Moderator: Community Team
The order in which the player joined the tournament (first player to join wins)
Donelladan wrote:Yes deadbeats lost all their games.
But 60 players will be eliminated.
There is more than 60 players with a 0 win. We had 3 games, 4 players each game. In some case 1 players won the 3 games, so 3 players have a score of 0. In many case one player won 2, 1 player won 2, and 2 players won 0.
Therefore, with more than 60 players with a score of 0, the 3rd tie breaker rule will be used, being, who join first the tournament among those with a score of 0 will go to the next round.
The deadbeats players are obviously players that joined long times ago and are no more in the site. Therefore there is a relatively high probablity than one deabeat joined the tournament before an active player. So a deabeat could go through. That would be rather sad.
betiko wrote:humm it doesn't affect me directly, but being qualified because you "joined" first an autojoin tournament doesn't seem really fair. This was something that was pretty obvious we'd see happen, the tournament structure is extremely odd.
are you "joining" first if you registered first? in that case there is some kind of fairness.... and also an incentive to join asap a tournament.
Dukasaur wrote:betiko wrote:humm it doesn't affect me directly, but being qualified because you "joined" first an autojoin tournament doesn't seem really fair. This was something that was pretty obvious we'd see happen, the tournament structure is extremely odd.
are you "joining" first if you registered first? in that case there is some kind of fairness.... and also an incentive to join asap a tournament.
It would be a poor 1st tiebreaking criterium, but once obvious 1st criteria are used up (like total wins) then you start getting into things that are slightly more arbitrary. I've used precendence as a 3rd or 4th level tiebreaker in many of my tournaments.
And yes, as you point out, it helps the organiser as an incentive to hurry up and join, and thereby get the tourney filled a little faster.
bigWham wrote:Donelladan wrote:Yes deadbeats lost all their games.
But 60 players will be eliminated.
There is more than 60 players with a 0 win. We had 3 games, 4 players each game. In some case 1 players won the 3 games, so 3 players have a score of 0. In many case one player won 2, 1 player won 2, and 2 players won 0.
Therefore, with more than 60 players with a score of 0, the 3rd tie breaker rule will be used, being, who join first the tournament among those with a score of 0 will go to the next round.
The deadbeats players are obviously players that joined long times ago and are no more in the site. Therefore there is a relatively high probablity than one deabeat joined the tournament before an active player. So a deabeat could go through. That would be rather sad.
The tournament will follow the rules in place. The deadbeat issue is not likely to play a role beyond round 1, and intervening would only likely cause more problems, and involve changing the rules after the fact.
betiko wrote:Dukasaur wrote:betiko wrote:humm it doesn't affect me directly, but being qualified because you "joined" first an autojoin tournament doesn't seem really fair. This was something that was pretty obvious we'd see happen, the tournament structure is extremely odd.
are you "joining" first if you registered first? in that case there is some kind of fairness.... and also an incentive to join asap a tournament.
It would be a poor 1st tiebreaking criterium, but once obvious 1st criteria are used up (like total wins) then you start getting into things that are slightly more arbitrary. I've used precendence as a 3rd or 4th level tiebreaker in many of my tournaments.
And yes, as you point out, it helps the organiser as an incentive to hurry up and join, and thereby get the tourney filled a little faster.
well I think tournaments, mostly this one that is a pay to play, shouldn't be handled like that it's ridiculous. It was obvious the structure would lead to that... 256 entries 196 move on... come on, it was obvious there would be less than 196 winners... and supposing there would be more than that... even worse.
Dukasaur wrote:betiko wrote:Dukasaur wrote:betiko wrote:humm it doesn't affect me directly, but being qualified because you "joined" first an autojoin tournament doesn't seem really fair. This was something that was pretty obvious we'd see happen, the tournament structure is extremely odd.
are you "joining" first if you registered first? in that case there is some kind of fairness.... and also an incentive to join asap a tournament.
It would be a poor 1st tiebreaking criterium, but once obvious 1st criteria are used up (like total wins) then you start getting into things that are slightly more arbitrary. I've used precendence as a 3rd or 4th level tiebreaker in many of my tournaments.
And yes, as you point out, it helps the organiser as an incentive to hurry up and join, and thereby get the tourney filled a little faster.
well I think tournaments, mostly this one that is a pay to play, shouldn't be handled like that it's ridiculous. It was obvious the structure would lead to that... 256 entries 196 move on... come on, it was obvious there would be less than 196 winners... and supposing there would be more than that... even worse.
