CROBOTS Scoring Systems

Efficiency

Efficiency is the ratio representing the robot's performance. It is calculated as a percentage of the gained points out of the total:

Eff.% = Points * 100 / Tot.Points

where

Tot.Points = Tot.Games * Max.Point.Per.Win


Classic (or Standard) Schema:

This is the first system used for tournaments in the early 90s.

ResultPoints
Winner (one survivor)3
Tie (two or more survivors)(*)1
Lost (including mutual destruction)0

(*) AKA "Null" or "Draw" in some report

This scoring system has been valid until year 1999, for 4-vs-4 matches only (no 3-vs-3 nor F2F existed at that time)


Pranzo's(*) Schema:

This system was born in dark times... when robots were very defensive and a tie (draw) was very likely to be the outcome of a match.

ResultPoints
Winner (one survivor)12
Tie 2 (two survivors)3
Tie 3 (three survivors)2
Tie 4 (four survivors) damage(%) is greater or equal than 40% (≥ 40%)1
Tie 4 (four survivors) damage(%) is lower than 40% (< 40%)0
Lost (including mutual destruction)0

Pranzo's schema conception predates the official introduction of the F2F by quite a few months and the 3-vs-3 by at least 11 years, so this scoring system is largely tailored to the 4-vs-4 mode.

For this reason, the overall efficiency between F2F, 3-vs-3 and 4-vs-4 results had to balanced with the following formula:

Eff.Tot.% = ( Eff.F2F% + 3 * Eff.3vs3% + 5 * Eff.4vs4% ) / 9

(*) This scoring system is named after its creator: Marco Pranzo.

Valid since year 2000 onwards for any F2F, 3-vs-3 or 4-vs-4.

Likely to be substituted by one of the followings...


Experimental (24:18:12)

Based upon the idea by Luigi Cimini, this system should guarantee perfect balance amongst all three F2F, 3-vs-3 and 4-vs-4 modes, with no need of any efficiency's rebalancing.

Main idea is:

Given a single match of N robots, where 2 ≤ N ≤ 4, then a loot of N * 6(*) points is up for grabs.

R survivors, where 1 ≤ R ≤ N, share (N * 6) / R points each. 0 points for those that are destroyed.

Therefore:

ResultPoints 4-vs-4Points 3-vs-3Points F2F
Winner (one survivor)241812
Tie 2 (two survivors)1896
Tie 3 (three survivors)86n/a
Tie 4 (four survivors)6n/an/a
Lost (including mutual destruction)000

(*) A factor of 6 is used to avoid fractional results in divisions.

The overall efficiency between F2F, 3-vs-3 and 4-vs-4 is:

Eff.Tot.% = ( Eff.F2F% + Eff.3vs3% + Eff.4vs4% ) / 3


Experimental (4:3:2)

This schema simplifies the 24:18:12 system, dividing its scorings by a factory of 6 and leveling all ties to 1 point. Simulations show good match with results from the 24:18:12 system, with an intrinsic advantage of being retro-compatible.

Main idea is:

Given a single match of N robots, where 2 ≤ N ≤ 4, then a loot of N points is up for grabs.

A winner (the only survivor) grabs N points, while two or more survivors share 1 point each. 0 points for those that are destroyed.

ResultPoints 4-vs-4Points 3-vs-3Points F2F
Winner (one survivor)432
Tie 2 (two survivors)111
Tie 3 (three survivors)11n/a
Tie 4 (four survivors)1n/an/a
Lost (including mutual destruction)000

The overall efficiency between F2F, 3-vs-3 and 4-vs-4 is:

Eff.Tot.% = ( Eff.F2F% + Eff.3vs3% + Eff.4vs4% ) / 3