Chess Pairing Software


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Chess Pairing Software | Manualzz
VEGA
www.vegachess.com
Chess Pairing Software
FIDE approved: Torino 2006, Istanbul 2012
Luigi Forlano
FIDE Arbiter
User´s Manual
(20 September 2015)
© Copyright Luigi Forlano 2003-2015
1
Index
V E G A ............................................................................................................................................... 1
1. Overview and Main Recommendations ......................................................................................... 3
1.1 Document Conventions ......................................................................................................... 3
1.2 System Requirements ............................................................................................................ 4
1.3 Installation ............................................................................................................................. 4
2. Vega for Individual Tournaments .................................................................................................... 5
2.1 Creating a New Tournament .................................................................................................. 6
2.2 Registering Players ................................................................................................................ 9
2.3 Closing the Registration ...................................................................................................... 11
2.4 New Pairing ......................................................................................................................... 11
2.5 Result Entry ......................................................................................................................... 14
2.6 Cross Table and other useful reports ................................................................................... 16
2.7 File → Dangerous Stuff ....................................................................................................... 17
2.8 The “Standing” Menu .......................................................................................................... 17
2.9 The “Extras” Menu .............................................................................................................. 18
2.10 The “Rating Report” Menu ................................................................................................ 22
2.11 Special Tasks ...................................................................................................................... 23
3. Vega for Team Tournament: VegaTeam ......................................................................................... 34
3.1 Creating a New Tournament ................................................................................................ 34
3.2 Closing the Registration ...................................................................................................... 36
3.3 New Pairing ......................................................................................................................... 36
3.4 Entering the Results ............................................................................................................. 36
3.5 Importing Players from a Formatted Database .................................................................... 37
3.6 Extra/Add Team Preference Menu Item .............................................................................. 37
Appendix A: Frequently Asked Questions (FAQs) ........................................................................... 39
Appendix B: Registration File and License ....................................................................................... 45
Appendix C: Round Robin ................................................................................................................ 46
Appendix D: The FIDE Dubov System (FDS) .................................................................................. 50
Appendix E: Vega and the Dubov System ......................................................................................... 54
Appendix F: The VEGA Pairing System ........................................................................................... 60
Appendix G: Notes on the USCF Swiss Implemented in Vega ......................................................... 63
Appendix H: Additional Notes for the ECF Tournament Director .................................................... 64
Appendix I: Bucholz and Sonneborn-Berger Tie-breaks (Unplayed Games) ................................... 66
Appendix J: File *.veg ....................................................................................................................... 67
Appendix K: Danubian Variation of the Dubov System ................................................................... 69
Appendix L: Zermelo Score System ................................................................................................. 70
Appendix M: Tournament with Independent Groups ........................................................................ 72
Appendix N: Adding an External Pairing Engine ............................................................................. 73
Appendix O: USCF Rating Report .................................................................................................... 78
Appendix P: Generic Tournament Description File .......................................................................... 80
Appendix Q: Swiss System with Progressive Acceleration .............................................................. 84
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1. Overview and Main Recommendations
Vega consists of two programs for the administration of a chess tournaments; Vega for individual
tournaments and VegaTeam for team tournaments. Vega has been designed in a way that reflects, as
closely as possible, the tasks of the arbiter or Tournament Director (TD) during a tournament: These
include:
1.
2.
3.
4.
Registration of players.
Pairing the next round.
Entering results for the current round.
Compiling the cross-table and other lists for display to the players.
During these steps some additional tasks are allowed such as managing withdrawals, printing
positions, data correction, etc… Vega monitors the user's activities and only offers permitted
functions at the proper time.
Vega includes the following functions:
-
-
-
Registration of up to 999 players and the evaluation of 20 rounds for the Swiss system or
registration of up to 99 teams of 10 players each and the evaluation of 14 rounds. These limits
can be changed.
Registration of up to 24 players/teams for the round-robin system single and double.
Automatic pairing according to the Swiss system: FIDE Dubov (certified by FIDE), FIDE
Dutch (via JaVaFo engine © Roberto Ricca certified by FIDE), FIDE Lim, USCF, Swiss based
on Buchholz (Vega), Amalfi.
Manual pairing.
Manual improvements to pairings.
Management of odd numbers of players.
Evaluation of results (1-0, 1/2, 0-1, 0-0, forfeited, adjourned games, etc...).
Administration of the cross-table.
Facility to change data (results, names, ratings etc.).
The import of players from any formatted database.
The export of players or an entire tournament.
Management of withdrawals and re-entries.
Entry of players arriving late during the tournament.
Output of pairing lists, reports, cross-tables, lists of players standing, etc…
Generates web content of the tournament results.
Prize distribution according to the Hort system.
Accelerated rounds up to three groups.
Platform support for both Windows and Linux in native 32 bit mode.
Although Vega has been designed to be very intuitive and easy to use, it is recommended that the
user reads this manual and tries to simulate a few tournaments in order to learn all of its functions.
The user must have some knowledge of the rules of the Swiss system and its implementation in
Vega in order to properly manage pairing. There are occasions when manual pairing is required. The
Vega web site contains a screencast demonstrating specific tasks.
1.1 Document Conventions
Graphical labels referred to in the text are marked using bold text.
Transition during menu navigation is marked using an arrow: File → Exit
3
Parameters to be substituted by the user are marked with <angled-brackets>.
1.2 System Requirements
Vega runs on Linux and Windows operating systems from Windows XP onwards fitted with a hard
disk and a graphic card capable of supporting a resolution of 800x600.
A printer is recommended for the display of pairings and results during tournaments, although in
principle Vega could be used without it. Vega will print only ASCII files. HTML output can be
printed from the browser, but there is little control over page breaks.
Vega may run even on a USB pen drive.
1.3 Installation
Windows version: Vega comes in the self-extracting archive VegaSetup.exe. To install the
program just double click on the icon program and follow the instructions. Please do not install the
program in the folders “Desktop” or “Documents”, instead use the usual directories of
c:\programs\vega, c:\vega, etc... without spaces in the name of the installation folder. After
installation, the program can be run from the start menu in the usual way. Please note that:
Vega.exe
refers to the version for individual tournament
VegaTeam.exe
refers to the version for team tournament
Linux version: VEGA comes in the compressed archive vegalinux.tar.gz. To install the program,
the user should create an installation directory and then extract the contents of the archive using
“tar xvf vegalinux.tar.gz”. VEGA will be installed in the directory ./vega. To run the
program the user must change directory and enter the following command:
./Vega
for individual tournament
./VegaTeam
for team tournament
Customising the Menus
By default, Vega shows the menu in English. The user can select a different language using Select
Language under the Extras menu. The program will need to be re-started for the changes to take
effect. If necessary, the user can customise Vega’s text labels by editing the message catalog as
described in Appendix A (Frequently Asked Questions).
Uninstalling Vega
Vega for Windows does not use any DLLs, so to uninstall the program, just run the uninstaller from
the start menu. On Linux, simply erase the installation directory.
Reporting Bugs
The author will appreciate all comments, questions and bug reports (if any). To report a bug, send
details to the contact address below. Attaching the zipped tournament folder will assist analysis.
E-mail: [email protected]
License
The user will find the program license in the installation directory (see Appendix B). The user must
be aware that by using the program, he accepts all the terms of the license.
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2. Vega for Individual Tournaments
In this tutorial the user will learn how to start a tournament, produce pairings, insert results and
show the cross-table in the standard way (Sections 2.1 to 2.6). Section 2.7 describes some tasks
such as modifying the tournament details that are sometimes necessary, but which require extra
caution. Sections 2.8 – 2.10 describe the Standing, Extras and Rating Report menu items.
Miscellaneous other tasks are covered in section 2.11.
The working area of Vega consists of a menu bar, 3 tabbed pages (Players Archive, Round
Manager, Output), and a status bar and database area.
When the program starts, the page titled Players Archive is shown:
The File menu gives access to a series of operations including the opening and closing of files, the
creation or modification of a tournament and exiting from the program. The three tabbed pages refer
to three functions that the arbiter can perform during a tournament.
1.
Players Archive: here it is possible to register players, close the registration and start the
tournament, modify player details even after the tournament has started, manage
withdrawals and late entries and print the list of players.
2.
Round Manager: here it is possible to generate and modify pairings for the next round,
insert the results of the current round or revisit and correct previous rounds.
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3. Output: here it is possible to visualise and print all the outputs from the program
To quit the working session, the user should select Exit from the File menu. To resume an old
session, select Open Tournament from the File menu and look for files with a *.veg extension in
the working directory.
2.1 Creating a New Tournament
To create a new tournament, select New Tournament from the File menu. A new form will prompt
the user to enter essential information required for the tournament (see illustration below). The field
Federation must contain the FIDE country code (3 characters). This information is important as it
determines the national rating system and in the case of FIDE ratings, it affects the international
norms.
The Play System drop-down menu enables selection from one of eleven different pairing systems
that include: single or double-round Round-Robin (see Appendix C), FIDE Swiss Dubov (see
Appendices D and E), FIDE Swiss Lim, FIDE Swiss Dutch, Swiss Vega (see Appendix F) and
Swiss USCF (see Appendix G), Swiss Ranked Dutch (as FIDE Dutch but the players are ordered
not by score and rating but by score and then tiebreak criteria). For a brief guide on which Swiss
system to use, see Appendix A: Frequently Asked Questions..
Please note that the Rounds variable will have no effect on Round-Robin systems, since they are
managed automatically by Vega.
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The button Set schedule enables the user to enter time and date of each round. This info, if
available, will be shown on the FIDE rating report and printed on the pairing sheet and web site as
well. To enter the schedule make a mouse right click and choose the desired action.
If the user prefers to run a tournament with accelerated rounds, then he can check the box Acc.
rounds. Before closing the registration, Vega will prompt for the required parameters.
The Use FIDE rating check-box forces Vega to use FIDE ratings during pairing under the Swiss
system and for performance rating calculations. Otherwise the national rating will be used.
NOTE: For FIDE tournaments: If the player is FIDE unrated (Rtg FIDE = 0), Vega will use
his national rating for ranking and pairing purposes.
For national tournaments: If the player is unrated (Rtg Nat = 0), Vega will use his FIDE
rating for ranking and pairing purposes.
(The ECF tournament director should, however, refer to Appendix H: Additional Notes for the
ECF Tournament Director.)
NOTE: Pairings for the Swiss system FIDE Dutch (Handbook FIDE C.04.1) is performed
thanks to the pairing engine JaVaFo © Roberto Ricca (http://www.rrweb.org/javafo).JaVaFo
needs the Java Runtime Environment (JRE) at least version 5 and 32 bit (the 64 bit version will
not permit Vega to work correctly). The JRE can be downloaded from
http://www.java.com (you need to have the privilege of administrator to install it).
The user can choose among different tie-breaks.
•
•
•
•
•
•
•
Buccholz Cut 1 is the Bucholz score reduced by the worst opponent score
Buccholz Total is the Bucholz (sum of opponents) score
Bucholz Median is the Bucholz score reduced by the best and worst opponents scores
Sonneborn-Berger is the sum of defeated opponents scores plus half the sum of opponents
with whom the player has drawn
Cumulative is the sum of progressive scores
Average Rating Opp. Is the average Elo rating of opponents
Koya: is the sum of points obtained against opponents who have scored at least 50%,
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•
•
•
•
•
Most Wins
Av. Per. Rat. Opp. is the average performance rating of opponents
Av. Rat. Opp. Cut 1 is the average Elo rating of opponents after discounting the worst rated
opponent.
Direct Encounter: result of individual game between two tied players
Most Paired: counts only the games for which the player was actually paired, including
byes, but ignoring any drawn ‘forfeits’.
The implementation of the Bucholz and Sonneborn Berger system with respect to unplayed games
is described in Appendix I.
Moreover, it is possible to exclude from the tie-break calculation any pre-arranged draw/bye
(sometimes referred to as “draw to forfeit”) by checking/unchecking the option “Do not consider
Bye Drawer for tie-break”. (This is the default.) Another way to prevent the pre-arranged halfpoint byes being considered is to use as first tie-break the one called “Most paired”. This considers
only games in which the players were actually paired (including paired against BYE).
Vega uses a working directory <TournamentFolder> in which it will store all the files generated
during the tournament. Each tournament has its own working directory, if a tournament has many
sections, then each of them should have its own directory. This directory is set by pressing the set
folder button (see next picture). It is recommended to avoid the use of spaces, accented and
unusual characters (such as éçòà°@...#.) when defining its name. The name of the folder is used for
some very important files generated during the tournament.
NOTE: The tournament folder should NOT be created in the installation folder, but in some
area of the hard disk that any user may access, for example, c:\mytournaments.
Depending on your computer you may need the rights of administrator to create it and make it
writable by all users.
Once the New Tournament form has been filled in, the user must click on Done. To correct these
settings later on, select Dangerous Stuff! → Modify Tournament from the File menu.
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2.2 Registering Players
After creating a new tournament, the user must enter player information in the Players Archive
page. Players are entered clicking Add Player and filling out the fields in the Registered Player
area. (It is also possible to enter players by importing them singly or in groups from a pre-existing
database – see Section 2.11.3.)
To accept the data the user needs to perform a mouse left click outside the inserted record (the red
box in the above picture) or press the key ENTER.
While the registration remains unclosed, the selected player can be moved up and down using
CTRL + Up and CTRL + Down. To print the player list just click on
Extras → Print registered players.
The information to be supplied during registration is:
Name:
Last and first name for a total of 30 characters.
NOTE: Only the Name field is mandatory for adding a player.
Fed:
Three characters for the Federation of the player. For FIDE tournaments enter the exact
FIDE code, otherwise Vega will not calculate the resulting FIDE norm correctly.
Birth date:10 characters (actually it is a string and no preventive control is performed. See Section
9
2.8 for more details). The user must enter the date of birth in a consistent way with the
rating report.
Gender:
Choose between ‘m’ale and ‘f’emale (default = ‘m’).
Title:
Choose one of the listed category. The FIDE titles are: GM, WGM, IM, WIM, FM,
WFM, CM, WCM. Instead the national categories are: M (master), CN (candidate
master), A=1N, B=2N, C=3N, D, E. The player without a title/category is denoted by
NC or --.
ID FIDE: FIDE code in 8 digit format (default = 0).
Rtg FIDE: Current FIDE rating of the player (default = 0).
K FIDE:
Coefficient for FIDE rating calculations. It is permissible to retain the default value (0)
for K. However, FIDE values are:
K = 40 for a player new to the rating list until he has completed events with at least 30
games
K = 20 as long as a player's rating remains under 2400.
K = 10 once a player's published rating has reached 2400 and remains at that level
subsequently, even if the rating drops below 2400.
K = 40 for all players until their 18th birthday, as long as their rating remains under
2300.
K = 20 for RAPID and BLITZ ratings for all players.
The formula used to calculate the rating variation is given in Section 2.10.
ID Nat:
Player national code in 8 digit format (default = 0).
Rtg Nat:
Current national rating of the player (default = 0).
K Nat:
Coefficient for national rating calculations (default = the last inserted value).
Vega can be modified in order to meet specific requests from other Federations. In this
case please contact the author.
Origin:
supplementary field that can contain the player’s region, state, province, club name... In
some tournaments this field can be used to get a standing by team (see section 2.7).
Status:
A player at a given round can be in one of three possible states: Paired, “white” color,
the player is available to play this round; Not Paired/Withdrawn, “red” color - the
player is not available for this round; Byed, “yellow” color - the player has a prearranged draw/ BYE.
The status for the remaining rounds can be changed at any time by a right click on the
player name
and then selecting Set player Status. A new window will open to set status for the
10
remaining rounds.