Why do you see this as a problem? Of course some non-winners get a second chance and advance: so what? I could give you dozens of examples of tournaments with second-chance rounds, wild-card berths, etc., both on CC and in the world at large, but I won't even waste my time. It's a non-problem to begin with. If you win, you advance for sure. If you don't win, you might get lucky and advance anyway. Yeah, so?
betiko wrote:Dukasaur wrote:betiko wrote:Dukasaur wrote:betiko wrote:humm it doesn't affect me directly, but being qualified because you "joined" first an autojoin tournament doesn't seem really fair. This was something that was pretty obvious we'd see happen, the tournament structure is extremely odd.
are you "joining" first if you registered first? in that case there is some kind of fairness.... and also an incentive to join asap a tournament.
It would be a poor 1st tiebreaking criterium, but once obvious 1st criteria are used up (like total wins) then you start getting into things that are slightly more arbitrary. I've used precendence as a 3rd or 4th level tiebreaker in many of my tournaments.
And yes, as you point out, it helps the organiser as an incentive to hurry up and join, and thereby get the tourney filled a little faster.
well I think tournaments, mostly this one that is a pay to play, shouldn't be handled like that it's ridiculous. It was obvious the structure would lead to that... 256 entries 196 move on... come on, it was obvious there would be less than 196 winners... and supposing there would be more than that... even worse.
Why do you see this as a problem? Of course some non-winners get a second chance and advance: so what? I could give you dozens of examples of tournaments with second-chance rounds, wild-card berths, etc., both on CC and in the world at large, but I won't even waste my time. It's a non-problem to begin with. If you win, you advance for sure. If you don't win, you might get lucky and advance anyway. Yeah, so?
well to put it simply, look at the structure of any other conquer cup (other than the conquer cup 5 that el jefe decided to stupidly start when it was 3/4 full and lead to games unfilled).
In other conquer cups,losers would have a second chance, yes. But ALL losers were given the same second chance, not random losers. Of course I have no problem with that, I earned an ipad with that rule! (I lost my first try then won all my games till the title of the CC4). It's just dumb to create a structure that will create unfair situations for some.
Stop being such a "yes man" all the time duka, it's tiresome. You are the only mod defending every single decision taken, and I will not believe you if you think this year's structure is fair. Some decisions are bad and there is nothing wrong with pointing them out so that it doesn't happen in the future, as mets just said.
Dukasaur wrote:Second tiebreaker is speed of your wins, which gets kind of unfair in tournaments with different-sized maps, but in a case like this C-Cup with all the maps being the same it actually is pretty fair.
Metsfanmax wrote:Dukasaur wrote:Second tiebreaker is speed of your wins, which gets kind of unfair in tournaments with different-sized maps, but in a case like this C-Cup with all the maps being the same it actually is pretty fair.
This so very far from being clear. Speed of win could be due to a number of factors outside of one's control, like the initial luck of the drop, dice, or all three of your opponents deadbeating out. None of those would strike me as demonstrating a player's skill, quite the opposite in fact. If anything I would lean towards taking more rounds as being demonstrative of skill, because you had to defeat players who put up far more of a fight. Even if you don't agree with that, it's pretty hard to make a clear conclusion from something like length of the game, when determining who the better players are. Speed might make sense in a deterministic game like chess; not in Risk.
Dukasaur wrote:Metsfanmax wrote:Dukasaur wrote:Second tiebreaker is speed of your wins, which gets kind of unfair in tournaments with different-sized maps, but in a case like this C-Cup with all the maps being the same it actually is pretty fair.
This so very far from being clear. Speed of win could be due to a number of factors outside of one's control, like the initial luck of the drop, dice, or all three of your opponents deadbeating out. None of those would strike me as demonstrating a player's skill, quite the opposite in fact. If anything I would lean towards taking more rounds as being demonstrative of skill, because you had to defeat players who put up far more of a fight. Even if you don't agree with that, it's pretty hard to make a clear conclusion from something like length of the game, when determining who the better players are. Speed might make sense in a deterministic game like chess; not in Risk.
If you want to examine the question of whether the speed of winning measures skill, set up the following as a thought experiment. You and I will sit down for a game, in which the dice are totally rigged. I have rigged dice that are all 6s, and you have rigged dice that are all 1s, and no matter what, I will eventually win. Still, no matter how rigged the dice, I can only deploy the reinforcements the rules call for, and attack in places the map allows. If I carefully examine the board, the places I can get a bonus, the shortest paths to your terts, etc., on a medium-sized board like Classic I might be able to wipe you out by turn 3, and for sure by turn 6. On the other hand, if I drop carelessly, attack in stupid places, advance in the wrong direction, etc., we might be playing for hundreds of turns before I stumble into your last tert.
