Standard Playoffs vs. Round Robin vs. Double Elimination

Hi,
I know there’s a separate post about thoughts on the Double Elimination format following Chezy Champs, but given the fact we (Orbit) just got a chance to compete in both Chezy and the Israeli Offseason – where we ran a 6 alliance (4 teams each) Round Robin format on a 33 team event, I thought I would share our observations/feelings and do a comprehensive comparison in hopes of maybe sparking a conversation about it being one more (possibly better) option for all competitions and not only Einstein.

I know FIRST hasn’t even put this option on the table at this point, but I believe it is truly worth talking about as a very viable option and that FIRST becomes more and more attentive to the community in recent years, so it’s worth the shot.

In order to focus the discussion and make a “quality” comparison between the various options, I went through the post on DE and most of my points will refer to the things that were raised there along with a few points of my own.
I will note that is for the Israeli offseason we elected to go with a pick order of: 1-6,6-1,6-1 and we ‘forced’ each alliance to include each of the 4 teams on their alliance in at least 2 RR matches + at least 1 of the 2 first finals matches for the finalist alliances – I will make the comparisons to this exact format based on the assumption that playoffs on all events except championship include 24 teams.

  • Event length and predictability:
    Standard – 14-21 matches, 8 of which are known matchups and the rest are dependent on results. 2-4 required field timeouts (back-to-back matches).
    DE – 15-16 matches, 4 of which are known matchups and the rest are dependent on results. 4-5 required field timeouts.
    RR – 17-18 matches, 15 of which are known matchups and the finals are dependent on results. 2-3 required field timeouts.

  • Number of matches per team:
    Standard – 8 x 3 team alliances:
    12 robots are playing 2-3 times, 6 robots are playing 4-6 times, 6 robots are playing 6-9 times
    (2.33-3.5 average matches per team).
    DE - 8 x 3 team alliances:
    I got somewhat confused trying to analyze it, in general – 6 robots are playing 2 times, 6 are playing 3 times and there are some variations for what happens with the remaining 12 robots depending on results
    (2.5-2.67 average matches per team).
    RR – 6 x 4 team alliances:
    6 robots are playing 2 times, 6 robots are playing 3 times, 6 robots are playing 5 times.
    For finals – 2 robots will be playing 1 more match, 2 more will be playing 1-2 more matches and 4 will be playing 2-3 more matches
    (2.83-3 average matches per team).
    this is all based on the assumption that the 1st and 2nd pick are playing all matches which could change.

  • Red card severity / margin of error / robot reliability issues:
    Standard – you’re ‘allowed’ to lose once in each round without it causing you to be eliminated. If any of the robots on the alliance suffers reliability issues, your backup is ‘randomly’ selected and effectively eliminates the broken partner from the event.
    DE – the first lose eliminates you from the Winners Bracket and makes it so every matchup from then on is do or die, the second lose causes elimination. If any of the robots on the alliance suffers reliability issues, your backup is ‘randomly’ selected and effectively eliminates the broken partner from the event.
    RR – each lose badly effects your likelihood of qualifying for finals, but in most Einstein cases to this day at least one of the 2 finalists was 3-2. You have a 4-team alliance, so if you plan your matches smartly you should be able to work around most robot reliability issues and give teams enough time to fix them if they skip a match.

  • Matchup difficulty for each alliance:
    Standard – alliances 6-8 have a very low probability of making it out of quarter finals and ever playing a theoretically equal opponent (even the #3 vs #6 matchup is pretty lopsided since the 1st and 2nd picks for alliance #3 are the 5th+6th best in the event, while the #6 are 11th+12th). The only way for an underdog alliance (#5-#8) to encounter a favorable matchup is if both of them surprised a favorite alliance (#1-#4) on the same side of the bracket.
    DE – apart from alliances #7 and #8, each alliance will be favorite in at least one of their matchups (unless they surprised their rivals in the first round), and even those two alliances will have a much more reasonable matchup in the first Lower Bracket game.
    RR – each alliance will be a favorite in 6-x of their RR matches (where x is their alliance number).