To remove the player from the remaining rounds press the button Withdraw player. To
accept the settings press button Done.
It is possible to inquire the history status of all players via the menu item Extra/Show
players status. Moreover Vega shows a summary towards the bottom of the Player
Archive page regarding the status of all registered players
T = total number of registered players; P = Playing players in the current round (players
appearing in the pairing); B = players that got a draw/ BYE; A = absent players.
To modify a player already added, the user should right click the wanted player and choose Edit. To
accept the modification it is necessary left click the mouse in any place inside the registered player
area.
To delete a player the user should:
1. Select the player in the Player list.
2. Press the button Remove Player.
The players and tournament data are saved in the file <TournamentFolder>.veg. This file is
described in Appendix J.
2.3 Closing the Registration
When the user has finished inserting the players, click the Close Registration button to start the
tournament. Vega will re-order the list of players in order of decreasing rating.
Once the registration is closed, it is not possible to remove players, only modify existing ones. The
user can add late entrants by pressing the Add Player button (see section 2.11.6 for details).
2.4 New Pairing
The pairing is performed in the Round Manager page. From left to right the buttons perform the
following operations:
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Accept WWW/BBB: When this is checked, Vega allows pairings in which a player can have the
same color three times in a row. This option is useful to force pairing between players with a perfect
score (players who have won all their games), which might otherwise not be possible due to the
color allocation rule. This situation can occur easily when the number of players is less than or
equal to 2R, where R is the programmed number of rounds.
NOTE: For the Dubov system, this option conflicts with the FIDE rules and cannot be used in
a FIDE tournament. For the Lim system, this is automatically taken into account in the last
round and cannot be used in FIDE tournaments before the last round. For the Dutch system
(JaVaFo engine) this option has no effect.
Danubian variant: When this is checked, Vega uses a different rule for article 7.2 of the Dubov
system (see Appendix K for details).
Avoid Pairs: Pressing this button opens a new window in which the user can indicate which pairs
should be avoided in the next pairing. For example, the following picture shows a typical setting
that avoids pairs among players of the same federation up to round 9. Also prevented are pairs
among players 1, 5, 9, 10 and between players 14 and 16.
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.
Pairing checklist: save the file checklist.txt that may be used as basis for most of Swiss
pairing systems. For each player is shown his color history, opponent history, score group, last float,
color preference. It is made by the engine JaVaFo.
Automatic: Instructs Vega to produce pairings according to the selected pairing system. In the case
of an odd number of players, depending on the pairing system, Vega automatically assigns a BYE.
The fictitious player is assigned with ID = 0 and a name of BYE. The user can exchange the colors
of a pair by a double click on the selected pair.
Manual: The user can create their own pairing and Vega will check the legality of each inserted
pair. More details about this important function can be found in section 2.9.1.
Verbose: Opens a window showing the contents of the files verboseN.txt and ScoregroupN-0.sgr.
By default, for each round N, Vega stores 3 files:
1. verboseN.txt : Contains all the steps made by VEGA to produce the final pairing, except the
color allocation task (this file is not available for Dutch Swiss system).
2. ScoregroupN-0.sgr : Contains the players distributed in the score groups before the pairing.
3. ScoregroupN-1.sgr : For Swiss Dubov pairings only, it contains the players distributed in the
score groups after some operation to ‘equalize’ the score group just before the pairing.
By examining these files, the user can check the output of Vega. The program shows the application
of rules for the selected pairing system. Using the Dubov system, a typical output for a score group
calculation is as follows:
----------------------------------------------Group 2: score = 1.5
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------9 1890.0 2355 F
|
8 2264.5 2400
15 2240.0 2130
|
22 2327.5 1850
3 2272.5 2579
N |
This shows the white and black players with their ID, ARO and rating, together with the state of the
‘c’ and ‘u’ flag. ‘c’ indicates the player can change their due color. When c=F the due color is fixed,
i.e. the player has an absolute color preference. ‘u’ indicates the player can upfloat, i.e. can be
transferred to a higher score group. When u = N this is not possible. The following is a typical
output of the verbose file:
================================
Pairing group 3
================================
[Ch 7.1] ISLANDs: they are: 2
5, 10
> moving player 10 from [W 3] to floater group 3
> moving player 9 from [B 6] to opponent group 3
> moving player 5 from [B 3] to floater group 3
> moving player 8 from [W 6] to opponent group 3
Total pairs in the group 3
***** 10 - 9
***** 5 8
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The score group 3 had two “islands”, i.e. players that have no compatible opponent in their score
group. These players have IDs 5 and 10 and Vega proceeds to their pairing as per Chapter 7.1 of the
Dubov system. The code [W 3] means “White subgroup in the score group number 3” and so on.
The “floater group” and its corresponding “opponent group” are special logical groups (internal to
Vega) used to transition “islands” and “floaters” that occur during pairing. The detailed information
helps the user keep track of the work done by Vega.
Print Pairing: Prints the pairing in the pairing list.
Improve colors: Permits a quick exchange of colors. See Section 2.11.8 for details.
Modify Pairing: Permits modification of the current pairing. See manual pairing for details.
View local site: Launch the predefined browser and load the page index.html of the local web site
generated by Vega.
Publish: Uploads the local web site to a specified server (see www settings in Section 2.9). The
following window prompts the user with new actions:
entire site: publish the whole content of the local web
site. This option should be used at the very beginning, for
example after the first round pairing.
all except flags: this option save times because does not
transfer the flags on the server. The player’s flag does not
change during the tournament and this action should be
used regularly.
only current results: sometimes the arbiter needs to
quickly publish only the partial results got at that
moment. This option transfers only the file containing the
results of the current round.
2.5 Result Entry
The results are entered using the Insert Result section in the Round Manager page. It is possible
to enter results of the current round or modify those of past rounds. The results are entered by
choosing a pair in the pairing list and then clicking on the button corresponding to the result:
The ‘F’ denotes a forfeit. Alternatively, the user can enter the result by pressing the following keys:
1 : 1 - 0,
0 : 0 – 1,
5 : ½ - ½,
3 : 1F – 0F,
4 : 0F – 1F,
2 : 0F – 0F,
7 : adj = adjourned (it is equivalent to ½ - ½ for pairing purpose)
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9: delete the current result
The consequences of a forfeit in Vega are:
1. For the purpose of rating variations, the game is considered as not played for both players
(so that they can be paired again in subsequent rounds).
2. The winner will get +1 point.
3. The color for that round is considered NO_COLOR for both players.
4. For tiebreak purposes the forfeit will be handled as specified at the tournament definition.
The pair with the BYE is assigned an ID = 0 and the name BYE. The user will choose the result to
assign to the BYE’s opponent as usual (the default is “1F-0”).
NOTE: The user can exchange colors of a pair by a double clicking on that pair.
NOTE: To restart entry from the first pair, press the ENTER key.
A non-standard result, for example ½ - 0, 0 – ½ , 0 – 0, can be assigned using the button non
standard and filling out the following form:
See Appendix A, question 15 for further info about non-standard results.
The ‘U’ denotes an unrated result, i.e. it is considered as played but not valid for the Elo rating
variation or norm calculations.
After choosing a result, Vega will automatically move on to the next pair. The results should all be
entered before performing a new pairing or modifying an old one. If the user is not able to finish
this operation in one session then he can Save the data and Exit from Vega. Upon restarting, Vega
will remind the user to finish entering the round.
In case of a big tournament the user may want to show only the pairs without results or with an
adjourned result. This is done with the button
. The button
will show all pairs again.
Once entry is complete, Vega will automatically update the Cross Table.
NOTE: Vega automatically updates the cross table and ranking list when important parameters
are changed (player data, tie-breaks...). However if the user want to force the update of the cross
table, he must press the button
.
The data concerning the tournament is stored in the file <TournamentFolder>.veg. It is a
standard ASCII file and is updated when the user presses Save Tournament. Although it can be
modified using most editors, the user should not do so for risk of seriously damaging the
tournament data. However in some very special cases, the expert user might need to edit them to
recover data quickly or to modify the tournament. In this manner the arbiter has a total control over
the tournament.
15
If the user wants to correct results or just show previous pairings, they must first
choose the round. To this end, select the round number in the round field. All
the pairings for that round are displayed and the user can, as usual, select the
pair and the result.
Before performing a new pairing Vega produces a backup file named <TournamentFolder>VEG-N.bak. where N is the last completed round. If for some reason the normal file is damaged,
the backup can be re-loaded using Dangerous Stuff! / Load Round from the File menu.
2.6 Cross Table and other useful reports
Moving on to the Output page, the user can visualize and print several files. All the data files
generated by Vega are in text format, although they have several different extensions. A few
generated files have the extension QTF and when printed, result in higher quality output. These files
are in Rich Text Format and can be modified within Vega using the UWord editor, by pressing the
button. All other files can be opened with the
button.
Files relevant to the tournament can be shown by pressing the buttons in the Output page. They are:
Cross Table,
.
Sorted Cross Table
according to his rank.
produces a cross table in which the ID of each player is regenerated
Standing,
file standing.qtf displays the first three tie-breaks criteria
Standing,
file standing.txt displays all tie-breaks criteria
: labels to put on the table. The labels starts from number 1, but other
Board Cards,
number can be set.
: history card of the players.
Player Cards,
Pairing,
. pairing with results after insertion.
Print,
: prints the contents of the window. The number in the box indicates the pointsize of the text to be printed and not of the text to be showed in the window. The user can print the
selected text with the
commences.
Rating Variation,
button (does not work with qtf files). A preview is shown before printing
.
Print registered players,
16
Here is the list of relevant files generated by Vega and saved in the tournament folder:
Filename
Description
verbosN.txt
tourstat.txt, tourstat.html
<TournamentFolder>.veg
standing.txt, standing.qtf
scoregroupsNend.txt
scoregroupsN.txt
rankgrp.txt
rankdate.txt
rankcat.txt
playerlist.txt
playercd.txt
pairsN.qtf
pairsRR.txt
SortedPairsN.txt
FIDE-<TournamentFolder>.txt
fidecross.txt
fidenorm.txt
fidecard.txt
elovar.txt
eloprev.txt
crosstable.txt
boardcrd.txt, boardcrd.qtf
*.html
Pairing explanation at round N
Tournament statistics
Tournament file archive
Standings
Score groups after pairing (only Dubov system)
Score group before pairing
Players ranked in several Elo intervals
Players ranked in several intervals specified by their birthday
Standing by categories
Registered players
History card
Pairing at round N
Round-robin calendar
Pairing sorted by player name
Elo Rating Report for FIDE
FIDE cross table
Summary of rating performance for each player
FIDE history card
Elo variation
Rating variation depending on the result of the current game
Cross table
Board card
Generated Web pages
2.7 File → Dangerous Stuff
Delete Round will delete the current round and bring Vega to the state of “Waiting for pairing” in
the previous round. Vega stores all the data of past rounds so the tournament can be undone right
back to the first round this way.
Reset Tournament will return Vega to the first round with the same players, including the latecomers. This could be useful during a simulation of the tournament.
Modify Tournament permits the modification some of the tournament parameters. Please note that
the system of play can only be changed by reopening the registration.
Reopen Registration will return Vega to the state it was in before closing the registration. The
arbiter must once more close the registration to start the tournament.
Load Round will re-load the round file at round N from backup, if for some reason the normal file
is damaged.
2.8 The “Standing” Menu
Rank Rating Group. This generates the file rankgrp.txt, containing ranked groups of
players, the groups being defined by specifying rating ranges.
Rank Date Group. Generates the file rankdagr.txt, containing ranked groups of players, the
groups being defined by specifying the year of birthday (format YYYY) ranges. The player date
format could be one of the following: ddmmyy (if yy<20, it means 20yy, otherwise it means 19yy).
Also valid are yyyy, yyyy.mm.dd, yyyy/mm/dd, with mdy in any order.
Missing Point Score System: This is a new way to calculate the final standing in a Swiss
tournament. The method pretends to transform the Swiss system into a round-robin tournament and
tries to predict the results of games amongst players that were not paired in the Swiss tournament.
This is performed by analyzing the cross table and the relationships between all players via their
common opponents. The details of the pairings are saved in the file mpscorelog.txt, while the
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new ranking is stored in mpscore.txt. Further details can be found at
www.vegachess.com/Swiss/missingpoint.htm
Zermelo Score System, Zermelo Score System Extended: This is a new way to calculate the final
standing in a Swiss tournament. See Appendix L for details.
Assign Prize (Hort system). This system aims to better distribute the prize money amongst players
on same points at the end of the tournament. Here is an example of this system; suppose 4 players
share the same place. The four prizes are as follows: 1st €10.000, 2nd €8.000, 3rd €6.000, 4th
€4.000. We have to split €28.000. We split this amount in two equal parts, each of €14.000.
The first part will be split equally and each player receives €3.500.
The second part will be split according to the ranking after a tie-break.
#1 receives €3.500 + €5.000 = €8.500
#2 receives €3.500 + €4.000 = €7.500
#3 receives €3.500 + €3.000 = €6.500
#4 receives €3.500 + €2.000 = €5.500
(Please note that the amounts €5.000, 4.000, 3.000 and 2.000 are just half of the original prizes.)
Rank Teams. This saves a ranking of all teams (players with the same Origin field) participating in
the tournament, to file rankTeams.txt. The points of a team are the sum of points of the best N
players of that team. N can be defined and its default is 4. It also shows the ranking applied
individually to the first N boards.
Rank Categories. This writes a ranking of players grouped by their grading categories to the file
rankcat.txt.
Rank Groups. This writes the ranking of a tournament set as explained in Appendix M.
Upset Results: are those results in which a lower rated player win against a higher rated player. The
standing is based on the rating difference (draw count half difference) and can be obtained for each
round or for all rounds.
2.9 The “Extras” Menu
Items that are not self-explanatory are described below.
Set Group for accelerating pairing. Please see section ‘2.11.9 Accelerated rounds’ for details.
Set group for multi-section tournament. Please see Appendix M for details.
Make Badge. It prepares form with key words to be filled with values referring to the tournament
data. The form should be in the folder /badgetemplate in the installation folder. They can be
prepared/modified by using the integrated editor in the page Output (icon
words that can be used:
).
These are the key
##PLAYERNAME : player name
##TOURNAMENTNAME : tournament name
##RTGFIDE : FIDE rating
##RTGNAT : Rating/grade national Rating/grade
##RTG : Rating/Grade used for pairing
##PLAYERID : player ID during the tournament
##DATAB : tournament begin date
##DATAE : tournament end date
##TITLE : player title
##TOURNAMENTPLACE : place tournament
##COUNTRY : player federation
##IMAGE : player federation flag
Set memo message. Lets the TD set a remark that will be prompted at a given round. This feature is
useful to take note of those players that need to be excluded/included at a given round.
Set Festival. This permits to indicate the sections of a tournament. A drop down menu will appear
on the right side of the menu bar listing all the sections. The user can quickly jump among the
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sections selecting them. Before opening a new section the current one is automatically saved.
Round Robin Calendar. This saves all pairings in a round-robin tournament to the file pairsRR.txt.
Add external pairing engine. See Appendix N.
Regenerate pairing number. Vega assigns to each late entrant a progressive pairing number (ID)
irrespective of his rating. This will not affect the pairing but may be annoying to see a strong player
at bottom of the cross table. In this case this option permit reassignment of the pairing number to all
players.
Print Swiss cards: print the Swiss pairing card that can be used in case of manual pairing. If
printed at round 1 the cards will be empty, otherwise they will contain all data known at the current
round.
R: round;
C: color;
F: floater history according to the selected Swiss
system (▼=downfloater, ▲=upfloater);
OPP: opponent id number;
Res: round result;
Score: score at the given round;
Ex: this coloumn must be filled by the arbiter extra
data useful for the next pairing, for example the
expected color and/or fictious points in case of
accelerated Swiss system.