You're not going to change the fact that in CC luck is a huge factor, but whether the skill factor is 10% or 30%, speed of winning is a valid measure of it.
Metsfanmax wrote:Dukasaur wrote:Metsfanmax wrote:Dukasaur wrote:Second tiebreaker is speed of your wins, which gets kind of unfair in tournaments with different-sized maps, but in a case like this C-Cup with all the maps being the same it actually is pretty fair.
This so very far from being clear. Speed of win could be due to a number of factors outside of one's control, like the initial luck of the drop, dice, or all three of your opponents deadbeating out. None of those would strike me as demonstrating a player's skill, quite the opposite in fact. If anything I would lean towards taking more rounds as being demonstrative of skill, because you had to defeat players who put up far more of a fight. Even if you don't agree with that, it's pretty hard to make a clear conclusion from something like length of the game, when determining who the better players are. Speed might make sense in a deterministic game like chess; not in Risk.
If you want to examine the question of whether the speed of winning measures skill, set up the following as a thought experiment. You and I will sit down for a game, in which the dice are totally rigged. I have rigged dice that are all 6s, and you have rigged dice that are all 1s, and no matter what, I will eventually win. Still, no matter how rigged the dice, I can only deploy the reinforcements the rules call for, and attack in places the map allows. If I carefully examine the board, the places I can get a bonus, the shortest paths to your terts, etc., on a medium-sized board like Classic I might be able to wipe you out by turn 3, and for sure by turn 6. On the other hand, if I drop carelessly, attack in stupid places, advance in the wrong direction, etc., we might be playing for hundreds of turns before I stumble into your last tert.
You're not going to change the fact that in CC luck is a huge factor, but whether the skill factor is 10% or 30%, speed of winning is a valid measure of it.
Your thought experiment bears no resemblance to the reality of the game and therefore doesn't help us. In the real game, luck matters, and even if I play the optimal strategy, it might take me longer to win just because I didn't win as many rolls. Let's consider two alternate thought experiments. In experiment 1, I always roll sixes and my opponent has a 10% chance of rolling 6's and a 90% chance of rolling 1's. In experiment 2, same for me but now the odds are 25-75 in favor of sixes for my opponent. I should still pretty much always win the game in either experiment, unless something pathological happens, because my opponent can never kill my troops but I can kill theirs at least some of the time. So we can still determine that 'correct' strategy you propose in either of my experiments. Yet clearly, it is much more likely that the player in experiment 1 wins faster than the player in experiment 2, despite the second having to work no harder to come up with optimal play. The only difference is the luck the opponent has, since the opponent in experiment 2 has sixes come up in defense slightly more often. In this case, there is no basis for rewarding the player in experiment 1. And we don't even need to make it that complicated! We can imagine two games on experiment 2, one where I go first, and one where I go second. It is entirely plausible that the game where I go second will take me one or two more turns to win due to the opponent's first turn bonus, yet in your analysis I should be kicked out of the tournament because of my turn order!
Thus if we consider the limiting case of a perfect logician who has solved Risk and can come up with optimal play for any problem, that logician would be disfavored in a tournament if his opponent got better die rolls than if his opponent got worse die rolls, despite that having no reflection on his skill. Your response to this is to offer a counter-interpretation, that sometimes length of game can be attributed to poorer play. The problem is that there's no way for our algorithm to determine which was the contributing factor in a real tournament setting*. My guess is that luck is actually more dominant in determining game length than how close you are to optimal play, but I can't prove it without a data set. You could only even start to justify the claim that speed of victory is a proxy for skill some of the time (in two player games, with no spoils, and equal starting deployments, and no first turn bias) with a data set that clearly indicates as much, with those other factors held constant. I suspect that even in that case, the luck of the die rolls itself will overwhelm that signal. I'm sure as hell not going to be convinced it exists by an unrealistic thought experiment. Luck is always a factor in this game. Fine. That doesn't mean we get to throw it out just because it makes our analysis harder.
*You might want to try to get cute and do something like monitor the dice rolls of each player and use some algorithm that weights the speed of victory against each player's average dice, but this would essentially be impossible. In a real game, what matters in this context isn't going to be your average dice, it's going to be those few key rolls where you tried and failed to break your opponent's South America bonus. There's just no realistic way for our program to account for such subtleties.
