Bantari wrote:Not to appear too flippant, but I like Mike's tongue-in-cheek suggestion - why not just draw straws?
With respect to the tiebreak being in any way connected to the strength, skill, or performance of the players - drawing straws is about as meaningful or as meaningless as what the OP proposes. The bonus of drawing straws is that it does not influence the strategy and/and tactics of preceding games.
If we really want to have a *meaningful* tiebreaker - I see no other way than to make them play games until a winner emerges. This might be inconvenient for the organizers, but such is the nature of this game.
Everything else is uncivilized.
Let's assume that some games will be played to break the tie and for pairng purposes we order prior the tie break games detrmined the way you prefer: A > B > C. Also we assume a 50% chance for either player in a game.
We set the maximum limit for the numbers to be played. If there is at least three game remaining a round robn is played. If tied continue. If there is two games left play B vs. C and the winner plays A. If one game is left play A vs. B and the winner is the winner. If there is no game left the prior order stands.
In the table are propabilities for each player to win with maximum numbers of rounds.
Code: Select all
Winning propability
Rounds A B C
0 1 0 0
1 1/2 1/2 0
2 1/2 1/4 1/4
3 1/2 1/4 1/4
4 3/8 3/8 1/4
5 6/16 5/16 5/16
6 6/16 5/16 5/16
7 11/32 11/32 10/32
8 22/64 21/64 21/64
etc.
How many rounds do you find good enough?