  • # of teams that stay relevant for each stage:
    Standard – for each round half of the field is getting eliminated, so all 8 alliances for quarter finals, then 4 alliances for semis.
    DE – for the first 2 round all teams are still in play, for the 3rd round 6 alliances remain, for the 4th there are 4 remaining and for the 5th there are 3 remaining.
    RR – for the entirety of the RR phase all 6 alliances are still in play and are relevant to the outcome of the competition even if they have effectively been eliminated.
    Finals are the same for each format – 2 alliances remain (except for the fact that in RR those 2 constitute of 8 teams instead of 6)

  • The ability to quantify you’re results:
    Standard – I made it to quarter finals / semis / finals.
    DE – I made it to round number 1-5 / finals (you could in theory place yourself more precisely according to which round you were able to get to but it is generally confusing and unmarketable).
    RR – there’s a clear rank for each of the 6 alliances at the end of the competition.

  • Strategic diversity/flexibility:
    Standard – you have at least 2 chances to figure out an opponent in each round of playoffs.
    DE – apart from cases in which there’s a LB rematch of an WB matchup, there’s no opportunity to ‘solve’ an opponent. On the other hand, there’s a diversity in the matchups so you have a chance to try different things versus different opponents or give a certain strategy another shot against a different opponent.
    RR – Apart from finals there’s no rematch of any matchup. On the other hand, each matchup is different and coupled with the fact you have a 4-team alliance there’s lots of creativity to be included.

  • Match density and its relation to your results:
    Standard – the more you win you better your chances of having more rest between each of your matchups (in case other matchups go 3 matches).
    In general the density is relatively equal for everybody – 3 game rest between each of your first two QF matches and less than that on the third depending on the number of match 3’s, 1 game rest between each of the first two SF matchups and either 0 or 1 before a 3rd game if needed.
    DE – the more you win the further apart your matches are. If you fall to the LB there’s little time to react and prepare between each of your matchups, there’s no real way of quantifying the density since it’s extremely dynamic and dependent on results.
    RR – entirely predictable = your alliance plays every 3rd match in average and never a back-to-back.

  • Average alliance quality:
    Standard + DE – you get 8 alliances made up of the following theoretical robot quality:
    Alliance 1: 1+2+24
    Alliance 2: 3+4+23
    Alliance 3: 5+6+22
    Alliance 4: 7+8+21
    Alliance 5: 9+10+20
    Alliance 6: 11+12+19
    Alliance 7: 13+14+18
    Alliance 8: 15+16+17
    RR - you get 6 alliances made up of the following theoretical robot quality:
    Alliance 1: 1+2+18+24
    Alliance 2: 3+4+17+23
    Alliance 3: 5+6+16+22
    Alliance 4: 7+8+15+21
    Alliance 5: 9+10+14+20
    Alliance 6: 11+12+13+19
    ** There’s an interesting dynamic where the #5 and #6 alliances’ first 3 robots are of pretty similar quality and in deeper competitions these alliances could be very solid with 3 mid-high level scorers that might be able to outplay some of the higher ranks in my opinion.

  • Viewers experience – in event and on live streams:
    Standard – pretty straight forward, the only thing you need to get a grasp on is who’s initially playing who and which side of the bracket each alliance is on. It’s also easy for the viewers to perceive how far each alliance got.
    DE – maybe it’s the lack of familiarity and a habit that hasn’t been built in my brain yet, but to me it felt pretty chaotic, even if you understood the structure of the table, the number of possible variations and the order of the games are confusing and it creates a lack of clarity regarding the degree of success each participating alliance had - different alliances can end up with the same record but with a theoretically different level of achievement (see alliances 3 and 4 in Chezy Champs).
    RR – the whole match layout is known the second the alliance selection is finished, the only thing that could get confusing is the placement table – you have to understand the tiebreakers and the remaining matchups each team has to be able to predict their expected final placement.
    There is also a direct correlation between the number of wins and accomplished tasks within the matches and an alliance’s placement.

