-
Notifications
You must be signed in to change notification settings - Fork 5
Matches generation
The process of generating matches for a tournament varies depending on the tournament type chosen. However, the underlying concept remains consistent: teams are selected in a certain order, and an algorithm is applied to create the necessary matches for the tournament.
In a league setup, each team competes against all others. This results in a total of $t*(t-1)/2 matches being generated, where 't' represents the number of teams. An efficient way to speed up the league is by having all teams (except the first) engage in two consecutive matches.
To determine the team order, you have options available.
You can drag and drop teams from left to right within the window or choose between two distinct methods: sorted
and random
.
Opting for alphabetical order entails selecting the sorted
option in the generation window, which adds teams according
to their name's order.
This method ensures consistency in team placement regardless of how many times you click on the button.
Alternatively, if you prefer a random arrangement of teams, you can choose the random
option in the window.
Each click on this button generates a new random team order.
As you can see on the previous example, the order of the fights usually is:
Team1 - Team2
Team3 - Team3
Team3 - Team4
...
In some cases, clubs may desire a specific sequence for their matches. In such instances, disabling the switch during team generation will result in a custom order as illustrated below:
Team1 - Team2
Team1 - Team3
Team4 - Team3
...
Here is an example execution showcasing how these processes unfold:
This button, as its name suggests, reverses the current ranking of the teams. For instance, if the ranking button organizes the teams from those with higher skills to those with lower skills, using this button will rearrange them to display from the team with lower abilities to the one with higher abilities. This button will only be effective if teams have already been selected.
In kachinuki mode, you have the flexibility to choose the sequence in which teams will compete. Traditionally, teams are arranged from least to most experienced members, but this can be customized according to your preference.
Tip: utilize the
wizard
button which automatically organizes teams based on their statistics. This feature arranges teams from those with lower statistics to those with better statistics.
Once you establish the order, only one match will be initiated initially. Subsequent matches will depend on the outcome of the preceding one. Matches will continue indefinitely, repeating the team order if necessary. Feel free to pause at any point and review competitors' rankings for current scores.
You have the option to modify how drawn matches are handled when setting up the order. By default, if there is no clear winner in a match, both teams are disqualified. However, you can adjust this setting so that either the king must win to stay in contention or vice versa.
Utilize the wizard
to establish the ladder structure.
The system will rank competitors based on their performance from the previous year,
placing those with lower ranks at the bottom of the ladder.
Once the ranking is established, press the '+' button to initiate a new challenge each time the prior one concludes.
The user experience will provide guidance according to the selected 'challenge distance.'
In this example, we present a Senbatsu tournament with rankings arranged from lowest to highest. :
"M. López", "Fabbro, C.", "Beranard, P.", "Colombo, S.", "Durand, J.", "Radríguez, Z." and "Fernández, F."
The subsequent image illustrates the standard process for generating challenges. In this scenario, the red team remains unchanged as it always consists of the lowest-ranked team that has not been disqualified; in this case, it is represented by "M. López." He has the option to challenge any of the following opponents: "Fabbro, C." (not shown in the image), "Beranard, P.," and "Colombo, S." However, "Durand, J." and others cannot be challenged due to exceeding the permissible challenge distance for this tournament.
Exhibits a behavior akin to Kachinuki.
Tip: To organize teams according to their statistics, click the
wizard
button. You can either maintain the default setting, which arranges the teams in descending order based on their skills, or select the reverse option to switch to ascending order.
When a draw occurs, you have the option to disqualify either the last team that entered the shiaijo or the first one. However, unlike the Kachinuki option, there must always be a declared winner.
In a loop tournament, each competitor faces all others without breaks.
More demanding than kachinuki mode, this format aims to enhance competitors' endurance and energy conservation skills.
In this case, matchups typically begin with the most experienced competitor and proceed towards less experienced ones,
especially if avoiding repeated matches option
is preferred.
Tip: To sort teams based on their statistics, use the
wizard
button. This feature arranges teams in descending order, starting with those boasting superior statistics and moving down to those with lower performance metrics.
In a loop tournament, the number of matches is twice that of a regular league: t*(t-1).
Enabling this option ensures each team faces every other team only once. Consequently, the first team entering the shiaijo will play more consecutive matches compared to the last team, which won't have any consecutive games.
With this setting activated, the total number of matches aligns with a league format: (t*(t-1))/2. The alteration lies solely in how teams are distributed.
Championship tournaments differ slightly from other formats. Notably, the fight generation button is replaced by a new one representing tournament brackets. These brackets depict the championship's tree structure organized into levels from left to right.
Only the initial phase is editable, where teams are added to define each pool or group located on the left side of the screen. Subsequent phases automatically populate with winners from prior rounds as standard practice in such tournaments.
To populate a pool, simply drag and drop a team into it.
The order of the teams within the group is significant, much like in a league setting.
Each group essentially functions as a miniature league where the winning team progresses to the next stage.
If you are indifferent to the order, feel free to utilize the random
button.
Once groups are populated, you can create matchups by clicking on the wizard
button.
Remember that each group will establish a basic league structure.
By default, the feature saotori shiai
is turned on, generating a round-robin league.
If turned off, it means that each team participates in a maximum of two matches:
For instance, if there are three teams in the first pool, each team plays two matches;
while in the second pool with only two teams, one match suffices.
To switch to a full round-robin format (all versus all, or saotori shiai) for each group, modify this setting in the tournament edition window. For example, with 15 competitors participating individually in a tournament, you can expand to a larger tournament bracket.
In an instance where there are four teams in the first pool and maximize
option is enabled, six matches will be
generated.
Conversely, in the second pool with only three teams present, three matches will be created.
Once all initial level matches conclude, the system will automatically set up subsequent level matchups based on pool winners. This process is automated but ensures that all fights have been completed before proceeding further:
The updates made are reflected in the tournament bracket.
For your convenience, you have the option to specify that two teams will advance as winners from the initial group stage. You can do this by selecting either of the following options:
One winner: Only the top-ranked team will progress to the next round.
Two winners: Both the first and second ranked teams will advance to the next stage.
In the illustration below, you can observe a demonstration of switching between one and two winners:
As illustrated earlier, the structure of the bracket adjusts based on whether one or two winners are chosen. The number of winners selected is indicated directly on the button icon, with the second winner being transferred to the connected group via a dashed arrow.
A custom tournament allows for manual addition of matches without any automated algorithm involved in generating fixtures. This feature is beneficial if you wish to create a tournament that isn't predefined in this software.
No specific settings are associated with this type of tournament.