WWW Settings. Throughout the tournament, Vega generates Web content in HTML format, in a
directory called www<TournamentFolder> (as a subdirectory of the working directory). In this
directory, the site home page is a file called index.html. A banner for all pages on the site can be
added by putting an image file named logo.jpg into the directory.
In this directory Vega even generates a pgn template (skeleton) file for each round.
NOTE: The user must place the completed pgn file in a different directory to prevent Vega
overwriting it!
The user that wants to publish the site must publish on a server all the files present in
www<TournamentFolder>. The web content is automatically updated by Vega while the tournament
proceeds.
The user can tune the site using WWW Settings from the Extra menu.
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Link pgn file game: if checked, the pgn game files are available for download;
Add rating report FIDE, Add rating report Nat: if checked, an html page is created with the
rating (Elo) report for to FIDE or the National federation (the latter currently mostly oriented
toward the Italian federation);
Use country flag: if checked, a country flag will appear in place of the country name.
It is possible to install a pgn viewer able to read the pgn games generated by Vega. So far it has
been tested the freeware viewer pgn4web (http://pgn4web.casaschi.net/)
Download the latest version of pgn4web (see next picture) and unzip in a directory of your
computer. Copy this entire directory onto the server. Let’s call it pgn4web/ in the root directory of
the server.
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Copy the files vega.html and vega.css from the directory pgnviewer (inside the Vega installation
directory) in the directory pgn4web/. Take note of the server directory in which pgn4web/ is and
put it on the field pgn viewer in the setting window.
In the field relative path games insert the path relative to your root directory to the one containing
the pgn file of your games with name <TournamentFolder>X.pgn, where X is the round. The viewer
is now installed and nothing more should be done in the directory containing pgn4web.
While you observe a game, a left mouse click on square E8 opens a popup window with a board set
to the current position. You can move pieces by left click of the starting and arrival square. The
enabled browser, e.g. Chrome, will even show the evaluation of a chess engine.
NOTE: The pgn files should be in a dedicated folder to prevent Vega to overwrite them. Their
transfer must be done with an appropriate ftp program to the desired directory.
In the box External links the user may add the links to external pages of the site, or other sections
of the same event. The link and its alias should be each on a row. The links will be displayed at the
top of the window (see next picture).
The box ftp site parameters should be filled with the usual parameters to access the site in case the
user want to use the embedded ftp client. The field folder will contain the
www<TournamentFolder> generate by Vega.
The button Generate local site permits creation of the web content in case one or more files are
missing or damaged.
Assign Players to Board: a player can occupy the same table in each round. This is done (see next
picture) by selecting the player and the board, then pressing the button [>>]. To remove him from
the assigned board select the board and press [<<].
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2.10 The “Rating Report” Menu
From this menu it is possible to generate several rating reports intended for submission to a number
of Chess federations.
FIDE:
1. Rating Report permits insertion of new data and the creation of a rating report to be sent to
FIDE (file fideelo.txt).
2. History Card: For a Swiss tournament this contains the player cards of all FIDE rated
players and those unrated players that have played against at least one FIDE rated player.
The rating variation calculation by Vega uses the following FIDE formula:
R = R0 + K Σi (P i – PA i)
Where R is the final rating, R0 is the initial rating, Pi is the player score result of round i
(1, 0.5 or 0), PAi is the score probability depending upon the rating difference between
the player and their opponent at round i.
If K = 0 (the default value) the rating variation will be shown in units of K.
The player performance for the tournament is calculated using the FIDE procedure
described in https://www.fide.com/component/handbook/?id=174&view=article (article
1.48).
For a single Round Robin tournament with unrated players the rating calculations are made
using the FIDE procedure. If the Arbiter wishes to exclude from calculation the results of
one or more unrated players he must, at the end of the tournament, set their status to ‘1/2’.
3. Find Norm produces the file fidenorm.txt containing a list of players and their
performance relative to various title norms (GM, IM, WGM, WIM). Moreover, a grid is
22
displayed with the same info.
4. Tournament statistics. This reports general statistics of the tournament to the file
tourstat.txt. It contains the number of federations, number of rated and unrated FIDE
players, titled players, etc.
5. Norm certificate IT1: saves the files fidenormID=NasX.txt (in text format) and
fidenormID=NasX.qtf (in qtf format) containing the FIDE norm certificates: N is the
player ID, and X is the sought norm (GM, IM, WGM, WIM).
WARNING: Vega performs the calculation regarding the rating and produces a detailed
report. It is responsibility of the Arbiter to check that all the FIDE requests are present in
order to validate the certificate (i.e. number of unrated, number of titled players, etc...).
6. Statistics: saves the file tourstat.txt containing useful information about the tournament.
7. Tournament certificate IT3: produces the file FIDE-IT3.qtf containing statistical information
on the tournament.
8. Import tournament in FIDE format: can import the data tournament made by
another program.
USCF: This generates the files used by USCF (USA) for rating reports (see Appendix O for
details).
FSI: This generates rating reports for the Italian chess federation (see the Italian version of this user
manual for detail).
ECF: generates rating reports for the English chess federation. (See Appendix H for details.)
DWZ: generates rating reports for the German chess federation.
The option Convert spieler.csv to utf8 transforms the file spieler.csv in the file newspieler.csv
encoded in utf8. The TD needs to import the players from this last file to preserve the accented
characters. The file spieler.csv should be downloaded from the site of the German federation.
NZCF: generates rating reports for the New Zealand chess federation.
Generic Tournament Description file: it is a general purpose rating report format. It is very
similar to the FIDE one but includes even national data (see Appendix P).
Import/Export XML Tournament Description: this represents the new way Vega will save its
tournament. At the moment this format is experimental but in future it will replace the veg file.
Rating report for other federations can be provided free of charge. Please contact the
author.
2.11 Special Tasks
2.11.1 Manual Pairing (not for the round-robin system)
Vega allows easy insertion of manual pairings. This is done by pressing the button Manual. The
pairing continues by filling in the fields labeled ‘White’ and ‘Black’, then pressing the button Add
Pair. The user can enter IDs with the mouse by selecting the players in the list at the top right of the
window. In this list the players are sorted by score, rating and name; it even shows their due color
(Col) and whether is changeable or fixed (c=F).
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The pair is accepted only if it is legal. The user need not be concerned about the colors because
Vega will assign it automatically when the user presses the Done button. Only in the first round will
Vega accept colors entered by the user.
NOTE: it is recommended that the user has a clear idea about which pairs he wants to add
and write down them on paper before proceeding. The user can change the order of the pair
or assign a table to a particular pair by selecting the pair and then pressing the keys
CTRL+’Up’ or CTRL+’Down’.
If the user just wants to check the legality of a pair, he should press the Verify Pair button. To
remove an inserted pair the user must press the Remove Pair button.
The button Save Pairing will write the currently inserted pairings to a file specified by the user.
This is useful if there are many pairs to insert and the work cannot be completed in one session.
The function Load Pairing allows loading of pairings previously saved. Please note that Vega will
not check the validity of the pairing loaded in this way. However, the user should be very careful
with this option and they are advised to load only pairings saved by Vega itself.
During the entry, Vega shows the number of the remaining players to be inserted and the number of
pairs already inserted.
In some cases the user might find it useful to load the pairing produced by Vega after pressing the
Automatic button (see section 2.4). To obtain a preliminary pairing by Vega, the user should press
the Automatic button and then delete the round generated. Afterwards, the user will find the file
*.man corresponding to the current round.
NOTE: the BYE (ID = 0) can be assigned manually in the same pairing as many times as the
user wants.
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When entry is finished, the user should click Done. Vega will correctly assign the colors (except in
the first round) and return to the Round Manager page, waiting for a command.
2.11.2 Export Data
The File → Export function is useful when the user wants to extract the personal data of the
players to be used in other tournaments. There are three possibilities: Export → All Players,
Export → Tournament, and Export → Selected Player.
i) Export → All Players: With this option, the data for every player is exported to a text file. The
format of the file, called Vega format, is very simple and can be managed by any spreadsheet or text
editor. It consists of a first row with the name of the fields followed by the data for each player in
subsequent rows separated by a comma. Below shows the first 7 lines of a typical file:
NAME;COUNTRY;BIRTHDAY;GENDER;TITLE;IDFIDE;ELOFIDE;IDNAT;ELONAT;KCOEFF
KASPAROV GARRY ; RU;13.04.63;m;IGM; 4100018; 2830; 0; 0; 0
KARPOV ANATOLY ; RU;23.05.51;m;IGM; 4100026; 2693; 0; 0; 0
GAVRIKOV VIKTOR ; LT;29.07.57;m;IGM;12801747; 2570; 0; 0; 0
KUPREICHIK VIKTOR D; BL;03.07.49;m;IGM;13500066; 2501; 0; 0; 0
KUPOROSOV VIKTOR ; RU;26.09.61;m; IM; 4100999; 2470; 0; 0; 0
KRASNOV VIKTOR A. ; RU;24.09.50;m; NC; 4161319; 2444; 0; 0; 0
...
The maximum length of each field is the following:
- NAME: 30 characters;
- COUNTRY: 3 characters;
- BIRTHDAY: date in the format dd.mm.yy or ddmmyyyy (8 characters);
- GENDER: 1 character (m or f).
- TITLE: 3 characters;
- ID FIDE: 8 characters
- ELOFIDE: 4 digits;
- ID NAT: 8 characters;
- ELONAT: 4 digits;
- KCOEFF: 2 digits;
- ORIGIN: 20 characters.
The players in this archive can be loaded later as described in section 2.11.3.
ii) Export → Tournament. This option is useful in tournaments with many sections. In this
situation it is best to have one large tournament, then extract the data for each section, selecting the
rating range for each of them (see below):
The user can select players by their national rating, FIDE rating, or both. In any case, each section
should be exported to its own directory (folder) -do not mix the sections in the same directory. The
exported players are not removed from the current large tournament.
iii) Export → Selected Player: This option is useful when the user wants to move a player from
one section to another (note that the player is not removed from the current section). The user
should select the player to be moved from the current section and then select the VEG file of the
25
destination section. This VEG file must not be in use by a running Vega session, otherwise the
modification will be lost.
2.11.3 Importing players from a text database
Vega can import players from any formatted text database by using the database tabbed pages in the
lower part of the window. The user can defines up to three different databases and work with them
simultaneously.
The wanted database is chosen with the option Set DB.
Vega offers the option to choose from a list of pre-defined databases, or a custom database either of
a format with fixed-length fields or of a generic CSV (Comma Separated Variable) type format.
The pre-defined databases do not need a data filter (it is automatically loaded). However, the
custom databases require a filter to inform Vega which fields to import and where they are. This is
done by pressing the Set Filter button.
Vega comes with the filter fide.flt to help import FIDE data and this filter is loaded
automatically. By clicking Done, the filter becomes active. The user can retrieve players from
different FIDE databases all in text format. The correspondence among databases, type of rating to
be loaded from each DB and menu item is shown in the next picture.
26
After the filter has been defined, the user must enter a string of at least 6 characters long. If the
user enters the string ****** all the players in the database are shown (for the FIDE database it is
necessary to select a country code to limit the output). The user should ensure there is enough
memory in the computer to avoid a program crash that might be caused by loading a huge database.
Vega will show all the players matching the entered string (the search is not case sensitive). To add
a player to the tournament, the user must:
• Select a player.
• Double click the selected player or press the ENTER key.
• Select a range of players: Left click of the first player, hold down SHIFT and left click on
the last and then press Add Selected to import all players at once. The user can also select
multiple players by holding down the key CTRL and left-clicking on each player.
A database of type National Fixed Length is treated in the same manner to that described above,
but the national rating and national ID data populate their respective fields instead of the FIDE
ones. The user can configure a filter for their own custom database providing it has fixed length
fields.
In the case for which the database has fields with fixed length the following window will appear:
27
The previous picture shows an example in which the user wants to import the fields Name, Rating,
Title, Country, Birthday, ID code and Gender (the corresponding check boxes are pressed). Then for
each field the user inserts the column from which begin to read that field (the first column of the
record start from 0). The length of each field is fixed by VEGA and specified in Max Length.
The selected filter can be saved for reuse using Save Filter and the filter’s filename should have a
.flt extension. It can be reloaded later with Load Filter.
The CSV database works with databases in which the fields are delimited by ‘;’. One needs to
define a filter and indicate the fields to be imported. The first field has position 0 (zero). This type
of database can be used to import from FIDE or national databases as well as custom-built
databases.
Note: In English speaking countries CSV type databases are usually delimited by ‘,’ instead of
‘;’. This default behavior can be altered on Windows machines by going to Control Panel →
Region and Language Settings → Additional Settings → List Separator and changing the ‘,’ to
a ‘;’. Programs such as Excel will then delimit fields with ‘;’ as required.
The database type Vega and VegaFSI (Italy) are the easiest in that they don’t need a filter and
contain both FIDE and national data. In particular, the first one is the native format of Vega’s
28
archive (see section 3.2 for details), while the last one is the format of the Italian Chess Federation.
The option Update button is useful when the ratings have been changed and the arbiter needs to
synchronize them with the newest value contained in the database. This task uses the player ID and
his last name in the selected database.
2.11.4 Vesus (Vega Subscription System)
Vesus is an integrated system that permits the online registration of the players and successive
tournament publication. It has been realized by Santino Puleio and on the site www.vesus.org there
is a tutorial.
By using Vesus the TD creates a chess event; the players register online to the tournament; then TD
using Vega to download all the registered players and can publish the tournament round by round.
The system at the moment is based only on the FIDE and FSI (Italian chess federation) database,
but in future it will be extended to other Federation. Please contact Puleio for further information.
2.11.5 How to modify the Cross Table of late entrants or byed players.
The user can award the late entrants with points (gained against the BYE) in the round in which
they were absent. This procedure can be used even to modify the results against the BYE. For
example, if a player enters at round 3 and the user want give him a draw in round 1 and 2:
1. Select a player in the Players Archive page.
2. Double click on the desired player.
3. Fill out all the fields and press Ok.
Please note that the results inserted this way will not appear in the list of pairs. This just
modifies the cross table, so this procedure should only be used in rare cases for assigning a BYE.
Please note that a result of Null means the game for that round has not been played.
2.11.6 Treatment of late entrants (Swiss system only)
This is for players that did not communicate their participation in the tournament and arrive after
the first round has started, when player registration cannot be reopened. The late entrants are added
using the Edit Player section in the Players Archive page. Their registration proceeds as that of
normal players with the exception that they cannot be deleted, only modified when necessary. Vega
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assigns consecutive IDs to each late entrant as they are entered. Usually the user manually pairs
these players against themselves.
NOTE: it is recommended that the user forms a clear idea about what pairs they want to add
and writes them down on paper before proceeding!
For example, we closed the registration with 58 players and generated the pairing for the first round.
Then 6 late entrants arrive. Vega will assign them the IDs 59, 60, 61, 62, 63 and 64. Let’s suppose
the user wants to pair them in this way:
59 60
61 62
63 64
To let Vega add these new pairs the user must press the Modify Pairing button. The window for
manual pairing appears and at this point, the user can add the new pairs listed above. This way the
new pairs will appear in the normal pairing list.
NOTE: The ‘Modify Pairing’ button can be activated only for the current round (the pairing
of the previous rounds cannot be modified).
