Timoteo32 wrote: ↑08 June 2026, 03:11
Yeah, but in Rugby or Football don't involve RNG lol. You need to optimize for the cards you're dealt, so it seems like punishing someone for not getting high point cards is pretty unfair.
I don't really see it. If we accept that in those games randomness can affect who gets more favorable cards in a singular game, then it seems that the natural continuation of that is that randomness will also play a role in determining groups rankings.
I can sort of see your point that it seems unfair given that games that have nothing to do with each other are being compared, but then again, luck is part of those games in the first place.
The same thing goes for real sports, in a way. If two football teams have a game that goes crazy offensive where they end up scoring a lot of goals (which is a random occurrence no one could have predicted), then those two teams will be advantaged over the other teams in the group if the tie breaker comes down to number of goals scored.
Timoteo32 wrote: ↑08 June 2026, 03:11
And that seems like a pretty easy thing to fix. If they run out of time, just use whatever the current game was when the game ended. If it's close, they don't have any reason to do it and if the gap is big, they don't gain anything by doing it. Seems fairly incentive compatible?
They'd still have a reason to do it because in most games the score differential is changing from turn to turn, so they'd try to stall the game at the turn where it seems the most advantageous for them, given how many points they need in the groups rankings.
Sure it might seem more fair to use the current score, but that really depends as in a lot of games the current scores don't give you a good indication of who is more likely to win that game.
Also if they are ahead in points at the moment they decide to time out the game, do they get a positive point difference even though they lost the game? Seems kinda wonky.