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index.php |
proposal.php |
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scorer.php |
teamscorer.php |
It's simple: Teams are more fun!
Many, perhaps most, TT clubs run a weekly club tournament with a
drop-in, rating-level-segregated structure. Whoever shows up gets
sorted into a few levels, and everyone plays everyone within their
level. This Round-Robin format is flexible regarding who shows up, it
gives everyone a lot of matches near their level, and players can
experience the benefits of competition, improve their level, and go up
a table. But it's still not nearly as fun as Teams!
Most people love to play on a team.
- You play for each other.
- ... help each other.
- ... feel proud of each other.
- You coach each other, you go out and eat together, you're excited
about everyone's matches, not just your own.
- Teams are a great idea!
But team play arrangements can be inconvenient and unbalanced:
- A missing player breaks up the play sequence.
- Drop-in players are excluded.
- Team members don't get to play with each other.
- Outcomes are too predictable, so team balance becomes a huge
problem.
- Ratings are such a strong predictor of outcomes that when
players are 100 points apart in rating, upsets are only about 1 in 8
(~12%).
- Even with near-perfect balance among teams, most pair-wise
matches, and therefore the team results, are known in advance:
- Boring!
Here is a way to do it right.
Team scoring can easily be added to rating-based round robin tournaments,
in a way that solves the problems and delivers the benefits of team play.
Keep the Drop In League, with its level-sorted round-robin format
accepting whoever shows up to the club that night. Change nothing.
Simply add Team Scoring.
To get a Team Score, simply add up
the rating changes of all the players on the team.
That's all there is to it!
A simple cloud web app would provide needed software support
(based on an information structure IS system).
The app would record team-relevant match results and generates team scores.
Encourage me, and I'll write it!
Why will this work?
- A team with members that won is a team that improved their
ratings that day, and they deserve to win!
- And a team with members
whose ratings fell will lose. That's justice.
- Now you can root for each other: when you win, they win, and when
they win, you win!
- Help each other out, be interested in each other's skills, play for
something bigger than yourself.
- Everyone will improve, and some team will win! (A trophy?!)
Why it doesn't stink:
- No change to the round-robin organization.
- No problem if drop-in players show up; they can play in the round
robin and simply don't get counted in any team's results.
- No problem if a team member is missing. Their rating change is zero,
so it neither hurts nor helps their team. You can't win by not being
there, but you won't lose either.
- No balance problems:
- Players still play within their level on a round-robin table.
- Team members can even play each other; rating changes cancel.
- Results are much harder to predict.
Why it's Grrrreat!:
- All teams are automatically balanced. Everyone is equal in this
system. Anyone, expert or beginner, can improve or deteriorate.
- Teammates win by helping each other get better.
- Good players will talk to new players much more, and take an
interest in them and their skills, instead of just talking to
similar-level players on their same table.
- Teams can win by helping each other to improve, especially
rapidly-improving beginners. Promising new recruits are the
biggest potential asset to a team, if you can get them to join,
play a lot, and improve.
- Parents can even be on the same team as their kids -- and kids
will probably contribute more to the team's success! Perfect!
- The size of an upset is automatically incorporated into the
scoring. An upset between players 200 points apart is a huge
event, and should count more than an upset between players 10 points
apart. Ratings take care of that.
Try it!
This should be very easy, if you are already generating
ratings to run your tournaments.
- Make a list of teams and their members.
- I'll help!
- Generate a table of scores
for each tournament.
- Submit it to a Team Score Generator program
and save/print the output to show everyone.
Copyright © 2000-2005, Thomas
C. Veatch. All rights reserved.
Modified: January 11, 2005
An old
Proposal for a
Ratings-based League
- Schedule: a season of 10 weeks.
- Cost:
- $40 for members, $60 for non-members, which includes gym fee.
- This is the normal gym fee plus ?$10? per player.
- Paid in advance for easy bookkeeping and to motivate regular attendance!
- Team selection:
- pick your own teams of up to 5 players each;
- any unassigned players will be assigned so as to maximize
skill variation within teams.
- Format: weekly round-robin drop-in tournament.
- Non-team-members can also play, paying the regular gym fee.
- Cumulative rating changes is the team score for the tournament.
- Players actually present are sorted by rating and put into
groups.
- A player who won a group the last week will be moved up a group.
- A player who lost a group the last week will be moved down a group.
- Play matches round-robin, all possible pairs, within each group.
- Match is 3 out of 5 games to 11 points.
- If time is tight, do 2 out of 3 games to 11 points.
- Record and enter your results.
- Organizer will:
- calculate rating changes for each player and each match.
- sum up rating changes for team's members, that's the team score.
- Team scores for the week and season are posted the next week
- Ratings: Initial player ratings will be the organizer's best guess, incorporating
USATT and/or other available ratings.
Initial rating guesses will be made on the high side if the data
doesn't justify precision. A meaningfully stable current rating
should be possible by using the last 10 or so matches with league
participants (e.g., 2 or 3 round-robin days, possibly at other clubs).
- Awards: at the end of the season.