Tournaments are a widely used mechanism to rank alternatives in a noisy environment. This paper investigates a fundamental issue of economics in tournament design: what is the best usage of limited resources, that is, how should the alternatives be compared pairwise to best approximate their true but latent ranking. We consider various formats including knockout tournaments, multi-stage championships consisting of round-robin groups followed by single elimination, and the Swiss-system. They are evaluated via Monte-Carlo simulations under six different assumptions on winning probabilities. Comparing the same pair of alternatives multiple times turns out to be an inefficacious policy. While seeding can increase the efficacy of the knockout and group-based designs, its influence remains marginal unless one has an unrealistically good estimation on the true ranking of the players. The Swiss-system is found to be the most accurate among all these tournament formats, especially in its ability to rank all participants. A possible explanation is that it does not eliminate a player after a single loss, while it takes the history of the comparisons into account. The results can be especially interesting for emerging esports, where the tournament designs are not yet solidified.
翻译:比赛是一种广泛使用的在吵闹的环境中对替代品进行排序的机制。 本文调查了在比赛设计中经济学的一个根本问题: 有限资源的最佳用途是什么, 也就是说, 替代品应该如何比对, 以最接近其真实但潜在的排名。 我们考虑的是各种格式, 包括击球比赛、 由圆环组组成的多阶段锦标赛, 并随后进行单一淘汰, 以及瑞士系统。 它们通过蒙特- 卡洛模拟在六个不同的概率赢取假设下进行评估。 比较相同替代品的组合多次结果证明是一种无效的政策。 观察可以提高击球和集团设计的效率, 但它的影响仍然微不足道, 除非对球员的真正排名有不切实际的好估计。 发现瑞士系统在所有比赛格式中是最准确的, 尤其是它能够给所有参与者定级的。 一个可能的解释是, 它不会在一次损失后消灭一个球员, 同时将比较的历史考虑在内。 其结果对于新兴的埃斯波特来说特别有趣, 因为比赛的设计还没有扎实。