2.11.7 Importing results from an external file
In a large blitz tournament with several hundreds of pairs, it is convenient to work with many
computers. Each arbiter has one computer and will insert the results for a subset of the total
pairings. This task is performed using another program, which will collect all the results and
produce a text file with an extension of *.res in following format:
1st row: number_of_pairs current_round
and for each successive row: id_white id_black
code_result
The value for code_result is that which is reported on the tooltips over buttons in the Insert Result
section of the Round Manager page. For example the first 6 rows of such a file could be:
16
9
8
7
19
1
…
7
10
2
3
5
17
1
0
1
5
3
2.11.8 Improving colors
Vega automatically assigns the correct color to each player1. However in some cases the arbiter
might decide to assign them manually to refine the pairing, exchanging colors. Press the Improve
colors button in the Round Manager page.
A new window will appear (see below) showing the details of the pairs in the current round. The
user should pay attention to the colored squares because their colors have special meaning. In fact
the due color white is indicated by a white square, the due color black is indicated by black square.
A blue square appears for players that have no due color, for example at round 2, after a forfeit
game. Inside the square there is a smaller square that is red if the player has a fixed due color, or
1
If using the USCF Swiss system, Vega will, after the so called natural pairing (upper half vs
bottom half), improve the color distribution using the “Look Ahead method” described in the USCF
Official Rules - 5th edition. See Appendix F for further details.
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green if the player can change their due color.
To improve the colors, the user should avoid, or at least minimise, the number of pairs in which
both players have the same due colors. To this end he should exchange those players by using
transposition (exchange between players in the same column) or interchanges (exchange between
players in different columns). To exchange two players the user should press the ID-buttons of the
selected players. Their IDs will appear in right hand side of the window. Just below this appears the
rating difference involved in the exchange.
With the button Exchange Players the user can exchange the players. Vega will inform the user
about the legality of the proposed exchange. If the user needs only to know if the two selected
players are compatible they should press the button Verify Pair.
To accept the new pairing the user should press Done otherwise press Cancel to abandon all the
changes.
NOTE: Some expert USCF TDs prefer to improve the colors themselves after natural pairing.
Vega saves the natural pairing at round N in a file named natpairN.man. This pairing can
first be loaded with the option “Modify Pairing” and then improved using the “Improve
colors” option.
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2.11.9 Accelerated rounds
The option Extra → Set Groups for accelerated rounds allows the definition of up to three
groups of players. The user can choose the boundary of the groups, in terms of rating, by using the
context menu (right click on the mouse). See picture below:
The right hand side of the window shows the details of each group after the limits have been
chosen.
Acceleration works by adding a fictitious number of points to each player’s score based on which
group they are in. When it comes to pairing, the groups are separated by virtue of the fact that the
players are, at least initially, on a different number of points. The user should set the fictitious points
for each group and the number of accelerated rounds after which the fictitious points are removed.
Please note that the total score of each player showed in the pairing list is the sum real score +
fictitious points.
It is possible to run the tournament using a system of acceleration that allows the groups to merge
more progressively based on the score of the players. For higher scoring players, the acceleration is
32
increased by half-points, effectively decreasing the acceleration difference between them and those
in higher groups (see Appendix Q). This variant (invented in France) can be activated by clicking
the “Decreasing Acceleration” checkbox.
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3. Vega for Team Tournament: VegaTeam
Most of the features described in section 2 are also valid for the team version. However, there are a
number of differences that are covered in this section.
3.1 Creating a New Tournament
To create a new tournament, proceed as with Vega with File → New Tournament in the menu bar.
A new form will prompt the user to enter essential information to define the tournament. In
particular there are two new fields:
Boards is the number (max 10) of players that will sit at the tables to play.
Max Bo. is the total number of members in a team, i.e. it is Boards plus the reserves. The max value
is 10.
Pairing score is the principal score used to rank the teams and to realize the pairing. The user has
two possibilities:
• Sum Player Results. All points scored by individual players (0 for losses, ½ for draw, and 1
for wins) are accumulated.
• Match Points. Points 0, 1, or 2 are assigned to the team after each match. For example, if
team A faces team B with 6 players with result of +3 =2 –1, then team A gets 2 points and
team B gets zero points.
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As far as the Tie-break is concerned, the user should be aware that Buchholz and SonnebornBerger systems are calculated over the pairing score selected from the drop-down above.
Moreover, the Av. Rat. Opp. is the Average Rating Opponent and Weighted Boards, is a sum of
individual results where each board is weighted by the following factors:
1 board = 1.9
2 board = 1.7
3 board = 1.5
4 board = 1.3
5 board = 1.1
6 board = 0.9
7 board = 0.7
8 board = 0.5
9 board = 0.3
10 board = 0.1
The Koya system is calculated with respect to the match points.
After creating a tournament, the user must provide information regarding teams and their
composition in the Edit Team panel. The entry of a team is performed by filling in the fields Team
Name, Origin, Federation, Status and clicking on Add NEW Team. The data is moved down in
the team list and the overall rating of the team is assigned automatically as described below. Team
35
Name is the only mandatory field required to add a team.
The status flag may be
in case of team available for the next round or
team not participating to the next round.
in case of a
To add a player, double click on a row and insert the data as usual. Each added team is assigned a
rating calculated as the average of its first Boards players with the greatest rating (the position of a
player at the table does not affect the average rating). For example, in a team of six players with
rating: 2600, 2600, 2300, 2300, 2600, 2600, and Boards = 4, the average rating of the team is 2600.
The players can be sorted in different ways by simply clicking on the header of a given column.
To change a team that has already been added, the user should:
1 Select the team in the Team list.
2 Modify its data and eventually modify the player list.
3 Click on Save Change button.
To delete a team the user should:
1. Select the team in the Team list;
2. Click on Remove Team.
3.2 Closing the Registration
When the user has finished entering the teams, they must click on the Close Registration button to
start the tournament. A unique pairing number is assigned to each team. Each player is assigned a
unique number using the formula:
ID_player = (ID_team – 1) x 10 + B, where B run from 1 to 10
Thus the players, for example, of team with ID=7 will numbered as 71, 72, 73, ..... When the
registration is finished it is not possible to delete a team or add a new one. Instead the user can only
modify the present team.
3.3 New Pairing
The pairing is performed in the usual manner.
3.4 Entering the Results
The window is split in two parts. The top part shows the pairing amongst teams, while the bottom
part shows the pairing amongst the corresponding players. The result should be entered into the
Insert board results panel, while in the left panel Team composition the user can select the players
participing in the next match.
VegaTeam will automatically move on to the next match when all players have got their results.
36
3.5 Importing Players from a Formatted Database
VegaTeam can import players from any formatted textual database by using the option
File → Connect Database, just as Vega does.
Position in the
team of the
imported player
3.6 Extra/Add Team Preference Menu Item
This option can be used to perform automatic task during the insertion of a team. The user will be
asked to check two boxes:
37
Sort players by rating: if checked the players are sorted with the highest ranked player at the top
of the list. If unchecked the list remain as that made by the user.
Fill with fictitious players: if checked the rows left empty in the player list will be filled with
dummy names. For example, if the team name is Thunder the players are named Thunder_1,
Thunder_2, .... This option is useful in case the user wants quickly to run the tournament and only
later wants to insert the real name of each player.
38
Appendix A: Frequently Asked Questions (FAQs)
1. May I have the source code?
No, sorry... maybe in future.
2. Can I exchange the colors of a pair?
Yes, of course. Just double click on the table that shows the pairing.
3. Why is the Linux version freeware?
I’m very indebted with the Linux community and this is a way to give something back. From other
side Vega born under Linux. The cost of maintaining the code and provide the upgrades are covered
by the Windows version. If a Linux user wants to contribute he can consider registering a Windows
version.
4. What I have to do if my tournament is made by many sections. It seems Vega can
administer only one section.
Not at all! You can administer simultaneously however many sections you want... of course
depending upon the memory capability of your computer. Vega can manage one section but you can
run many sessions of the program at the same time and simply switch among them by using the Set
Festival option.
5. I am not a registered user and I need your help. Can you answer me?
Of course yes! Usually I answer within 12 hours from your email. If there is a delay, it is because I
am abroad or far from an internet point. If you do not get an answer within few days, it is likely I
have not received your email so please send it again.
6. Is there a software house behind Vega?
No. The author is a chess player, FIDE arbiter and organizer that knows very well what an arbiter
really needs. The author is the first user of the program. For this reason the program is very cheap
and there is no upgrade cost while it remains freeware for Linux.
However, if a TD needs a feature not present in the current version just let me know. I’ll consider
implementing it for free.
7. I would like to print/save the file players.html with the players sorted by national rating.
Click on the header column to be sorted then use the option Print Players.
8. Can I change the error message and the words in the menu and error message?
Yes. First open a DOS (Linux) terminal and move using “cd” in the directory where Vega.exe
resides. Then execute the command:
Vega.exe --export-tr enus_
(for other languages substitute enus_ with : dede_ for German, eses_ for Spanish, frfr_ for French,
ruru_ for the Russian, itit_ for Italian). In the same directory Vega will save the file enus_.tr with
the translation that can be modified (the first item is the key, while the second one is the
translation).
8. Vega does not recognize the draw. All the points made by draw are not reported in the
output.
This may appear in some very old Linux distributions. It happens when the decimal separator is the
“,”. Please modify your environment and set instead the “.”.
39
9. I’m not a registered user. Can I run the freeware Linux version under Windows by using an
emulator/virtual machine?
No, it is not permitted.
10. How do I use the registration code? I do not see where I can enter the serial number.
Just save the registration file I sent you by email in the same directory of the executable (where the
program has been installed). That’s all.
11. Can I run the registered version on both my desktop and notebook?
Yes of course. You can run it on any number of computers. It is only required that in a real
tournament with more than 30 players the organizer or at least one of the arbiters has a valid
registration.
12. Do you accept suggestions? I need this feature...
Yes, please let me know your request. I will implement it for free if it is of general use. I want to
filter all requests to maintain the program easy to use and very intuitive. If you like programs with
million options and not intuitive interface there are around many good softwares for you.
13. The version 5.5 is not able to read tournaments created by a previous version.
This is expected. The 5.5 version has a new VEG format (one file instead of two) and there is no
backward compatibility with the previous version. Sorry for any troubles this can cause.
14. Which Swiss system should I use for my tournament?
Here is short table showing the main features of the systems implemented in Vega:
System
Dubov
Dutch
Lim
USCF
Vega
Feature
It tries to treat each player in the same way: In
the same score group all players should have the
same performance. If all are treated in the same
way the stronger player should make more points
to win the tournament.
The player that plays on the first board it is not
automatically favored in case of tie-break
The priority is the rating.
The player with a higher rating will face stronger
opponents and in the case of a tie-break it has
some advantage.
It is the most popular pairing system.
The priority is the color.
The player with a higher rating will face stronger
opponents and in the case of a tiebreak it has
some advantage.
The priority is the rating.
Two arbiters could produce different pairing but
equally legal.
It uses the Buchholz for pairing.
Preferable if
There are many rounds
(greater than 7) and the
rating of the players
differ by less than 200300 Elo points.
There are few rounds and
the color assignment is
not important.
There are few rounds and
the color assignment is
important.
There are few rounds and
the color assignment is of
no concern.
The players have no rating The players have no
or if it is more or less the rating or it is distributed
same.
over a small interval.
15. How to set the result of an unrated game in Vega?
Before 2009 for the FIDE a game could be considered in two ways:
(a) played and rated;
(b) unplayed and unrated.
40
To avoid if
The rounds are less than 8
or the rating of players
differ by more than 200300 Elo points.
Since July 2009 a new possibility appeared and a game could be considered
(c) played but unrated.
B.04.5.1 (Unplayed games). "Whether these occur because of forfeiture or any other reason,
they are not counted. Any game where both players have made at least one move will be
rated."
The case (c) appears when the player loses without performing the first move (for example when a
mobile telephone produces a noise). The result appears on the cross table but does not produce
rating variation. In this case the arbiter needs to insert an unrated result using the NON standard
result button
. The unrated
results are those with “U”. See also question 20.
16. In a round robin tournament a player withdrew before playing 50% of the games. How to
delete all his games and ignore them during the calculation of the Sonneborn-Berger tiebreak?
Set the player status flag to the red [X].
17. I have noticed that Vega does not operate correctly when the folder pathname contains
non-standard characters.
This has been fixed with version 6. Vega had problems when the pathname of the tournament folder
contained accented characters, space or sign as °ç@#€%&. Anyway, I suggest using only standard
characters to make possible moving the file onto different operating systems and not produce
problem to the generated web site.
18. I got the following message. What I have to do and what does it mean?
An experienced arbiter knows that in special cases the pairing cannot be done in a reasonable time
due to the great amount of transpositions and/or exchanges to be performed. In some cases this task
can be challenging even for a computer, in that it may need several hours to get the wanted pairing
and not just any pairing. As an example, try running a 10 round tournament with 20 players and at
each round assigning a draw to every game. Try this with several programs, even FIDE endorsed
ones, and observe the results and their correctness, which we found very questionable.
JaVaFo is able to recognise the difficult cases and when one is met it stops the calculations and
displays the following message:
The user may try a manual pairing by pressing button A (not recommended). If the user has time
(hours or days) he can try button B. Otherwise the user may try the button C that uses an alternative
algorithm much faster and able to get the same result of the slower one. If the option C produces a
message “The pairing is impossible” it is useless to try option B.
During a tournament the suggested order is: Option C and then option A.
41
If the user tries the option B he may can stop the “java” process by pressing the key combination
CTRL+ALT+CANC or shutdown the computer in case it does not respond.
19. I started a new tournament. I first entered a player as unrated and made the pairing. He
was awarded a bye. Then deleted the first round, modified the player with a different rating,
sorted, saved and made the pairing. In spite of the player having a rating, it still showed him
as a bye (there are a few unrated players).
You sorted the players clicking the "Rtg. FIDE" header in the page ‘Players’. That does not really
affect the order of the player but only how they are displayed on the screen. The correct procedure
to assign the new ID to the players is from menu Extras / Regenerate pairing number and then
performing the pairing.
20. How to insert a RATED non-standard result like ½ - 0 or 0 – ½.
This is easily made with the NON standard result button
window:
that prompts the following
Rated non
standard result
The first three results (without ‘U’ - Unrated) are the rated ones. The remaining results with ‘U’ are
the unrated ones.
21. Can I realize a pairing forcing one or two pairs?
Yes, of course. First make unavailable the players you want to pair as you wish. Then make the
automatic pairing. In it the unavailable players will be of course absent. Now make the previous
players available. Choose manual pairing and add those players in the wanted pairs.
22. How does Vega calculate the Average Rating of Opponents for tie-break? Does it take in
account unrated players and give just 0 for them?
Vega uses the player's rating for pairing purposes as described on page 7. If the player is both FIDE
and national unrated then for pairing (and tie-break) purpose 0 is used. In this case the ARO is not a
good tie-break (better the ARO cut 1). Moreover, the arbiter should set the rating at some
reasonable minimum to let the Swiss system based on rating work properly.
23. I would like to import a document in Word but the .qtf files are difficult to handle.
The .qtf file that you may need are already automatically showed by Vega in the Output tab page. If
you want to import in Word just select the text you like in Vega and copy and paste in Word.
24. The FIDE unrated player entered the tournament with rating 0. This made the ARO
calculation not reliable.
It is responsibility of the arbiter to set a suitable rating to a player for pairing purpose. You may set
in the National Rating field his national rating and it will be used for pairing and ARO tie-break
calculations.
42
25. I set five tie-break criteria but Vega shows only three.
The standing obtained via the button
offers an elegant print-out but is limited to three tie-
break criteria. If you need to show all use the option
that shows the standing in a text file.
26. I run Windows 7 as user. I created a tournament in the installation directory and JaVaFo
(Swiss Dutch system) doesn’t give me the pairing.
It is normal. Create the folder tournament OUT of that directory, like in c:\myTournaments.
