CROBOTS Scoring Systems
Efficiency
Efficiency is the ratio representing a 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.
Result | Points |
---|---|
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.
Result | Points |
---|---|
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, this system has been decommissioned in January 2019 in favour of the 4:3:2 system.
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 for any efficiency rebalancing.
Main idea is:
Given a single match of N robots, where
2 ≤ N ≤ 4
, then a loot ofN * 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:
Result | Points 4-vs-4 | Points 3-vs-3 | Points F2F |
---|---|---|---|
Winner (one survivor) | 24 | 18 | 12 |
Tie 2 (two survivors) | 18 | 9 | 6 |
Tie 3 (three survivors) | 8 | 6 | n/a |
Tie 4 (four survivors) | 6 | n/a | n/a |
Lost (including mutual destruction) | 0 | 0 | 0 |
(*) 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
Official (4:3:2)
Official since January 2019. All reports before January 2019 were created using the Pranzo's schema. This schema simplifies the 24:18:12 system, dividing its scoring by a factory of 6 and levelling all ties to 1 point. Simulations show good match with results of 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.
Result | Points 4-vs-4 | Points 3-vs-3 | Points F2F |
---|---|---|---|
Winner (one survivor) | 4 | 3 | 2 |
Tie 2 (two survivors) | 1 | 1 | 1 |
Tie 3 (three survivors) | 1 | 1 | n/a |
Tie 4 (four survivors) | 1 | n/a | n/a |
Lost (including mutual destruction) | 0 | 0 | 0 |
The overall efficiency between F2F, 3-vs-3 and 4-vs-4 is:
Eff.Tot.% = ( Eff.F2F% + Eff.3vs3% + Eff.4vs4% ) / 3