  • Weight of different matches between two specific alliances:
    Standard + RR - each game has the same weight to it and the direct record between two alliances will decide who will go how far (if you ask me that should be the first tie breaker in the RR format).
    DE - there’s something odd to me about the fact that you can end the competition in a 1-1 draw with another alliance and have one qualify further than the other (see alliances #2 and #3 in Chezy Champs).

  • Number of wins required to win the event:
    Standard – 6 wins.
    DE – 5 wins if you were on the WB until round 4 at least and 6 if you fell to the LB before that.
    RR – 5-7 wins depending on the alliance’s RR record.

  • District point system:
    Standard – the method is well known at this point, could maybe use some improvement, but by and large it’s quite clear and logical.
    DE - I suppose it is possible to do something similar to the standard one where you get a score depending on the number of victories and the stage you reached, but there is something a little confusing and challenging in the fact that if you go through 2 stages in WB, fewer victories are required to qualify for the finals and then you have to give a different score to the victories in these stages.
    RR - if alliances consist of 4 teams, it is possible to give a score for each victory in which a robot was present on the field + a bonus depending on the position of the alliance at the end of the RR stage and add to that the score in the finals, similar to the standard today.
    ** BTW – if I recall correctly, the reward for passing stages today in the standard playoffs is 5 points for each victory, but you only get those accumulated as 10 if you qualify for next round and otherwise you get zero, I don’t understand why not give those 5 points to the alliances that lost 2-1 to reward them for being competitive and achieving the forementioned victory.

  • World championship qualification criteria:
    Regionals:
    Standard + DE - the method is known, again – it may require improvement but it is known.
    RR - if the alliances consist of 4 teams, you have to give some kind of alternative solution other than just give all 4 of them a ticket – unless the 4th replaces one of the awards ones – RAS/EI/CA (which I can’t say I’m entirely against given the fact that I think the program could be leaning more towards the competitive aspect).
    Districts:
    Standard + DE - the method is known.
    RR – I think in DCMPs there shouldn’t be a problem with allocating one more of the tickets to the 4th winner.

The post is already super long as is but I would conclude by saying that in our personal experience the format of playoffs we held in the Israeli offseason of RR with 6 x 4 team alliances and the obligation of have all four teams participate in at least 2 matches + 1 in the finals, felt to me like one of the most flowing and pleasant experiences we experienced as a team to this day, and even if an alliance was down 0-4 going into their last match in the RR stage, I think they had something to play for in order to get the one victory and maybe improve their position to fifth. All the way to the end of the competition, there were 24 active and energetic pits and the whole crowd was involved in the action to the last moment, because even if the chances of some of them qualifying for finals are really slim, they still could have significant effect on the overall result.

Yes, there was less of a ‘sword hanging over your head’ feeling which is good in some aspects and bad in others, but at least to us the DE format felt messy and confusing and the fact that you can have a 1-1 draw with an alliance and have their victory over you be ‘stronger’ than yours over them leaves a bit of a bitter/confusing taste.

Finally, I will say that the fact that the RR format can allow the existence of 4-robot alliances even in small competitions creates a much less stressful feeling during playoffs, and the requirement to include everyone resulted in all 4 teams being very involved in all the games (even the ones they weren’t participating in) and in the strategic discussions - at a level we never felt in any competition we were in that included 4 team alliances.

I would first of all be happy if more Israeli teams would comment here on their experience and the feeling of the RR format as we held it in the Israeli offseason, to see if they share our feelings, and make this post a place to discuss the best option and have a flood of ideas on how to solve the gaps that exist in each of the formats compared to others. And of course, to hear additional opinions and also from those who may have tried to follow from a distance using the stream (although I know it was not perfect and it is difficult to follow for those who don’t speak Hebrew).

