5. For division II and below, after 7 Swiss-system-like matches, teams will be divided into 16 groups by ranking, with the top 1/16 in the first group, the next 1/16 in the second group, and so on.
Within each group, 6 more Swiss-system-like matches will be played to determine the final rankings within the group.
- Keep record.
- The cash prize is the same as in the first stage. (open to discussion)
- If the number of teams in a group is odd, then add the next highest-ranked team.
For example, 4072/16*1=254.5 , the first group is round(254.5)+1=256 teams, the second group is round(4072/16*2)-256+1 = 254 teams.
- After 7 matches and being divided into 16 groups, you can know roughly where your team stands in terms of strength within the same division globally.
It improves (1), too.
- As the number of teams increases, the issue in (2) might worsen, but at least in the second stage, we divide them into 16 groups based on their performance.
6. For division I, after 7 Swiss-system matches, top 64 teams advance to 64 Team Seeded Single Elimination and Placement Matches instead of just 64 Team Seeded Single Elimination.
The remaining teams will be divided into 13 groups by ranking, with the top 1/13 in the second group, the next 1/13 in the third group, and so on.
Within each group, 6 more Swiss-system matches will be played to determine the final rankings within the group.
- For top 64, the cash prize after one loss is open to discussion.
- Keep record and match history for the remaining teams.
- For the remaining teams, the cash prize is the same as in the first stage. (open to discussion)
- If the number of teams in a group is odd, then add the next highest-ranked team.
- Set a minimum number of teams per group, such as 26. If the number of teams is too few, reduce the number of groups.
- The part where teams are divided into 13 groups is the same as Division II and below; it improves (1).
7. For division II and below, use the Random2 from the paper below and allow for repeated matches against the same opponents, instead of using the Swiss system.
Führlich, Pascal, Ágnes Cseh, and Pascal Lenzner. "Improving ranking quality and fairness in Swiss-system chess tournaments." Proceedings of the 23rd ACM Conference on Economics and Computation. 2022.
https://arxiv.org/html/2112.10522v2- Random2: Every player from the top half of her score group is paired against a random player from the bottom half of her score group.
- To avoid high computational workload, repeated matches are allowed.
- The algorithm roughly looks like this:
(323515.4)8. In the first round, opponents are determined using Random2 based on world rankings or points.
- The current first round doesn't seem to be determined by world rankings using the Dutch system; it looks more like it's random.
9. After 13 rounds, for sorting teams with the same number of wins, consider whether to continue using the point differential or to use a separate Glicko-2 rating that only considers B3 and BBM.
- If using separate Glicko-2 rating, set the rating period to one season of 13 matches.
(The document says, "The Glicko-2 system works best when the number of games in a rating period is moderate to large, say an average of at least 10-15 games per player in a rating period.")
- If using a separate Glicko-2 rating, then within BBM, replace the world ranking with the separate Glicko-2 rating.
- This will determine the order for the extra promotion spot when teams in the same group have the same number of wins.
10. Whether to allow newly signed-up teams to join BBM midway can be discussed.
- If allowed, it would also involve the need to remove certain computer teams.
p.s. I'm not sure if BB uses maximum weight matching to implement the Swiss system.
I personally prefer using Random2. This is because the current Dutch system might make people not want to win by too much to avoid having a strong opponent in the next match.
Last edited by little Guest at 5/22/2024 7:53:56 AM