Moreover if the problem continues, enter your system as administrator, right click the Vega.exe file
and set its property to run always as administrator. This is due to Java (JRE) not having the
permission to write the output to the Program folder.
27. How to print the results of previous rounds?
In page "Round Manager" select the round you desire and then press the print pairing button.
28. How to modify the player card to put on the table?
The cards are generated using a template file in qtf format in the folder badgetemplate. Those files
can be changed and new cards can be created. Use the built in editor (icon [W] in the output page)
to open it and save.
29. In a big tournament it would be very nice to print a pairing file in which the players are
sorted alphabetically
That file is already present. At round X it is named SortedPairsX.txt. You can load it in the
Output page by clicking the yellow folder.
30. How to interpret the file that appears by pressing the verbose button in conjunction with
the Dutch Swiss system?
That file is a sort of check list useful to check the pairing made by the javafo engine. This is
a typical output with a legend:
43
Each row refers to a player indicated by the ID number. Then follows his score. The red box show a
whole score group (players having the same points). Each score group is separated by a blank row.
The ‘Col’ column indicate the color preference for the new pairing (in our case it is the round 9).
These are the used codes:
W : absolute white preference
B : absolute black preference
wW : almost absolute white preference (A7.d – odd round)
bB : almost absolute black preference (A7.d – odd round)
w : strong white preference (even round) or weak white preference (odd round)
b : strong black preference (even round) or weak black preference (odd round)
Aw : variable white preference (A7.e – even round)
Ab : variable black preference (A7.e – even round)
A : no preference (if never played)
The color history shows the color given to a player. The sign ‘-‘ means that in a round he didn’t
play. This sign appear always at the beginning of the list irrespective of when it really occurred.
The column pF and lF shows the floater history at the penultimate and last round respectively. ‘V’
means he was a downfloater; ‘A’ means he was an upfloater.
The columns ‘Cur’ indicate the new calculated pairing (opponent and assigned color).
The remaining columns Rx refer to the opponent at previous rounds.
31. I can’t get the first pairing from JaVaFo
Please install the Java runtime at 32 bit.
32. The tournament I run used the FIDE rating as principal rating. However the national
history card show still players with FIDE rating instead of the national one.
The National History card is based on the rating used for pairing purpose. In your case it is the
FIDE rating. In case you run the tournament using the national rating then the history card will look
as you expect. In other words I do not recommend to show the history cards in your case.
44
Appendix B: Registration File and License
Anyone who uses Vega under Windows with more than 30 players needs a registration file. Before
version 7 such a file was called regcode.txt and sent to the user. This file needed to be saved in the
installation folder.
Since version 7 the registration file has a different format and called serial.txt. After buying it the
file will be sent by email as an attachment. The user should save the attached file (without
modifying or renaming it) in the installation folder.
45
Appendix C: Round Robin
The pairings obtained by the Berger’s tables have disadvantages when the number of players is even. In the
2
following it is shown how to improve them ( ).
Two simple definitions that will be used in this paper:
2N
number of players
#X
player with the X draw number
As a sample start, here is the Berger table for 10 players:
1
1
10
2
9
3
8
4
7
5
6
2
10
6
7
5
8
4
9
3
1
2
3
2
10
3
1
4
9
5
8
6
7
4
10
7
8
6
9
5
1
4
2
3
5
3
10
4
2
5
1
6
9
7
8
6
10
8
9
7
1
6
2
5
3
4
7
4
10
5
3
6
2
7
1
8
9
8
10
9
1
8
2
7
3
6
4
5
9
5
10
6
4
7
3
8
2
9
1
This is usually acceptable, until two things are noticed:
1. there is one player (#1) that always starts the tournament with two whites and another player (#N+1 = 6
in the previous table) always starts with two blacks; this may be considered weird
2. because of how the Berger tables are generated, for 2N-2 players (#N and #2N are the exceptions), the
color that they have in the first round is the opposite of what they get in the last round. Therefore, if there
is a double round robin tournament, having to revert the color from round 1 in round N+1, in rounds N
and N+1 those 2N-2 players get twice the same color. This is not easily avoidable. But an undesired
consequence of this is that #1 and #N+1, that have the same color in the first two rounds, get three blacks
(#1) or three whites (#N+1).
So a recommendation was put in the rules (3): exchange round N-1 and round N in the front cycle. Although
this adjustment introduces some asymmetry between the front and the back cycle, it avoids the streak of
three consecutive whites or blacks. Still the #1 plays four times with black in a five round span (conversely
#N+1 plays four times with white).
Rotating tables
If we exclude the first round, each player plays once with white and once with black every two rounds. It is
the first round that complicates matters and makes somebody start the first two rounds with the same color.
Also it creates problems in double-round Round Robin, as shown above.
The idea is to move the first round in the middle of the round-robin. Or more precisely in the middle of pairs
of rounds <2K, 2K+1>.
For instance, let's look at our 10 round example: after excluding round 1, we have 4 pairs of rounds 2-3, 4-5,
2
The following Appendix relies heavily on a document authored by FIDE Arbiter Roberto Ricca
3
FIDE handbook, C.06 - Annex 1: Berger Tables for Round-Robin Tournaments: "For a double-round tournament it is
recommended to reverse the order of the last two rounds of the first cycle. This is to avoid three consecutive games with
the same colour."
46
6-7 and 8-9. We could move round 1 exactly in the middle. And in order not to break the original Berger
tables, we just rotate it. In other words we start with the original round 6, then 7, then 8, then 9, now round 1
and then round 2, round 3, round 4, round 5.
Let’s call it a Rotate-6 Berger Table, i.e. the original Berger Table for 10 players rotated in a way that
Round-6 is the first one to be played. There could be also a Rotate-4 or a Rotate-8 (same principle) for 10
players. When the players are six, Rotate-4 is the only sensible option (see below).
In this way we get the followind advantages:
1. Everybody starts the tournament with at least one white and one black; the unmatching round is found in
the middle of the tournament; after that round everybody ends the tournament with pairs of rounds
playing once with white and once with black
2. In a double round robin we can't avoid that all players but two will repeat the color between round #N
and #N+1, but this time there is no risk to get thrice the same color as everybody ends the first roundrobin with one white and one black and starts the second one with one white and one black.
Let's give a graphical look at some tables (in the pair <#X/#X+N>, the "bullet" means white for #X and
black for #X+N; yellow highlighting stands for the same color in more rounds)
1
2
3
Original Berger Table for double round robin - 10 players
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
1/6
2/7
3/8
4/9
5/10
Analysis: 10 times a player gets the same color twice in a row, once a player gets it thrice in a row. Also:
between rounds 7 and 11 or between rounds 9 and 13, the players #1/#6 get the same color four times in five
rounds. Same goes for #2/#7 between rounds 9 and 13.
Adjusted Berger Table for double round robin - 10 players
Rounds 8-9 are switched
4
5
6
7
9
8
10
11
12
13
14
15
1
2
3
16
17
18
1/6
2/7
3/8
4/9
5/10
Analysis: 12 times a player gets the same color twice in a row. Only players #1/#4 get the same color four
times in five rounds
Rotate-6 Berger Table for double round robin - 10 players
9
1
2
3
4
5
15
16
17
18
10
11
6
7
8
12
13
14
1/6
2/7
3/8
4/9
5/10
Analysis: 12 times a player gets the same color twice in a row; nobody gets the same color four times in five
rounds
47
However, the most popular double round-robin is the format with six players. In this case, the original Berger
table is wrecked as always:
Original Berger Table - 6 players
1 2 3 4 5 6 7 8 9
10
1/4
2/5
3/6
but the adjusted Berger table looks better than a Rotate-4 Berger table because there are only two players that
get the same colour four times in five rounds as opposed to four.
Adjusted Berger Table - 6 players
1 2 3 5 4 6 7 8 9
10
Rotate-4 Berger Table - 6 players
4 5 1 2 3 9 10 6 7
8
1/4
2/5
3/6
1/4
2/5
3/6
A new solution: the Adjusted system
The Adjusted Berger Table still breaks the principle of symmetry between the front cycle and the back cycle.
If we decide that this route is worthy, there is a close-to-perfect solution where all players, for ALL pairs of
rounds, play exactly once with white and once with black: a Rotate-2 Berger Table in the front cycle and a
normal (reverted) Berger table in the back cycle.
Here is the graphical look for six players:
2
3
4
5
1
6
7
8
9
10
1/4
2/5
3/6
Nobody plays four times in five rounds with the same color and in no moment of the round-robin will a
player get a color difference of +2 or -2.
The disadvantage is obvious: right in the middle of the tournament, two back-to-back games are played with
the same opponent.
The considerations of this Appendix have been implemented in Vega. At the closure of the registration of a
Round Robin tournament Vega asks the user to choose how to sort the rounds of the Berger table (the default
is the standard case):
48
The options FIDE system and Adjusted system are of course available only for a double Round Robin. In
case of a rotated table the user can enter any number R between 1 and N-1, although only even numbers
make sense according to the previous discussion.
The balanced boards option (if checked) distributes the players uniformly among the boards. It means that
each player will sit at the same board at least once and not more than twice. This task is made by Vega using
standard algorithm. However for the cases with N=10, 16, 22 players no Berger table can be easily generated
at request. In these cases the table can be found via a heuristic method. For the case N=10, 16 Vega uses the
built-in balanced Berger table provided by the Arbiter and programmer Andrea Griffini. The table for N=22
is due to the Arbiter and programmer Roberto Ricca.
49
Appendix D: The FIDE Dubov System (FDS)
The following description is taken from the FIDE handbook.
C.04.3. The DUBOV Swiss Pairing System (Based on Rating)
Approved by the 1997 General Assembly.
Preface:
The DUBOV Swiss Pairing System is designed to maximise the fair treatment of the players. This
means that a player having a higher rating performance than another player during a tournament
should have more points as well.
If the average rating of all players is nearly equal, like in a round-robin tournament, the goal is
reached. As a Swiss System is a more or less statistical system, this goal can only be reached
approximately.
The approach is the attempt to equalise the average rating of the opponents of all players of a score
group. Therefore the pairing of a round will pair players who have played low rated players before
with players having high ratings now.
1. Introductory definitions
"R" is the rating of a player
"ARO" is the average rating of a player’s opponents. ARO must be calculated after each round as
basis of the pairings.
The "due color of a player is white",
- if he has played more games with black than with white before
- if these numbers are equal and he has played black his previous game.
The "due color of a player is black",
- if he has played more games with white than with black before
- if these numbers are equal and he has played white his previous game.
2. Pairings limitations
2.1 Two players who have played each other shall not be paired again.
2.2 A player who has received a point without playing shall not receive a bye.
2.3 The difference of the number of black and the number of white games shall not be greater than 2
or less than -2.
2.4 A player shall not have the same color three times in a row.
2.5 Apart from the last round a player cannot be transferred to a higher score group two times
running and more than three times (if the tournament has less than 10 rounds) or four times (if the
tournament has more than 9 rounds) during one tournament.
2.6 A player shall not be transferred from the subgroup due to a color to the subgroup due to the
other color if this would violate the limitations 2.3 or 2.4.
3. Color allocation.
When pairing two players the color allocation shall take into account with descending priority:
- giving both players their due color
50
- equalising the numbers of black and white games played before
- alternating the colors of both players regarding the first difference of their color history going back
from the previous round to the first round
- assigning white to the player with the higher ARO
- assigning white to the player with the lower R.
4. Odd number of players at the tournament.
The player from the lowest score group, who has the lowest R will get the bye.
If there are players with the lowest R in both the color subgroups, then the player to get the bye
must be due to the dominating color and in case there are several players with equal R, the player to
get the bye must have the higher ARO.
5. Pairing for the first round.
The player's list calculated before is divided into two equal parts: The players from the upper part of
the list are placed on the left and those from the lower part, on the right. The first player from the
left-hand list plays the first player from the right-hand list, the second plays the second, etc. After
that, the color of the pieces is determined by drawing lots for one of the pairs, for example, for the
first pair. In such a case, all odd-numbered pairs have the same colors as the first pair, whereas all
even-numbered pairs have the other color.
If the number of the players is odd, the last player in the list gets the bye having no color.
This pairing procedure leads to identical results as the procedures used within the other FIDE Swiss
Systems.
6. The standard pairing procedure for the remaining rounds.
6.1 Standard requirement (Special cases see below chapter 7):
The number of players having the same score is even and the number of players with due color
white and black is the same. Each player in the score group has at least one possible opponent in the
score group.
6.2 First attempt
The players who should play with the white pieces are arranged in order of increasing ARO , the
ARO being the same the player with the lower R is placed higher. If ARO and R coincide
completely, the players are to be placed alphabetically.
The players who should play the black pieces are arranged in order of decreasing R, if R is the
same, the player with the higher ARO is placed higher. If ARO and R coincide completely, the
players are to be placed alphabetically.
Two columns of numbers are written down, thereby arranging the pairs.
For example:
White
(ARO) Black (R)
2310.0
2380
2318.4
2365
2322.3
2300
2333.7
2280
2340.5
2260
2344.6
2250
The names of the players are then written down, and only one fact is checked - whether the players
have not played their opponents before.
51
6.3 Improvements
If the players have already played each other, then the "white" player is paired with the first "black"
player whom he has not played before, from the lower rows;
If such a coincidence takes place in the last row for a group of players with the same score, then the
last but one row is changed.
If a coincidence takes place in a row No. k of a group with the same score and all the "blacks" from
the lower group have already played with the "white" No. k, then we change the pairing in row No.
k - 1, if this does not work, in row No.k-2, etc.
If the "white" No. k has already played with all the "blacks", we look for an opponent for him,
beginning with the "white" No.k+1 down to the end of the column, and then, beginning with the
"white" No. k -1 down to the "white" No.1. The colors of the pairings are assigned due to the color
allocation rules.
6.4 Floater
The aim of the pairing procedure is to pair all players within a score group.
If that cannot be achieved the remaining unpaired players are transferred to the next lower score
group and treated according to chapter 8.
If there is a choice the floaters should be chosen due to these characteristics with decreasing
preference:
- the player was not floater from higher score groups and can be paired in the lower score group;
- the player was not floater from higher score groups and cannot be paired in the lower score group;
- the player was floater from higher score groups and can be paired in the lower score group;
- the player was floater from higher score groups and cannot be paired in the lower score group.
7. Transfer of players to meet the requirement of Chapter 6.
If the requirement of the standard pairing procedure is not fully fulfilled the following transfers
shall be carried out in the order listed below
7.1 If a player has already played with all the players of his own score group, a player from the next
possible lower score group is transferred to the score group to be paired who has not yet played with
the player in question and can be paired according to the color allocation rules.
The player to be transferred should fulfill the following requirements with descending priority:
- the due color is opposite to the due color of the player in question;
- if there is a choice, then the player with the highest R is to be transferred;
- if there are more than one players having the same R then the one with the lowest ARO will be
transferred.
7.2 If the number of players of the score group odd, a player from the next possible lower score
group shall be transferred to the score group to be paired, who has not yet played with at least one
of the players of the higher score group and is allowed to be paired according to the color allocation
rules.
This player to be transferred should fulfill the following requirements with descending priority:
- his due color is opposite to the dominating due color of the higher score group;
- if there is a choice, then the player with the highest R is to be transferred;
- if there are more than one players having the same R then the one with the lowest ARO will be
transferred.
7.3 If the number of players in the score group is even and the number of Whites exceeds the Blacks
by 2n, then n "white" players, who have the lowest ARO, are transferred to the black group. If their
52
ARO is equal, the player with the higher R is chosen. Should both (ARO and R) coincide
completely, the list of the players is arranged alphabetically, the transfer being made from the upper
half.