I’m sure there are things I might be missing that could make things a little more difficult with the RR format, but at least for now the advantages we’ve seen seem to greatly outweigh the small drawbacks, so for us the order of preference after experiencing all 3 formats is: RR>standard>DE.

Sorry for the super long post,
Tom – Orbit #1690

27 Likes

I think the main disadvantage of the RR is that some of the rounds don’t impact the final results, or make an impact for only 1 of the alliances in this match.
The main disadvantage of the standard playoffs is that some alliances are “screwed” like alliance 8 that has a very little chance to advance to the 2nd round. another disadvantage is that some captains can decline an invatation of another alliance because of the system, for example alliance 6 who refuses to alliance 5 so they have a better chance to reach the finals and not face alliance 1 in the semi finals.
The main disadvantage of the DE system is that better alliances can have bad luck or some problems in 1 match and getting drag down hard, additionaly it is harder for the audience to understand what is happening.

Another idea for the playoffs can be a group system:
After the alliance selections, alliances 1,4,5,8 and alliances 2,3,6,7 will form 2 groups, when each group will be played like a mini round robin (6 matches in each group) and in the end of the phase the winner of each group will advance to the semi finals to play against the runner up of the other group, the 3rd and 4th places will be eliminated. I think this system will take the advantages of the round robin but will narrow the big disadvantage that some of the matches don’t matter.
The groups can also be formed in different ways (1,3,6,8 and 2,4,5,7 for example)

1 Like

Hi,
I am Jonathan from 7112-EverGreen.
From my experience in the FRC the best method to me (although I was not participating in some of them but judged them).
I was the most satisfied by the RR method, most of the time me and my team competed we barely passed the quarter finals because we were every time in the 8th alliance (we got only once to the finals and that’s it) and that’s was it to us in almost every competition, pretty sad to us.
From the perspective of a viewer it was easier to me to watch the RR method and not the Cheezy champs one, and more understandable.
I would be happy if the RR was used in every competition as it really make more teams to enjoy and work more for the success, and it’s more exciting to watch.

Our team has played on the Einstein round robin, and we used round robin for the 2019 off-season we co-hosted. RR has advantages, but it’s not my favourite. Matches often feel redundant, and the stakes aren’t as urgent, so I tend to get bored.

In an elimination bracket (single or double), every round has to be fought to progress. So it tells a much more exciting “story”.

22 Likes

This is the most insightful analysis of the different formats available for a competition that I have seen. It has relevant data while focussing on the user experience.

I had been thinking about making a post related to how the different formats would affect the time constraints of an event. I have to work tomorrow…

I vote for the Round Robin (RR) approach.

3 Likes

I disagree with the round robin approach. Any format that can result in alliances not having the mathematical possibility to advance during every match is problematic especially when it comes to determining fates of other alliances. Other 2 formats are much better.

14 Likes

I do agree that is a big deterring factor to consider. If you ask me, for district it still makes more sense since lower seeded alliances will have a better chance at accumulating district points (assuming those are awarded based on individual wins - as well as final positioning) so everyone has a really good reason to fight for each match regardless of whether or not they are likely to advance.
For regionals I think some creative solution is required if anything similar to the RR format is played, to address both the way championship tickets are awarded and the situation you are referring to - I don’t have any good solution for it at the moment, but that’s what this post is for…

As I mentioned in my initial post, I’m hoping for ideas that could help solve some of the problems outlined there, for example - one that I just thought about for the DE is that in case there’s a LB rematch on a WB matchup - it becomes a Bo3 (where the winner of the first matchup leads 1-0) to give equal value to each of the matches between the two alliances (I think it could only happen once or twice throughout the event so it shouldn’t add more than 2 matches to the schedule at most).

5 Likes

I support Round Robin, because I think I should have the freedom to mess with alliances I don’t like. Oooo you were rude to my driver? Enjoy finishing in 3rd place after I pick a bad strategy for my match against Alliance 4.

