity to return balls to the field. |
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#35
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Re: 9.3.4 Match Seeding Points
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#36
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Re: 9.3.4 Match Seeding Points
So basically, if you can trust your opponent enough and you have enough skill to go for the tie its the most benefical for both teams
If have very little chance against a team its better to help them score and if your ahead by more than 15 points you should be helping other team score. Sounds like a plan.(Sarcasm) This system is definatly unique, but its feasibilty is in question in my mind. |
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#37
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Re: 9.3.4 Match Seeding Points
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#38
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Re: 9.3.4 Match Seeding Points
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#39
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Re: 9.3.4 Match Seeding Points
The game described in the patent is indeed Stack Attack (FRC 2003). Dean filed the patent application in 2004 and it was issued in 2009.
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#40
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Re: 9.3.4 Match Seeding Points
Does anyone else (who's been in FIRST long enough to remember) have a very uneasy presence of the ghost of 2003?
Do a search on the word "collusion" to see the very heated arguments over what people did back in the day to seed better. I can't believe FIRST would want to invite that kind of ugliness back again |
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#41
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Re: 9.3.4 Match Seeding Points
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From a scouting perspective, that pretty much tells me almost nothing about the robost. Sure, I can see that it's scoring, but I can't see how well the driver reacts under the pressure of a defender. I can't see how well the bot in the middle of the field is at tracking down balls and avoiding the other or causing the other to lose a ball. I can't see if the defensive bot is good at its job. The only thing it really tells me is whether the human player with the trident is fast or not. Sure, the intentional tie doesn't really either, but I think it'd be a lot less boring to watch. Not to mention then I can at least see both alliances' human players in action. |
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#42
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Re: 9.3.4 Match Seeding Points
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Last edited by StephLee : 09-01-2010 at 20:14. |
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#43
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Re: 9.3.4 Match Seeding Points
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Say team X is on the red alliance and team Y isn't playing. Team Y is done playing matches and has 100 seeding points. Team X has one match remaining and has 80 seeding points. In a competitive match, the red alliance might win 6-5 and get 16 seeding points (not enough for Team X to catch Team Y). In a colluded match, the red alliance might win 21-0, and Team X could pass Team Y. Or they could attempt to tie 7-7 and earn 21 seeding points for both alliances, in which case Team X passes Team Y as well. |
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#44
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Re: 9.3.4 Match Seeding Points
The big risk however to an "intentional" tie agreement (and I still see that there is a lot of risk that someone would also cheat) is that due to the shear magnitude of penalties that are possible, you would have to have an intentional tie, with absolutely no penalties. How many times have we seen matches that appeared to go one way, to only after the penalties were assessed, the match went to the other alliance. Many of the penalties - case in point "Overdrive" - were not obvious to the team/alliance at the time because they couldn't tell that had even violated a rule due to limited vision what the robot was doing on the far side of the track.
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#45
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Re: 9.3.4 Match Seeding Points
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Last edited by kirtar : 09-01-2010 at 20:24. |
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