7.4 If the number of players with the same score is even and the number of Whites is smaller than
the number of Blacks by 2n, then n "black" players, who have the highest ARO, are transferred to
the white group. If their ARO is equal, the player with the lower R is chosen. Should both (ARO
and R) coincide completely, the list of the players is arranged alphabetically, the transfer being
made from the upper half.
8. Treatment of floaters
8.1 Priority of floater-pairing
The floaters having due color white are arranged according to chapter 6.2.
The floaters having due color black are arranged according to chapter 6.2.
Beginning with the highest "white" floater the floaters are paired one by one going down to the
lowest floater alternating between "white" and "black".
8.2 Pairing the floaters
Each of the floaters is paired with the player having the highest R, if possible having the opposite
due color. If there are more than one player with equal R, the player with the lowest ARO is chosen.
9. Final remarks
The list of AROs should be published after each round to make it possible for the players to
calculate the pairings on their own.
A situation, which cannot be directly resolved by using the given instructions, the referee should
proceed wisely and impartially in the spirit of the basic principles outlined above.
53
Appendix E: Vega and the Dubov System
The description of the FDS (FIDE Dubov System) in Appendix D states that in the Dubov system
the player with a higher ARO will play against a player with a low rating and vice versa. The
preliminary tasks done by an arbiter before producing a pairing using such a system are the
following:
1. Calculate the Average Rating Opponent (ARO) of each player;
2. Determine the due color of each player as in chapter 1 of the FDS;
3. Put each player in a score group according to his score and due color.
With respect to the other Swiss systems, the Dubov system requires more preliminary work if the
arbiter is not helped by a computer. In contrast, the subsequent pairing is much easier to perform
than other Swiss systems.
Standard case (chapter 6 FDS)
Let's examine first the standard case, i.e. that for which in a score group the number of white and
black players is the same. The next picture shows a simple standard case with 10 players. Each
player is in their respective due color subgroup. The white subgroup is sorted in order of increasing
ARO, while the black one is sorted in order of decreasing rating (Rat).
---------------------------------------------Group 4, score = 1.5
---------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------16 1122.3 1592
|
2 1664.0 1777
N
23 1578.7 1551
|
6 1590.0 1700
5 1579.0 1715
|
14 1624.7 1622
11 1604.7 1643
|
15 1613.5 1613
3 1607.0 1777
|
18 1610.0 1580 F
Player ID=2, ARO=1664,
Rat=1777,
cannot upfloat (u=N),
i.e. cannot be transfered
in a higher score group
Player ID=18,
ARO=1610, Rat=1580,
has a fixed due color
(c=F), i.e. an absolute
color preference
The Vega output shows two very useful flags. The flag 'c' indicates if the player can "change due
color": the value F means not (Fixed due color). Two players having the same due color and c=F
cannot face each other without exception because of their absolute color preference (see chapter 2.6,
FDS). The flag 'u' indicates if the player can "upfloat", that is if he can play with an opponent with a
greater score: the value N means ‘Not’ (see below for further notes about u flag).
In the case above, the pairing proceeds trying the pairs 16-2, 23-6, etc... providing that these players
have never played each other before. Otherwise, we must form other pairs (chapter 6.3, FDS). Then
the color allocation is done as in chapter 3.
Before starting a pairing in the standard case, we must be sure that each player in the score group
has at least one opponent. Nevertheless it may happen that the pairing cannot be done because
unpaired players remain, the floaters. There is a special kind of floater that can be discovered easily
in a score group. It is that player that cannot play with any other player in his score group
irrespective of the transposition and exchange we could try. Let’s call this floater “island”. The
island is a floater, but the floater may be not an island. The treatment of the floaters is covered in
chapter 8, while the islands are treated in chapter 7.1.
The Dubov System works on the premise of the standard case. When this does not occur the score
54
group has to be patched stepwise as follows:
1. To each player who cannot play any opponent in his score group (the island) find a
suitable opponent due to chapter 7.1 in the next lower score group;
2. If the number of players in a score group is odd (after step 1 has been done) find a suitable
additional player due to chapter 7.2 in the next lower score group;
3. Equalize the number of players with due color white and black (chapters 7.3 and 7.4).
Now let's examine some examples of non-standard cases.
"Island" case (chapter 7.1 FDS)
In a score group we can have n islands. In the case of one island his opponent is looked for in the
next lower score group with the following priority:
1. opposite due color
2. highest rating
3. lowest ARO
4. same due color
5. highest rating
6. lowest ARO
For example, in the following situation:
----------------------------------------------Group 4, score = 6
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------34 1707.0 1570
|
29 1697.1 1613
35 1823.6 1565
|
----------------------------------------------Group 5, score = 5.5
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------32 1700.4 1580
|
8 1864.7 2156
N
7 1891.3 2202
|
20 1823.8 1700
|
28 1844.7 1622 F
Player 35 is an island because he has already played with 34 and 29. Vega found for him the
opponent 20 (please note that the compatible opponent 8 with higher rating than 20 is stopped by
the flag u=N). To understand the messages of Vega in the verbose.txt file the user should know that
when a player is transferred:
• D symbol refers to the lower score group (Down);
• U symbol refers to the higher score group (Up);
• D and U are followed by a number that says how many pairs we can realize in that group
with the remained players. For example, D=2 means that down, after a player has been
removed, the remained players can realize 2 pairs; U=3 means that up, with the arrival of a
new player, it is possible to do 3 pairs;
• The number that follows D or U can be positive or negative. If it is negative then it
represents the maximum possible number of pairs that we can realize in that group. So
when Vega try to get an opponent to make even a group it tries to choose the one that
maximise U and D to limit the floaters.
55
================================
Pairing group 4
================================
[Ch 7.1] found 1 ISLAND(s): 35,
... 20 better opponent: (D=-2)
Player 35 is an island
20 is the better opponent and in his score group, 5, with the remained
players we will realize 2 pairs, the maximum.
> moving player 35 from [4 W] to floater group 4
> moving player 20 from [5 B] to opponent group 4
[4 W] means score group 4 and white due color: [5 B] means score group 5 due color
black. The "floater" group is a logical space in which are parked the
islands/floaters before to pair them with an appropriate opponent.
[Standard case] 1 White e 1 Black
34
- 29
In the score group 4 now are remained the players 34 and 29 that can be paired
Odd score group case (chapter 7.2 FDS)
When the number of players in a score group is odd, a suitable player must be found in the
next lower score group. This player, of course, must not be an island in the score group
where he is going to be transferred. Moreover he must be found with the following priority:
1. opposite due color of the dominant due color of the higher score group;
2. highest rating;
3. lowest ARO;
4. same due color of the dominant due color of the higher score group;
5. highest rating;
6. lowest ARO.
Unequal numbers of players with due color white and black (chapter 7.3 and 7.4 FDS)
This is the last step to be done after the previous case 7.1 and 7.2 if necessary. In this case
simply we must equalise the colors. Let's consider the following case in which we are
treating the score group 6:
----------------------------------------------Group 6, score = 1
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------11 1915.0 2100
|
4 1984.8 2268
3 1998.5 2361
|
7 2002.0 2213
|
8 2004.8 2162 F N |
19 2033.3 1918
|
27 2049.5 1789
|
----------------------------------------------Group 7, score = 0
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------16 2059.3 1997
|
First, we must even group 6. Vega’s output is the following:
56
================================
Pairing group 6
================================
[Ch 7.2] Group odd! 6 White e 1 Black
> moving player 16 from [7 W] to [6 W]
[Ch 7.3 7.4]
> moving
> moving
> moving
Colors
player
player
player
not equal 7 White e 1 Black
11 from [6 W] to [6 B]
3 from [6 W] to [6 B]
7 from [6 W] to [6 B]
[Standard case] 4 White e 4 Black
8
- 3
19
- 7
27
- 4
16
- 11
Suppressing rule 2.5 of FDS (4)
The arbiter should always keep in mind that Dubov’s system is a Swiss system that tries to pair
players having the same scores or with the minimum score difference. This means that, although not
clearly stated, in special situations the rule 2.5 should be neglected to avoid new floaters. For
example, in the following situation:
----------------------------------------------Group 1, score = 6.5
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------|
12 2018.4 2095 F
----------------------------------------------Group 2, score = 5.5
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------5 2036.8 2219 F N |
9 1968.6 2136
N
20 2113.1 1889
|
Apparently, only player 20 could face player 12 while players 5 and 9 are blocked in their own
group (u = N) and can’t play with 12. However, 20 faced player 12 so, for necessity, we neglect
rule 2.5 and try to pair 12 first with 5 and then with 9. Let’s examine another case:
----------------------------------------------Group 5, score = 5
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------43 1704.3 1461
|
32 1710.1 1580
29 1710.1 1613
|
34 1708.8 1570
21 1719.4 1691
|
35 1840.3 1565
9 1739.0 2151 F
|
----------------------------------------------Group 6, score = 4.5
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------23 1892.4 1673
|
3 1789.6 2287
|
28 1795.6 1622
4
Vega’s author is indebted to Professor Dubov for the clarification of this important aspect.
57
================================
Pairing group 5
================================
[Ch 7.2] Group odd! 4 White e 3 Black
... better upfloater:3 (U=-4, D=0)
if we transfer player 3 in group 5, then we can realise 4 pairs (the maximum
possible). However in group 6 we’ll produce no pair with the remaining players
that would become floaters. So Vega try a better upfloater...
... better upfloater:23 (U=-4, D=-1)
player 23 is better than 3 because no additional floaters will be produced in
group 6
> moving player 23 from [6 W] to [5 W]
player 23 is moved up in the white subgroup
[Ch 7.3 7.4] Colors not equal 5 White e 3 Black
> moving player 43 from [5 W] to [5 B]
[Standard case] 4 White e 4 Black
29
- 32
21
- 34
9
- 43
23
- 35
================================
Pairing group 6
================================
[Ch 7.3 7.4] Colors not equal 0 White e 2 Black
> moving player 28 from [6 B] to [6 W]
[Standard case] 1 White e 1 Black
28
- 3
Let’s see the last case with two islands and how new floaters are avoided with a smart choice of
their opponents:
----------------------------------------------Group 7, score = 6.5
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------23 1891.1 1673
|
1 2013.8 2344
|
7 1847.8 2202
----------------------------------------------Group 8, score = 6
----------------------------------------------white | black
ID
ARO
Rat c u |
ID
ARO
Rat c u
--------------------------------------------12 1686.1 2054
|
11 1732.7 2073
43 1709.8 1461
|
17 1680.7 1777
21 1801.5 1691
|
25 1734.7 1643
N
================================
Pairing group 7
================================
[Ch 7.1] found 2 ISLAND(s): 7, 1,
... better opponents 12, 21: (D=1)
if we transfer players 12 and 21 in group 8 will be possible only one pair.
... better opponents 21, 43: (D=-2)
with players 21 and 43 instead we can pair all the remaining four players
> moving player 1 from [7 B] to floater group 7
> moving player 21 from [W G8] to opponent group 7
> moving player 7 from [7 B] to floater group 7
> moving player 43 from [W G8] to opponent group 7
================================
58
Pairing group 8
================================
[Ch 7.3 7.4] Colors not equal 1 White e 3 Black
> moving player 25 from [8 B] to [8 W]
[Standard case] 2 White e 2 Black
12
- 17
25
- 11
59
Appendix F: The VEGA Pairing System
I’m sorry but the translation is not yet ready. Any way it is a sort of Dubov system with two big
differences:
1) in each score group the player having white due color are sorted by increasing Buchholz, while
the black ones are sorted by decreasing Buchholz;
2) in case of odd number of players in a score group a player from the lower score group is
upfloated.
1. Definizioni introduttive
Il colore spettante a un giocatore è il bianco,
- se prima ha giocato più partite con il nero che con il bianco,
- se il numero fosse pari ma ha avuto il nero nel turno precedente.
Il colore spettante a un giocatore è il nero,
- se prima ha giocato più partite con il bianco che con il nero,
- se il numero fosse pari ma ha avuto il bianco nel turno precedente.
”bye” è la vittoria data a quel giocatore che in un turno con numero dispari di giocatori non ha
avuto avversario.
“Floater” è il giocatore costretto ad essere accoppiato con un avversario avente punteggio
inferiore.
"Bucholz" di un giocatore è la somma dei punti degli avversari di quel giocatore. Nel caso di
partite vinte a forfait o per BYE allora al computo del bucholz interviene lo stesso punteggio
del giocatore. Esso deve essere determinato dopo ciascun turno come base per il nuovo
abbinamento.
“Score group” è il gruppo di giocatori aventi lo stesso punteggio.
2. Restrizioni nell'abbinamento
2.1 Non possono essere abbinati due giocatori che abbiano già giocato tra loro.
2.2 Un giocatore che ha ottenuto un punto senza giocare, non può ricevere il bye.
2.3 La differenza tra il numero di partite giocate col bianco e col nero non può essere
maggiore di 2 o minore di -2
2.4 Un giocatore non può ricevere tre volte di fila lo stesso colore.
2.5 La differenza di punti tra giocatori accoppiati deve essere la minima possibile, idealmente
essa deve essere zero.
3. Attribuzione del colore
Abbinando due giocatori, l'assegnazione del colore terrà conto con priorità discendente dei
seguenti criteri:
- dare a entrambi i giocatori il colore spettante
- pareggiare il numero di partite già giocate con il bianco e con il nero
- alternare il colore di entrambi i giocatori basandosi sulla prima differenza della loro sequenza
di colorì, risalendo dall'ultimo turno giocato fino al primo turno
- assegnare il bianco al giocatore con il bucholz maggiore
4. Torneo con numero dispari di partecipanti
Il giocatore del gruppo di punteggio più basso con il bucholz minore riceverà il bye.
Se ci sono giocatori con lo stesso bucholz in entrambi i sottogruppi di colore, allora il bye sarà
dato a quello del gruppo di colore dominante. In caso di ulteriore parità si procederà
60
alfabeticamente.
5. Abbinamenti per il primo turno
All’inizio del torneo a ciascun giocatore è assegnato un numero identificativo progressivo
tramite sorteggio. Quindi l’abbinamento del primo turno avverrà facendo giocare il giocatore
col numero 1 con quello col numero n/2+1, il giocatore col numero 2 con quello col numero
n/2+2, ecc... Il bianco verrà assegnato ai primi n/2 giocatori aventi numero dispari (1, 3, 5,
ecc…).
6. Procedure di abbinamento per i turni successivi
6.1 Prima operazione
I giocatori che dovrebbero giocare con il bianco, inclusi i floater da un altro SG, vengono
ordinati in base ai punti e a parità di punti in base al bucholz crescente, se il bucholz è pari si
considera l'ordine alfabetico.
I giocatori che dovrebbero giocare con il nero vengono ordinati in base ai punti e a parità di
punti in base al bucholz decrescente. Se i bucholz sono uguali si considera l'ordine alfabetico.
Vengono scritte due colonne di numeri, quindi vengono abbinate: il primo bianco col primo
nero, il secondo bianco col secondo nero, ecc.... Per esempio
Bianco Nero
5.00
7.00
7.50
14.50
18.50
15.00
13.50
12.50
11.00
9.00
Vengono poi scritti i nomi dei giocatori e si verifica solo se si sono già incontrati
precedentemente.
6.2 Perfezionamento
Se i giocatori si sono già incontrati allora il giocatore 'Bianco' è abbinato con il primo giocatore
'Nero' che non ha ancora incontrato della riga inferiore.
Se ciò avviene nell'ultima riga di un gruppo di giocatori allora viene modificata la penultima
riga.
Se ciò avviene nella riga n° K di un gruppo con lo stesso punteggio e tutti i 'Neri' delle righe
inferiori hanno già giocato con il 'Bianco n' K, allora cambieremo l'abbinamento nella riga n° K1, e so ciò non basta nella riga n° K-2 e così via.