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That happened yesterday at the MRI offseason event. 4 alliance playoffs in a DE bracket. 1 lost to 4 (due to a red card), then after 4 lost to 3 we had 1v4 again, this time with 1 winning. FWIW, as a spectator with no stake in the outcome, I thought the results were just fine, without really feeling a need for a third match between them.

While I get the desire for a third tiebreaker match in that scenario, given the historic playoff structure FIRST has used, I think the DE bracket provides a different set of expectations going in that really works to mute that desire. When everyone in the arena knows what the results of the match are going to mean, then it’s easy enough to go with it.

2 Likes

Round Robin in districts seems ideal. People are worried about matchups not mattering, but every round Robin match could be worth 3-5 district points. It allows much more differentiation especially for alliances that would have bowed out in the semis. Give a nice bump for alliances that make it out of RR.

2 Likes

Round Robin seemed really great at the couple offseasons I’ve been to that used it, with the distribution of “power levels” meaning that every alliance seemed like they had a chance, and with offseasons’ general focus of “getting more play time”. I’m not convinced that that necessarily means that it’d also work well for “regular” district or regional events, but I’m certainly not opposed to it getting tried out more.

One thing I might add to this analysis (which is certainly helpful bringing up all the points it does!) is that how Round Robin “feels” can be highly dependent on what the tiebreakers for it are. And that in turn might highly depend on the game and how it’s scored. In general, just having tiebreakers that are “offensive points” in general (whether it’s along the lines of total match score or it’s success at some more specific objective) is that it will tend to skew the playoff strategies more toward scoring points and less toward playing defense. Some people may prefer playoffs working that way, but others might not.

2 Likes

The biggest concern I have with rr is the weird dynamics that can arise in later matches. A 6 team Round Robin will have on the order of 3 matches (rough estimate) in which at least one alliance doesn’t have a primary need to win, either because they are already “locked in” or “locked out” of the finals, or because all they need to advance is to achieve some threshold for the second/third order sort. This dynamic has strong potential to create some really bizarre looking matches from the spectator side that I believe is bad for competitive integrity. District points could help a bit with the case of “locked out” alliances by causing them to still have something to play for, but it doesn’t do anything for the “locked in” teams or teams that just need to achieve a 2nd/3rd order sort threshold.

Imo Double Elim > RR > Single Elim

16 Likes

I agree that the standard playoffs arent perfect, but the other two scare me with some concerns.

Double Elim: my main worry in DE is what happens when a robot breaks down. In standard, if you lose a match because a robot broke down, its okay, you have 1/2 other matches that affect your advancement. The challenge then goes to your Pit crew, and whether it can be fixed or not. In DE, if your robot breaks down, your advancement is immediately effected. Maybe the general consensus is that this is okay, but Im not sure how I feel about it yet.

Round Robin: I also worry about the competitiveness of playoffs in the later matches. I think the district points could potentially help make drive teams fight harder to win (although this solution doesnt solve round robin in regionals), but I do worry from an audience point of view if that matters to a team. Even if you know youre trying for points, while sitting in the stands watching RR, it’s gotta feel pretty demotivating to know your just fighting for points to later events. I feel like playoffs/elims should be fun for the fans to watch as well, and removing that suspense I know would do it for me, but that could just be a me thing.

In the end, I would to experience both of these styles, im just not sure if they really solve the problems in Standard, or if they just shift them to another issue.

Thank you Tom for the deep analysis.
From the teams point of view the RR looks better then the standard system, the RR enables low rank teams to participate in the finals, while the good teams won’t fall out because of a bed game or small robot reliability issues.
The DE mathod looks as high heartbeat for teams and outside viewers.
I suggest to use the RR for 1-2 seasons and do pro-con analysis after all world teams will have an actual play experience with this method.

