Skip to content

Algorithm to pair players according to the Swiss system (not only) for Magic: The Gathering

License

Notifications You must be signed in to change notification settings

karlosss/swisspair

Repository files navigation

Swisspair

A swiss pairing algorithm for (not only) Magic: The Gathering.

Installation

Needed toolchain: gcc, make, cmake and gmp.

Then, the library is build with cmake . && make.

Algorithm description

From the product point of view, the algorithm is doing the following:

  • Players who already played each other will not play each other again
  • A player who already had a bye will not get another bye
  • Players will play opponents of as equal match points as possible
    • If this is not possible, the algorithm will prefer downpairs of players at lower standings to players at higher standings
  • Optionally, the algorithm can prefer to pair players by standings as much as possible, i.e. 1-2, 3-4, 5-6, ..., so called "power pairing"
    • This is important for draws into the top 8

Implementation

The algorithm is a hybrid between two algorithms: DFS and Minimum Cost Perfect Matching. The actual algorithm is chosen based on the number of players to pair: if there are less than 200 players, then Minimum Cost Perfect Matching is chosen. For more players, DFS is used.

Players are separated into pods where each pod holds all players with the same amount of points. Then, a graph is built, where vertices represent players and edges between two players represent the fact that those two players could theoretically play against each other (they did not play against each other yet). The edges have weights assigned: an edge between two players from within the same pod always has weight = 0, and edges between players from different pods have a cost, describing how bad this downpair would be (so that we will likely not pair the best player in the tournament against the worst). Details of the cost computation are below. Then, the pairings are the min-cost maximum matching of this graph.

Cost computation

Let C(x, y) be the cost of pairing a player from the xth highest pod with a player from the yth highest pod (note that C(x,y) = C(y,x) for all x,y, so we will only consider x <= y).

Pairing players with equal number of points is the best case, therefore C(x, x) = 0 for all x.

Now, imagine 4 pods. To ensure integrity of the tournament, we would rather downpair all players in all other pods with players from the lowest pod, rather than downpairing even a single player from the first pod with a player from the second pod. This brings the following hierarchy of costs:

C(3,4) < C(2,3) < C(2,4) < C(1,2) < C(1,3) < C(1,4)

Taking into account that we rather apply a lower cost as many times as possible rather than applying a higher cost even once, we define the cost C(x,y) as follows: Let l be the last pod and |p| the number of players in pod p, then

  • C(x,y) = max(|x+1|, |l|) * C(x+1, l) + max(|x+2|, |l|) * C(x+2, l) + ... + max(|l|, |l|) * C(l, l) + 1 in case x+1=y, and
  • C(x,y) = max(|x|, |y-1|) * C(x, y-1) + max(|x+1|, |l|) * C(x+1, l) + max(|x+2|, |l|) * C(x+2, l) + ... + max(|l|, |l|) * C(l, l) + 1 otherwise.

In words, the cost will be equal to the most expensive possible pairing of all players in lower pods (or also in the same pod when we are computing the cost of downpairs across multiple pods) plus one, so that we achieve the desired property.

This cost computation is sound, however the absolute value of the cost grows pretty quickly. That is why we need unlimited precision floating point numbers, as standard doubles would become inaccurate even for a pretty low number of players.

Byes

If the number of players is odd, the algorithm creates a phantom player - bye. This player always resides alone in the lowest pod and can play anyone who did not have a bye yet.

Power pairing

Each player is in their own pod. Pods are ranked by the rank of the player in each pod. Then, the algorithm proceeds normally.

Algorithm for large number of players

UPDATE: In rare cases, this algorithm can produce suboptimal pairing.

For more than 200 players, the runtime of the minimum cost perfect matching algorithm starts to grow. Therefore, a different algorithm is used. The pods are still constructed in the same way. Then, if power pairing is disabled, the algorithm ranks the players in each pod at random and then sticks all players together to form pseudo-standings. In case of power pairing, the actual standings are used. Then, the algorithm takes the highest-ranked not-yet-paired player and pairs them with the next highest-ranked not-yet-paired player. This repeats until all players are paired. In case the algorithm encounters a player that cannot be paired, the most recently made match is broken and the higher-ranked player from the just-broken match is instead paired to the second highest-ranked not-yet-paired player, and the algorithm continues in the same way.

Since the graph is almost complete (in case of a 15-round tournament, in the worst case, each player has 185 possible opponents), breaking matches and backtracking happens rarely, and if it does, it mostly happens due to a player already having a bye, and breaking one match should be enough in that case.

Match sorting

Once the matches are created, they are sorted (assigned to tables) according to the following criteria (every next criterion is used as the next tiebreaker):

  • More match points of the higher ranked player
  • More match points of the lower ranked player
  • Higher rank of the higher ranked player

Bye is always at the last table.

Limitations

  • For more than 20 000 players, the pairing starts to segfault.
  • For more than 30 rounds, if DFS is used (therefore 200+ players), the algorithm starts to backtrack a lot and the runtime spikes. Notably, for 199 players and well over 100 rounds (upper bound of minimum cost perfect matching), players get paired without issues.

Approximate runtimes

Tested on a ThinkPad P14s Gen 3, 12th Gen Intel(R) Core(TM) i7-1260P, 48 GB RAM.

All measurements were done with randomly generated match results.

Setup Runtime
199 players, first 20 rounds < 150 ms
199 players, first 100 rounds < 1 s
199 players, first 150 rounds (incl. power pairing) < 3 s
10 000 players, first 30 rounds < 400 ms
20 000 players, first 30 rounds < 1 s

Acknowledgements

There are some people who helped me make this thing possible and I would like to thank them for that. In aplhabetical order, they are:

  • Antoine Albertelli (@antoinealb) for making the library compile on MacOS
  • Dilson Lucas Pereira (@dilsonpereira) for publishing an algorithm to solve the min-cost maximum matching problem and helping with using unlimited floats instead of doubles
  • Jari Rentsch (@Tiray7) for helping with the product specification

License

MIT, whatever it means. If you like this project, I would be happy for a star :)

About

Algorithm to pair players according to the Swiss system (not only) for Magic: The Gathering

Resources

License

Stars

Watchers

Forks

Packages

No packages published