Over the last several weeks I’ve talked at length about bracket seeding, covering the 3 most common methods: random, ranked and regional. I’ve outlined definitions, strengths and weaknesses of each technique and explained how they can all make positive contributions to the bracket seeding process.
This week I’ll conclude this series on bracket seeding by talking about manual adjustments, ending with a summary of the bracket seeding topics raised.
Battle Arena Melbourne (BAM) is this weekend (1st-2nd Oct)! Along with securing builds of Capcom’s new fighting games: Ultimate Marvel vs. Capcom 3 and Street Fighter x Tekken, the boys at BAM will also have Soul Calibur 5 playable as well!
Another thing worth noting is the 18+ pre party at the Manabar in Melbourne. This is on the Thursday before, so get there early!
For more information visit the BAM website or check out the BAM thread on the OzHadou forums.
And if you’re not able to attend this weekend, you can check into the stream done by Shadowloo.
We now know what regional seeding is and have a good set of rules for implementing it. To conclude this series on regional seeding I’ll discuss some of the features in the BSG designed to assist with the regional seeding process.
This week I’ll demonstrate practical problems with regional seeding and how to deal with them when using the BSG. I’ll also discuss combining ranked and regional seeding, and provide a large example based on registration data from the EVO APAC tournament of 2010.
The Australian Cyber League finals have just concluded, with Queensland’s NefeliousG (Tom) taking first place in Marvel vs. Capcom 3, and ToXY taking the Super Street Fighter IV: Arcade Edition crown.
There was strong representation from interstate players, and the event was streamed live, so it was a great weekend of fighting games for Australia.
Check out the results for SFIV: AE here, and MVC3 here.
The next entry in Kotaku AU’s interview series features Sydney’s own Humanbomb!
It’s a big shame that a player of such calibre is leaving our shores as Jonny is moving back to Hong Kong soon.
In the meantime, check out his article and the special “Farewell to Humanbomb” 99 York Street event being held in Sydney on the 8th of October.
In last week’s article I started talking about regional seeding, introducing the concept and how it is typically used as part of a hybrid method alongside random seeding. This week I will discuss the practical challenges presented by regional seeding.
Part 2 of this article looks at the concept of regional spread and how this can be defined in practise. I’ll consider some basic definitions that turn out to be unreliable, and introduce a more robust definition that is best implemented using bracket generation applications like the BSG.
Over the last few weeks I’ve covered 2 types of bracket seeding, random and ranked. The last seeding method I’m going to talk about is regional seeding.
Since this is the most complex seeding method, this article will be split into 3 parts. Part 1 will define the concept of regional seeding and explain why it’s useful. Part 2 will go into detail regarding the mechanics of regional seeding. Finally in part 3 I’ll explain how the BSG manages regional seeding and demonstrate how to use the BSG to seed large tournaments by region.
The organisers of Battle Arena Melbourne (BAM) have secured builds of Capcom’s eagerly anticipated new fighting games: Ultimate Marvel vs. Capcom 3 and Street Fighter x Tekken.
This is a very rare opportunity for Australian players to sample these games prior to their release. BAM will also feature the usual line-up of tournament games, plenty of casual play and their new community awards.
BAM is taking place in Melbourne on the 1st-2nd of October 2011. For more information visit the BAM website or check out the BAM thread on the OzHadou forums.
Kotaku AU sits down with Brisbane’s own Tom Body:
Training With The Pros: NefeliousG
Read up on Tom’s history, his EVO training regimen, and learn just how you can be as awesome as he is.
Leave a comment on Kotaku or the Ozhadou thread.
The second bracket seeding method I’ve been discussing is ranked seeding. Last week I defined what ranked seeding is and how it can give top players a better chance of placing high in a double elimination bracket. I focused on the “extreme” case where every player’s seed is assigned by rank.
In part 2 of this article I’ll outline some of the weaknesses of ranked seeding. I will then discuss the more typical application of ranked seeding, which involves a hybrid of random and ranked seeding techniques.