I don’t like the idea of round robin in events simply because of the 4 robot alliances. realistically speaking, especially in district events with very shallow robot pools, 4 robot alliances are going to functionally be 3 robot alliances in eliminations meaning 6 robots won’t get to experience eliminations as a contributing alliance member

1 Like

Something we always had to do when I did FTC (and this was 5 years ago, maybe its changed), but you were required to play each team a certain amount of times. While i dont think its as perfect as having 8 alliances, it would be a pretty good solution for that.

i guess my main concern with that is that especially district events that would give low seeded alliances a huge disadvantage as they basically wouldn’t have any of the advantages of snake draft for half their matches

1 Like

First off, there was a lot of discussion on this topic in another recent thread:

Some additional uncollected thoughts I have on this topic:

  • Round Robin is a terrific format for off-season events that have a primary goal of getting teams more time to play with their robots. It does wonders at this job, and its downsides aren’t a pronounced at events in which the standings have no carry-over effect on the rest of a team’s season
  • Round Robins need quality FMS, MC, & GA support to tell the narrative and stakes of matches as the format unfolds. With no native FMS support for showing RR standings right now, it can be a bit of a nightmare trying to communicate to the audience what the stakes of any given match is.
  • Round Robin alliances also need a better way of addressing them than “Alliance 1,” “Alliance 2,” and so on. Einstein solves this by using the division names. But in a typical regional/district/off-season, you can quickly get into “Our 4th ranked Alliance 2 in red” situations, which is just confusing to everyone.
  • If we’re truly opening it up to alternatives formats - there are plenty of others that can be considered. Heats (most similar to the 2015 quarters/semis), Swiss (Hatboro HAVOC is experimenting this format on October 22), Compass Draw, Triple Elimination, Round Robin & Single Elimination Hybrids, and (perhaps my favorite) Double & Single Elimination Hybrids.
  • Technically speaking, the Round Robin format used on Einstein and generally discussed on FRC is actually a hybrid of Round Robin and a Bo3 finals. I think this is an interesting implicit admission of the shortcomings of the RR format, as while it’s viewed as good enough to sort the alliances to determine the finalists, organizers don’t want to simply use the RR standings to crown a winner.
  • That also mirrors how Round Robins are used for an initial field slimming at the FIFA world cup & various Olympic team sports, before allowing a single elimination bracket to take over afterwards. Tie-breakers and dead matches are acceptable early in the tournament structures, but not later on as it approaches crowning an ultimate winner.
4 Likes

Here is what I dislike about RR for regionals/districts compared to the standard playoff structure.

  1. Not as exciting / doesn’t build toward the finals. For the standard system, the excitement builds with each match or round. The matches feature better alliances with more on the line as you move from quarterfinals, semifinals and finals. With RR is the opposite. The last round often features matches with at least one alliance with nothing to play for and sometimes both alliance are playing in a glorified practice match.

  2. Tiebreakers. Since Einstein switched to RR, tiebreakers were needed over 50% of the time. Tiebreakers are just awkward. It’s awkward to beat an alliance, have the same amount of wins as them and not advance due to not maximizing one type of points. It’s awkward when alliances only need to score X number of auto or end game points to advance and don’t need to care about a win. Even for the teams it’s confusing to keep track of all the tiebreaking scenarios and probably nearly impossible for the average spectator.

  3. Too many boring or uncompetitive matches. Every event is different but I feel most events have 2-3 competitive alliances and 2-3 really uncompetitive alliance that don’t have much of a shot. I think after 3 rounds you probably know which 2 or 3 alliances will be in the finals so when matches feature the other teams it’s inherently less exciting.

I think the 1st and 3rd point will make RR for regionals/districts too tedious too often. The 4th and 5th rounds will feature too many uncompetitive or matches with no stakes. I fear the going through the motions to complete these matches will remove too much excitment and energy for the finals.

I think RR is fine for Einstein where all 6 alliances are often competitive (or at least have world class robots) and offseasons which already have less stakes and excitement and there is more value in giving all teams more matches.

8 Likes

I guess that matter more for regionals maybe, (not sure) but as an alliance who’s already out, you should still have motivation to get RPs, no? Your chance of making it to finals might be gone, but your position at the even isn’t set.