And that's not even addressing the complications that enter for multiplayer games. Or games with spoils. Or round limits. Or fog. All of these add complications that make waiting longer to go for a victory a perfectly valid -- possibly even better, on average -- strategy, such that whoever wins fastest might actually be the opposite of the criterion you want.
Speed of victory is such a colossally bad criterion that I actually like the tournament join order precedence more than the speed of victory criterion.
Dukasaur wrote:Mets, all you've really done is restate with much effort that there's a huge element of luck on CC. That was never in dispute. I clearly stipulated that I know there's a huge element of luck on CC. No sane person has ever denied that there's a huge element of luck on CC.
That being said, skill still matters. Luck will tend to balance out in the long run, so more skillful players will still win more. Even if the skill component is only 10% or whatever, still against the random noise of the various luck inputs that skill element will still show.
For Christ's sakes, Mets, you're a physicist. You of all people should know that it's possible to measure a variable despite background noise of larger variables. Your entire career depends on that possibility.
For any given set of luck inputs -- card set x, dice rolls y, turn order ABC -- a player who deploys and attacks according to the theoretically optimum pattern will tend to win more often and more decisively that a player who makes non-optimum moves.
bigWham wrote:Donelladan wrote:Yes deadbeats lost all their games.
But 60 players will be eliminated.
There is more than 60 players with a 0 win. We had 3 games, 4 players each game. In some case 1 players won the 3 games, so 3 players have a score of 0. In many case one player won 2, 1 player won 2, and 2 players won 0.
Therefore, with more than 60 players with a score of 0, the 3rd tie breaker rule will be used, being, who join first the tournament among those with a score of 0 will go to the next round.
The deadbeats players are obviously players that joined long times ago and are no more in the site. Therefore there is a relatively high probablity than one deabeat joined the tournament before an active player. So a deabeat could go through. That would be rather sad.
The tournament will follow the rules in place. The deadbeat issue is not likely to play a role beyond round 1, and intervening would only likely cause more problems, and involve changing the rules after the fact.
dario2099 wrote:So if I understand correctly, since I was one of the last persons to join the CC8 tournament, if I lose my 3 games in round 2 i'll be eliminated. Had I known that I would never had joined. With 7 players there's a good chance I'll lose the 3. I guess I have to win at least one game. And it will be even worst if I advance to round 3 where the games will have 8 players
dario2099 wrote:So if I understand correctly, since I was one of the last persons to join the CC8 tournament, if I lose my 3 games in round 2 i'll be eliminated. Had I known that I would never had joined. With 7 players there's a good chance I'll lose the 3. I guess I have to win at least one game. And it will be even worst if I advance to round 3 where the games will have 8 players
betiko wrote:dario2099 wrote:So if I understand correctly, since I was one of the last persons to join the CC8 tournament, if I lose my 3 games in round 2 i'll be eliminated. Had I known that I would never had joined. With 7 players there's a good chance I'll lose the 3. I guess I have to win at least one game. And it will be even worst if I advance to round 3 where the games will have 8 players
look at the rules it's pretty self explanatory... score resets after round 2. I'm in the same situation as yourself, I won 2/3 of my round 1 games, it's almost certain that with 2 wins we are already qualified for round 3 even losing all our round 2 games... Maybe a few will get screwed with 2 wins in 6 games, but I highly doubt it. 0 or 1 wins in 6 games shall kick you out of the tournament though.. maybe a few lucky guys can qualify on tie breaker rules with just one win.
Round Details
Round 1: Random Draw, 3 Games, 196 Move On, Games: 4 Players, Standard, Escalating, Classic More
Round 2: 196 Start, Random Draw, 3 Games, 128 Move On, Games: 7 Players, Standard, Escalating, Classic More
Round 3: 128 Start, Score Resets, Random Draw, Best Of 3, 96 Move On, Games: 8 Players, Standard, Escalating, Classic More
Round 4: 96 Start, Random Draw, 3 Games, 65 Move On, Games: 6 Players, Standard, Escalating, Classic More
Round 5: 65 Start, Random Draw, 3 Games, 48 Move On, Games: 5 Players, Standard, Escalating, Classic More
Round 6: 48 Start, Random Draw, 3 Games, 24 Move On, Games: 8 Players, Standard, Escalating, Classic More
Round 7: 24 Start, Random Draw, 3 Games, 12 Move On, Games: 6 Players, Standard, Escalating, Classic More
Round 8: 12 Start, Score Resets, Random Draw, 4 Move On, Games: 3 Players, Standard, Escalating, Classic More
Round 9: 4 Start, Random Draw, Games: 4 Players, Standard, Escalating, Classic More
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