Se il Bianco n° K ha già giocato con tutti i 'Neri' cercheremo un avversario per lui a partire dal
giocatore 'Bianco' n° K+1 fino a scendere al termine della colonna e di seguito cominciando
con il 'Bianco' n° K-1 flno a giungere al 'Bianco' n 1. L'assegnazione del colore a ciascuna
coppia verrà fatta in base alle regole apposite.
6.4 Floater
Lo scopo delle procedure di abbinamento è di accoppiare tutti i giocatori all'interno di un
gruppo di punteggio. Se ciò non avvenisse, i restanti giocatori vengono trasferiti nel gruppo di
punteggio immediatamente inferiore.
7. Trasposizione dei giocatori per soddisfare le richieste del punto 6
Se non potessero completamente soddisfare i requisiti base dell'abbinamento, si potranno
effettuare le trasposizioni nell'ordine qui riportato:
7.1 Se un giocatore ha già incontrato tutti i giocatori del suo stesso gruppo di punteggio verrà
trasferito nel gruppo immediatamente inferiore.
7.2 Se il numero di giocatori di un gruppo di punteggio è dispari, per pareggiarlo verrà
trasferito dal gruppo di punteggio più vicino un giocatore che non abbia già giocato con almeno
61
uno dei giocatori del gruppo di punteggio superiore e il cui abbinamento sia permesso dalle
regole per l'assegnazione dei colori.
Questo giocatore che viene trasferito dovrebbe soddisfare i seguenti requisiti con priorità
discendente
- il colore a lui spettante è opposto al colore dominante del gruppo di punteggio superiore.
- se c'è possibilità di scelta, verrà trasferito il giocatore con bucholz maggiore
7.3 Se il numero di giocatori con lo stesso punteggio è pari ma il numero di 'Bianchi' supera i
'Neri' di 2n, allora n giocatori 'Bianchi' con bucholz inferiore verranno trasferiti nel gruppo del
'Nero'. Se ci fossero giocatori con bucholz uguale allora la scelta verrà fatta ordinando
alfabeticamente i giocatori.
7.4 Se il numero di giocatori con lo stesso punteggio è pari ma il numero di 'Bianchi' è
inferiore ai 'Neri' di 2n, allora gli n giocatori 'Neri' con bucholz superiore verranno trasferiti nel
gruppo dei 'Bianco'. Se ci fossero giocatori con bucholz uguale allora la scelta verrà fatta
ordinando alfabeticamente i giocatori.
8. Note conclusive
L'arbitro esporrà al termine di ciascun turno idonea documentazione per permettere ai
giocatori di calcolare essi stessi gli abbinamenti.
Nel caso di situazioni che non possono essere risolte con le istruzioni riportate, l'arbitro dovrà
procedere saggiamente e imparzialmente nello spirito dei principi sopra descritti.
62
Appendix G: Notes on the USCF Swiss Implemented in Vega
Vega implements all the USCF rules (USCF Official Rules - 5th edition 2003). However the user
should be aware of the default behaviour of the program.
1. The colors in a series by default are treated by the variation 29E5f1 that states:
29E5f1: Last-round exception. Except for the last round, when it may be necessary to
pair the tournament or class leaders, players shall not be assigned the same color in
three successive rounds.
This case is the default and Vega handles it automatically. This variation is currently included in all
FIDE Swiss systems. If the tournament director needs for some reason to permit three colors in a
row before the last round, then he should press the checkbox “Accept WWW/BBB” in the pairing
page. To remove the variation 29E5f1 the box “Accept WWW/BBB” should be checked for the
entire duration of the tournament.
At the end of the natural pairing Vega improves the colors using the “Look Ahead method”. Vega
saves in the text file colorlogN.txt (N is the current round) all the switches made during the
application of the look ahead method. The following are typical messages referred to the natural
pairing:
...
Done Transposition between pairs 1, 4
[1] R80 = 0, R200 = 1: D_trans = 54, D_inter_1 = 442, D_inter_0 = 73
Done Interchange between pairs 2, 8
[4] R80 = 0, R200 = 1: D_trans = 124, D_inter_1 = 59, D_inter_0 = 343
...
The meaning is:
R80: is 1 if can be applied the 80 point rule, otherwise is 0;
R200: is 1 if can be applied the 200 point rule, otherwise is 0;
D_trans: rating difference of the transposition between the pairs;
D_inter_1: rating difference of the interchange A<=>D, in the pairs A-B and C-D; D_inter_0: rating
difference of the interchange B<=>C, in the pairs A-B and C-D.
2. The unrated players in Vega are the players with rating exactly equal to 0. The unrated are treated
differently by the USCF rules with respect to the BYE and the odd player determination. All the
players with rating greater than 0 are instead treated in the same way by Vega. Thus, if the
Tournament Director prefers to give to the unrated players the highest priority to be the odd player,
the TD should simply assign to them a minimum rating different from zero, for example 1.
63
Appendix H: Additional Notes for the ECF Tournament Director
1. ECF Grades and Elo Ratings
ECF grades are calculated in a different way to FIDE Elo ratings, but an approximate
conversion is FIDE = ECF x 7.5 + 700. Vega provides a tool for converting between ECF
grades and FIDE ratings (Rating Report → ECF → Grades to EloFIDE conversion utility).
If the user selects the ENG federation when creating the tournament, then the field “Rtg Nat”
will be automatically treated as ECF grades. Even the grading performance is calculated
according to the ECF rules.
If the box Use FIDE rating is checked, pairing will use FIDE ratings. However, if a player
does not have a FIDE rating, Vega will use the national rating instead. When this is an ECF
grade Vega uses the conversion FIDE = ECF*7.5 + 700.
ECF Player Databases
Vega is configured to make use of two alternative ECF grading databases:
a) The CSV database that can be downloaded from the Grading section of the ECF web-site
http://www.englishchess.org.uk/ This database can be selected by pressing Set DB on the
Players Archive page and choosing archive ECF from the list of predefined databases. It
is not necessary to specify a data filter as this is pre-loaded.
b) The ECF Grading master list (if available). This is usually supplied in dBase (.dbf format),
but can be opened with Microsoft Excel (for example) and saved again as a text format
(.csv) file. Before saving the text format file it is necessary to set the field delimiter as ‘;’
instead of ‘,’ (as described in Section 2.11.3). The appropriate data filter is set by clicking
Set Filter, then Load Filter and choosing MasterListECF from the list of available
filters.
2. ECF Rating Report
In order to produce the appropriate ECF rating report, a tournament director should be aware
of the following:
a) When creating a new tournament, ENG must be selected in the Federation dropdown box
b) This way the strength of the players is given in ECF grades, otherwise their Elo rating is
given instead.
c) The ID NAT field of a player should be filled with the exact code found in the database of
the ECF. If the player is not yet graded and he is not present in any database, the ORIGIN
field must be filled with the club code of the player (it is a 4 characters long). If both ID
NAT and ORIGIN fields are empty then the ECF Checker program will flag an error.
d) The report is generated by using the menu item Report→ECF→Process current section
and filling in the following form:
64
Once complete, clicking on Done will generate a file by the name of ECFResults.txt, which is
to be fed to the ECF Checker program.
65
Appendix I: Bucholz and Sonneborn-Berger Tie-breaks for Unplayed
Games
As far as the Buchholz and Sonneborn-Berger system is concerned, Vega follows the rule of 80th
FIDE CONGRESS 2009 Kallithea, Greece – Minutes of Swiss Pairings Programs Committee
Meeting:
7. Handling of unplayed games in Swiss tournaments
The committee agreed unanimously to handle unplayed games in Swiss tournaments as
follows:
There are two points of view:
a. For the player himself who gets a result by default or is absent
b. For the opponents in other rounds of the player who gets a result by default
a. The new style Buchhloz uses a virtual opponent to calculate the Buchholz score for a
result by default. A virtual opponent has the same points at the beginning of the round
and the result by default of a player is treated as a normal result, so a loss by default
(by absence) is a win for the virtual opponent and vice versa. For each next round the
virtual opponent gains half a point.
b. For reducing the consequence for the opponents when calculating Buchholz, each
result by default of a player is counted as a half point (draw) for the Buchholz of the
player’s opponents.
Examples:
1. In a 9 round swiss the player A achieves 6 points including a default win in round 3.
After round 2 A had 2 points score.
The contribution of round 3 for A is 2 + 0 + 6 x 0.5 = 5 points Buchholz
The contribution of A for his opponents’ Buchholz is 5.5
2. In a 9 round swiss the player B was absent in round 7 and scored 6 points after round
9. After round 6 B had 4 points.
The contribution of round 7 for B is 4 + 1 + 2 x 0.5 = 6 points Buchholz
The contribution of B for his opponents’ Buchholz is 6.5
NOTE: The previous example apply only to Buchholz calculation. In case of SonnebornBerger the player that lost to forfeit get no tie-break points
(http://www.chesscafe.com/text/geurt174.pdf pag 4).
In Round Robin tournament the unplayed games are considered as really played
(http://www.chesscafe.com/text/geurt176.pdf pag 1).
The user can choose whether to adjust the score of the unplayed games (consider them as draw)
before applying the Buchholz and Sonneborn-Berger. This is done via the adjusted score for Buc
and S-B checkbox.
66
Appendix J: File *.veg
The information regarding the tournament is saved in an ASCII file tournament_file_name.veg.
Here are some notes about its format that may be useful for software developers.
Vega 5.4 # Do not edit this
myTournament
myTown
ITA
24/12/2007, 27/12/2007
myArbiter
0.5 1.0
1 2 0 0 0 0 0 0 0 0
1:
2:
3:
4:
5:
6:
7:
8:
9:
5
5
9
0
file! Header file
Tournament name
Tournament city
FIDE code hosting federation
begin date , end date
arbiter name
points for draw and win
tiebreacks details: 0=not active, N=some tiebrack
Buccholz Cut 1
Buccholz Total
Buccholz Median
Sonneborn-Berger
Cumulative
Average Rat. Opp.
Koya
Most Wins
Av. Perf. Rat. Opp.
1 1 0
number_of_rounds
current_round
pairing_system: Swiss Dubov=1
simple round robin = 2
Swiss Vega = 3
Swiss USCF = 4
double round robin = 5
amalfi rating = 6
Swiss Lim = 7
amalfi color = 8
user defined = 9
Swiss Dutch (JaVaFo) = 10
using_fide_rating_for_pairing: 1=yes, 0=no
registration: 0=opened, 1=closed
tournament_status= 0=wait pairing, 1=wait result
use Kallithea 2009 rule for Buchholz: 1=yes, 0=no
1
0
0
4
2300
2000
0.0
0.0
0.0
accelerated_pairing: 0=no, 1=yes
accelerated_groups: 0=not defined, 1=defined
decreased acceleration: 0=no, 1=yes
accelerated_rounds
rating_high_limit
rating_low_limit
points_first_group
points_second_group
points_third_group
1 # not used
not used
13
number of registered players
NAME;
COUNTRY;BIRTHDAY;G;TITLE;IDFIDE;ELOFIDE; IDNAT;ELONAT;K;ISAVAL
xfcvxc
;ITA;00.00.00;m; GM;
0;
0;
0;
0;30; 1
cxvcxv
;ITA;00.00.00;m; GM;
0;
0;
0;
0;30; 1
erter
;ITA;00.00.00;m; GM;
0;
0;
0;
0;30; 1
players archive detail
67
# players color:
1
1 -1
1
...
-1 = black,
-1
0
1 = white,
0 = nocolor
# players opponent
1
7
2
6
8
0
...
# players floater: 0 = no floater, 1 = floater
1 0 0 1 0 0
...
# round results
1 1 0 0 1 0
2 1 1 2 1 0
3 2 1 0 1 0
4 1 0 0 0 0
5 1 0 1 0 0
6 0 1 1 0 0
7 0 1 0 1 0
8 0 0 3 0 0
...
1: player win
0: player lost
2: draw
3: win for forfeit
4: lost for forfeit
6: 1/2F - 1/2F draw forfeit
5: no game
8: 1/2F - 1/2F draw forfeit, no tie-break calculation
# code pairing
7
7
10071
20011
80020
40030
30091
60051
100040 130120
50111
70081
120061
90100
130003 110003
7
30020
120041
10060
50071
100130
110091
80003
7
20121
60030
130051
40110
70101
80010
90003
7
110029
30129
60139
90079
10059
40089
100009
each column represents the pairing at round N. The first number is that of the
pairs in that round, then followa number in the format
xxxyyyz, xxx=white ID, yyy=black ID, z=result code as follow
1: 1 - 0
0: 0 - 1
5: 1/2 - 1/2
3: 1F - 0
white win to forfait and get the BYE
4: 0 - 1F
black win to forfait and get the BYE
2: 0 - 0
they lost, no color for both
6: 1/2F - 1/2F
no color for both
7: adj
1/2 - 1/2 not valid for elo
8: 1/2F - 1/2F
draw, forfeit, no color, no tiebreak
9:
...
waiting a result
68
Appendix K: Danubian Variation of the Dubov System
Current version
New version
7.2 If the number of players of the score group is odd,
a player from the next possible lower score group
shall be transferred to the score group to be paired,
who has not yet played with at least one of the
players of the higher score group and is allowed to be
paired according to the color allocation rules.
This player to be transferred should fulfil the
following requirements with descending order of
priority:
• Their due color is opposite to the dominating due
color of the higher score group.
• If there is a choice, then the player with the
highest R is to be transferred.
• If there is more than one player with the same R,
the one with the lowest ARO will be transferred.
7.2 (new) If the number of players of the score group
is odd, a player from the next possible lower score
group shall be transferred.
The transferred player should fulfil the following
requirements with descending order of priority:
• The player should have at least one
compatible opponent in the higher score
group.
• The player’s due color is opposite to the
dominating due color of the higher score
group.
• If there is a choice, the player with the highest
R is to be transferred.
• If there is more than one player having the
same R then the one with the lowest ARO will
be transferred.
The opponent of the transferred player should fulfil
the following requirements with descending order of
priority:
• Their due color is that of the dominating due
color of the score group.
• If there is a choice, they have the lowest R.
• If there is more than one player with the same
R, the chosen opponent is the one with the
lowest ARO.
69
Appendix L: Zermelo Score System
The method of paired comparison has been applied to chess tournaments. The model used is that
proposed by Davison and Beaver [1] and has been implemented in Vega as a supplementary tool
able to provide a new, fairer standing at the end of a tournament. The proposed score system in
Vega is named Zermelo score system after the first scholar who proposed the method. In fact,
historically, the method was created with chess as the main application.
There are situations where a set of objects is to be evaluated on the basis of responses obtained
when the objects are presented in pairs. This method is known as method of paired comparison. It
has been used in contexts as marketing research, taste testing experiments, and other sensory
discrimination studies for which the responses to the objects are a function of a complex
physiological process. Moreover in several sports the competitors are ranked on the basis of their
performance when they meet in pairs. Chess is one of them.
Using the paired comparison method of experimentation, each pair formed from a set of m objects
is presented to a respondent who is asked to indicate a preference for one member of the pair. It is
assumed that the responses to the objects can be described in terms of an underlying continuum on
which the "worths" of the objects can be relatively located.
Translating the previous words into chess language is rather easy. The tournaments, both Round
Robin and Swiss systems, produce natural paired comparisons at each round and the response is just
the game result. We assume the game result depends on the player strength denoted by γ.
The task to calculate the unknowns is performed via an iterative procedure described in [1] and
implemented in Vega. Moreover the user has some possibility to tune the parameters.
