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Columns - Single and Double Elimination
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Np
Actual Number of Players
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Base
Log2(Np) - used to count number of rounds with 2-player games only
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EV
the expected value, defined as the most likely number of games played by the winner
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EV+
the expected value, multiplied by 1.5x due to 3-player games
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EV*
the expected value, multiplied by 2x due to 4-player games
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Min
the minimum number of games played by the winner. Winner gets maximum number of byes, and wins everything.
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Max
the maximum number of games played by the winner. Winner gets no byes, takes longest path
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TGP
the recommended TGP grading for that number of players in that format, assuming 25 games played = 100%.
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Multi-Round Games, expected number of wins to move on
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Best 2 of 3
2.5
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Best 3 of 5
4.0
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Best 4 or 7
5.5
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Double-Elimination, expected number of wins through the losers bracket.
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Consider that player who crosses to losers bracket last and is guaranteed 3rd, has 50% chance of moving on.
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That means every other player on loser's side collectively have 50% chance to move on.
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Recurse that algorithm through the losers side, to get expected number of games played for the player who makes the final two
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This gives EV=0.5*(1+0.5*(1+0.5*(1+ …)))) for number of rounds
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In the limit, this provides an EV=2.
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Thus Double Elimination is Number of rounds on winner side, +2, +0.5 for extra chance that winner of winner's bracket loses first game of final 2.
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Knockout Tournaments
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Formula for max games currently used by IFPA is for Random only. Swiss prevents that worst-case from ever happening.
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The X-Strike Emulator can be used to calculate minimum and maximum number of games that might be needed for a certain number of players
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Simply enter number of players, and worksheet emulates a match using two different profiles:
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Minimum occurs when whoever has less strikes is assumed to win.
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Winner finishes tourney with 0 strikes. Otherwise 50-50.
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Maximum occurs whe whoever has most strikes is assumed to win.
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Winner finishes tourney with one less strike than the number of knockout strikes. Otherwise 50-50.
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The worksheet uses Floor/Ceiling functions to emulate those cases.
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The emulator might not be exact, but should be at most +/- 1 error for any estimated value.
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Use results on Brackelope Live to validate the Min/Max/Expected value of swiss.
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The "minimum" games for Random (i.e. not swiss) is same as for Swiss, because shortest path in Random is if same matchups as Swiss.
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Because the worst-case for Random is more, the EV which is calculated as average between best and worst-case, is higher for Random.
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This is consistent with data on brackelope, where non-swiss generally runs a few rounds more than swiss with same number of players.
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Example of some 3-strike data, swiss, from Brackelope Live. They show that expected value shown on "knockout" worksheet is relatively accurate:
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nplayersnrounds(swiss) x
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20113
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24113
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26113
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27113
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36123
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36123
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39123
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40113
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40133
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41123
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51133
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In 3-player, swiss Maximum determined as Min+4. This is an approximation, but consistent with 2-player emulators.
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Ladder - Single Game, aka Amazing Race.
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2pl, 1ko: 2-player game, start with bottom 2 seeds, loser gets knocked out, winner continues, and join next higher seed.
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3pl, 1ko: 3-player game, start with bottom 3 seeds, loser gets knocked out, other 2 continue, and join next higher seed.
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4pl, 1ko: 4-player game, start with bottom 4 seeds, loser gets knocked out, other 3 continue, and join next higher seed.
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4pl, 2ko: 4-player game, start with bottom 4 seeds, two losers gets knocked out, other 2 continue, and join next 2 higher seeds.
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Ladder - Three-Game Matches
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Same as Ladder, except each round is 3 games. Best 2-out-of-3 in case of just 2 players.
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