Option: Zermelo Score System
70
With this option the procedure is applied looking for γi but setting ν=0 and θ=1 as in the original
Zermelo paper. The γi are in the 'Z Pts' column. The column 'ZN Pts' is the same of 'Z Pts' but with
the greatest γi set to 100. The method does not broken the tie in a round robin tournament and is not
particularly useful in this case because the ranking is the same of score percentage. In Swiss
systems it turn out to be much more useful.
Option: Zermelo Score System Extended
With this option a panel prompts the user to choose how to perform the calculations:
The user may ask to find both parameters ν and θ or set one or both to some value.
Reference
[1]: On Extending the Bradley-Terry Model to Incorporate Within-Pair Order Effects, Roger R.
Davidson and Robert J. Beaver Biometrics Vol. 33, No. 4 (Dec., 1977), pp. 693-702
71
Appendix M: Tournament with Independent Groups
In some tournaments it may be convenient to avoid pairing among determined groups of players. In
this way each player faces players of his own group. So we have several independent sections
within one big section (I use this system with scholastic tournament where each section is scarcely
populated. Round by round it is shown a ranking list for each group).
In order to administer such a tournament the user should:
1. at the definition of the tournament select the pairing system “swiss GROUP”;
2. before to generate the first round assign the players to their group by the option Extra →
Set groups for multisection tournament.
The last option will show the following window.
It is possible to have up to 10 groups each one handled with a button on the right side of the
window. To select a group of players use SHIFT + left click and then press the button (group) to
which the players belong.
The groups can be renamed filling the field on the right side.
To activate the groups press Done. The ranking list at each round must be generated by the option
Extra → Rank Groups.
72
Appendix N: Adding an External Pairing Engine
Vega permits the addition of a third-party pairing engine (it can be freely made by anyone). The
executable must reside in the plugin folder under the installation folder. To add the engine, select
the menu item Extras → Add External Pairing Engine. Vega will show the following window:
The user should enter the name of the pairing system, the full path of the executable, and then press
the Add engine button.
There can be several engines but only one can be used at time. To choose one of interest, the user
needs to select one of them, press the button Enable engine (an 'A' will appear on its left side), and
then click Done.
In order to use the external engine the user should select it during the definition of a new
tournament.
73
At each round Vega runs the executable engine with the following command:
$>
engine_name
tournament_path
file_name.trfx
where tournament_path is the path of the tournament folder, and file_name.trfx is the file
automatically generated containing the tournament data. In this way the engine is correctly
addressed where the important tournament files are with appropriate parameters.
NOTE: It is recommended that the tournament_path does not contains blank space or unusual
characters to prevent the engine to work correctly.
NOTE: It is responsibility of the extern engine to retrieve all the relevant
tournament
data from the trfx file saved by Vega in the tournament folder. The engine must save all its
output in the tournament folder.
Vega expects from the engine a file that at round N should be named as engine.man containing
the pairing at round N in the following format: a first row with the number of the pairs, and for each
successive row, the IDs of the player of each pair. This is a typical *.man file containing 5 pairs:
5
5 2
17 10
16 13
8 11
9 3
(the BYE has ID=0). If this file exists Vega will load it and continues with the insertion of results
and making all the ranking lists.
The file_name.trfx is used by Vega to pass sensible data to the external pairing engine. This
file is used, for example, by JaVaFo engine of Roberto Ricca.
The extension trfx stands for eXtended Tournament Report Format. The file is a slight modification
of the one used by FIDE for rating report as specified by its creator Mr. Christian Krause. The
following specification comes from the FIDE web site
74
Remark: each line shall have a "CR" (carriage return) as last character
1.Player section:
Position
Position
Position
Position
Position
Position
Position
Position
Position
Position
Position
1
5
10
11
15
49
54
58
70
81
86
-
3
8
-
13
47
52
56
68
79
84
89
Data-Identification-number (001 for player-data)
Startingrank-Number
sex (m/w)
Title
Name (Lastname, Firstname, academic title)
FIDE Rating
FIDE federation
FIDE Number (including 3 digits reserve)
Birth Date (YYYY/MM/DD)
Points (in the Form 11.5)
Rank
For Every Round
1.Round
Position
92 -
Position
97 -
Position
99 -
95 Startingrank-Number of the opponent in round 1
if the player had a bye
: 0000
if the player is not paired : "
" (blank)
97 Color against the opponent of round 1
(w..white, b..black, - no color)
99 Result against the opponent of round 1
1
win
=
draw
0
lost
+
win forfeit
lost forfeit
" "
not paired
2.Round Position 102 - 109 (analog round 1)
3.Round Position 112 - 119 (analog round 1)
...
...
2. Tournament section:
Position
data)
Position
Position
Position
Position
Position
Position
Position
Position
1
- 3
Data-Identification-number (??2 for tournament
1
1
1
1
1
1
1
1
-
012
022
032
042
052
062
072
082
3
3
3
3
3
3
3
3
from
from
from
from
from
from
from
from
Position
Position
Position
Position
Position
Position
Position
Position
75
5: Tournament name
5: City
5: Federation
5: Date of start
5: Date of end
5: Number of players
5: Number of rated players
5: Number of teams
(in case of a team tournament)
Position
Position
Position
Position
Position
1
1
1
1
1
-
3
3
3
3
3
3. Team section
Position 1 - 3
Position 5 - 36
Position 37 - 40
Position 42 - 45
Position 47 - 50
Position 52 - 55
Position 57 - 60
Position 62 - 65
Position 67 - 70
Position 72 - 75
Position 77 - 80
Position 82 - 85
Position 87 - 90
092
102
112
122
132
from Position 5: Type of tournament
from Position 5: Chief Arbiter
from Position 5: Deputy Chief Arbiter(s)
from Position 5: Alotted times per moves/game
dates of the rounds (YY/MM/DD)
position 92 - 99 round 1
position 102 - 109 round 2
position 112 - 119 round 3
to be contiued
013
Team name
Number of
Number of
Number of
Number of
Number of
Number of
Number of
Number of
Number of
Number of
Number of
player
player
player
player
player
player
player
player
player
player
player
1 (from player section)
2
3
4
5
6
7
8
9
10
11
may be continued
This file was intended as final report to calculate the rating variation and the information it contains
is not enough to drive an external engine.
This file is saved by Vega at the beginning of round N. It contains all above data, the status of the
players for the next round (absent with a lost "0000 - - ", absent with a forfeited draw "0000 - = ")
with other additional info. Here is a list of the new tags:
XXR : Position 1
integer number
- 3,
Number of rounds, followed by a space and an
example (in red is a comment):
XXR 9
tournament with 9 rounds
XXC : Position 1 - 3, Configuration. It is used to signal how to
assign the white at first round
example (text in red are comments):
XXC white1 assign white at player with ID=1
XXC black1 assign black at player with ID=1
XXC
assign white/black at player with ID=1 via a random process.
The same operation is performed at round 1 if tag XXC is absent
From round 2 the tag XXC appear in the file as
XXC rank
This is specific of JaVaFo engine and will be documented in future. The developer can skip this
info.
Here is a typical trfx file at the end of round 1 and passed to the engine to perform the pairing of
round 2:
76
The current round can be deduced by the external engine counting the number of filled columns in
the round result area.
77
Appendix O: USCF Rating Report
In a large tournament, there are usually several sections (for example Open, U2000, U1800,
U1600). A Vega session can administer only one section of the tournament at a time. This is not a
limitation because you can run multiple sessions of the program simultaneously, and keep the user
interface very simple. The rating report for USCF needs 2 steps to be performed:
1. Generate an auxiliary file from each section containing information to be processed later
concerning the current section (file uscfsctn.txt);
2. Process all the uscfsctn.txt files and generate the three files needed by USCF for the final report:
thexport.dbf, tsexport.dbf, tdexport.dbf.
These last files are not covered here (see the USCF Forum for detail). Now we’ll see how to
generate them. The first task is performed when the section tournament is finished by selecting the
option Report / USCF/ Process current section:
A new window will prompt the user for data relative to the current section. Some of this data is of
course the defaults, so the user usually only needs to insert a few of them unknown to Vega (for
example ID Chief TD, and so on. Please note that the fields “Rounds” and “Number of Players”
cannot be edited.)
By pressing the button Done Vega generates the auxiliary file uscfsctn.txt (it is tab delimited) in the
working directory of the current section. This task must be done for each section.
When Vega generates all the uscfsctn.txt files, the user should select the menu item Tournament
78
Report:
Add Section selects the working directory of each section. To remove one of them the user should
press the button Remove Section. In our example the tournament has two sections and the working
directories are those listed in the right side of the previous window. To save the list use Save section
list. To load it use Open section list. When finished, press the button Do USCF Report. The
following window will appear:
As seen before, some of the data is already known to Vega, some cannot be edited and some needs
to be inserted by the user. When all the fields are filled (otherwise Vega will not continue) the user
can generate the USCF report by pressing the button Done. The required files in dbf format are in
the installation directory.
79
Appendix P: Generic Tournament Description File
The user needs to fill in the form (some data are the defaults and cannot be changed at this point)
Press Done to confirm and save the file tournamentname-city.tdf in the tournament folder.
The format of the tdf file is similar to the FIDE rating report. But it has two more columns
regarding the national player code and the national rating. The fields are separate by “|” instead of
being fixed length. Each row begins with a three digit code specific of some kind of data. Some
rows may be absent. Empty rows should be skipped.
The file has two main sections. One regarding the whole tournament, and another with the history
of each player. Here is the tournament section.
012 Tournament name
022 City
032 Federation
042 Date of start
052 Date of end
062 Number of players
072 Number of FIDE rated players
082 Number of teams (in case of a team tournament)
092 Pairing system (default is swiss system)
102 Chief Arbiter
112 Deputy Chief Arbiter(s)
122 Allotted times per moves/game
132 dates of the rounds (YYYY/MM/DD) separated by “;'
142 points for game in format: W.W D.D
respectively for victory and draw. Default is 1.0 0.5
152 current round
162 total number of rounds
172 used tye-breaks code separated by “;”
182 name of the accelerated system if used
192 Program used for pairing
80
From the point of view of a rating system, many of the previous rows are just useless and can be
simply skipped if not needed. The reader can focus only for the rows of interest and be ready to
continue to work even if some of the previous rows are absent or present and unwanted.
The following is a real example with the data Vega saves each time (the comments are in red):
012 1 Torneo km zero Tournament name
022 Scalea
Tournament place
032 ITA
Host Federation
042 18/12/2009
Begin date
052 20/12/2009
End date
062 30
number of players
072 12
FIDE rated players
092 Individual: Swiss-System Dutch (JaVaFo) Pairing system
102 AF D'Alessandro Flavio
Arbiter
112
an empty row
122 90 minutes + 30 s of increment for move Time
point for win and draw
142 1.0 0.5
152 4
current round
162 9
Numbers of rounds
192 Vega 6.0.1 program name and version
After the previous sections come the player section that is mandatory.
Each row contains specific player data to permit his look-up in the FIDE and National database, and
his tournament history as well.
The row can be in any order although the one following the Startingrank-Number should be the
preferred one.
The row starts with the three digit code “001”, then a space delimits a record in which the fields are
separated by the delimiter “|”.
Startingrank-Number : 4 digit number
sex
: “m” or “w” (default is “m”)
Title
: max three characters
Name
: Lastname Firstname (max 30 characters)
FIDE Rating
: 4 digit number
FIDE federation
: 3 characters
FIDE code
: 12 digit number
National Rating
: 4 digit number
National code
: 12 characters
Birth Date
: 10 characters
Points
: in the form XX.X
Tournament Rank
: 4 digit number
Round 1
: see below
................................................
Round last
: see below
Round Description
At each round, a player can be paired or unpaired if he communicated his absence.
Game with a pre-arranged half-point bye or any byed game are considered paired.
An unpaired game is indicated by an empty or blanked string between the field delimiter “|”.
So an unpaired game is indicated as: “||” or “| |” .
A paired game maybe rated or unrated.
A rated game consists of an opponent, a color, a result indicator.
81
Rated game format: “N C R”
where
N = startingrank-number of the opponent;
C = color (w : white, b : black)
R = result (1 win, 0 lost, 2 draw)
An unrated game consists of an opponent, a color, a result indicator.
Unrated game: “N C R”
where
N = startingrank-number of the opponent (0000 in case of BYE);
C = color (w : white, b : black, - : no color in case of byed game)
R = result (+ win, - lost, = draw)
Thus the unrated and rated game are differentiate by the sign that denote the result. This is an example of
player row with 4 round
001 1 | m | f | GROMOVS Sergejs | 2291 | ITA |
811394 | 2291 |
121317 | 151265 | 1.0 | 23 | 16 w 0 | 22 b 0 | 28 w 1 | 14 b 0
82
83
Appendix Q: Swiss System with Progressive Acceleration
Objective: This variant of the Swiss system aims to better match opponents of approximately equal
strength during an open tournament. The goal is to allow international norms during an open
tournament where less than half of the players have a FIDE rating.
Principles of operation: When pairing at the start of the round, each player has a global score
(GS), which is equal to the real score gained by play (RS) plus a fictitious score (FS) between 0 and
2:
GS = RS + FS
Rather than relying solely on fixed full-point fictitious offsets to separate the groups, this system
awards additional half-points based on achievement during the tournament. This allows the groups
to merge together more gradually.
Calculation of the fictitious score
Players are divided in 3 groups A, B, C on the basis of their Elo rating. Each group includes a
minimum of 25% and a maximum of 50% of all players. Elo rating is used to limit the groups,
which are decided by the arbiter before the start of first round. The groups may be set according to
the prizes determined by the organizers. In general, group A includes players having an Elo rating
greater or equal to 2000 points and group C includes players with an Elo rating of less than 1600
points.
Like the standard accelerated system, at the start of the tournament, players in group A have two
fictitious points (FS = 2), group B one fictitious point (FS = 1) and group C no fictitious points (FS
= 0).
When a player of either group B or C gains at least 1.5 real points (RS ≥ 1.5), their fictitious score is
increased a further half-point. When a player gains their third real point (RS ≥ 3), their fictitious
score is increased another half-point. Thus group B players can eventually attain the maximum of
number of fictitious points (FS = 2).
When a player of group C gains at least 4.5 real points (RS ≥ 4.5), their fictitious score is increased
by a half-point for the third time.
When a player achieves N/2 real points (where N is the number of rounds in the tournament), their
fictitious score is brought to 2.
Before the penultimate round, all fictitious points are cancelled and the system becomes a usual
Swiss system.
Summary table
Within each cell, the top number represents the real points and the number within brackets is the
fictitious amount added in order to achieve the Global Score (GS).
The rightmost cells of the table consider cases with more than 11 rounds (they don't include groups
A or B). Lower-case “n” in this case represents the number of rounds.
GS
0
0.5
1
1.5
Grp.A
Grp.B
Grp.C
n=9
Grp.C
n>11
0
(0)
0
(0)
0.5
(0)
0.5
(0)
0
(1)
1
(0)
1
(0)
0.5
(1)
2
2.5
3
3.5
4
4.5
5
5.5
6
6.5
7
0
(2)
1
(1)
1.5
(0.5)
1.5
(0.5)
0.5
(2)
1
(2)
1.5
(1.5)
2.5
(0.5)
2.4
(0.5)
1.5
(2)
2
(1.5)
2
(2)
2.5
(1.5)
3
(1)
3
(1)
2.5
(2)
3
(2)
3
(2)
4
(1)
4
(1)
3.5
(2)
3.5
(2)
4
(2)
4
(2)
4.5
(2)
4.5
(2)
4.5
(2)
5
(1.5)
5
(2)
5
(2)
5
(2)
5.5
(1.5)
2
(0.5)
2
(0.5)
84
3.5
(1)
3.5
(1)
4.5
(1.5)

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2024-05-02

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