Scorekeeping - Cascading Re-pair
Like many things in scorekeeping, there is no official documentation on cascade repairs. Their methodology and execution varies between scorekeepers; (and HJs) my process alone has gone through two mentionable changes in the last three months.
So, I'll at least give my personal answers here, but even here, I'll leave the caveat that nothing here is official and these answers are general guidelines, and not even “this is how I'll handle this situation”, because like in judging, the specific circumstance dictates a lot of the choices. Also note that some of the philosophy here applies to all fixes SKs make - an SK could hold up the entire tournament while a match or drop is fixed, but we do all these partial fixes specifically to avoid the time loss of a full re-pair or round delay.
Practically-speaking, a one-minute delay by the SK is scrutinized more than a five-minute delay due to a HJ ruling or investigation.
When someone comes up after pairings have been posted and says they have the wrong point total, and we discover their previous round results were entered incorrectly, how do we make the decision to leave the pairings as they are vs to re-pair?
The decision tree realistically boils down to:
- The rank of the players in question
- The current round time
Both of these generally boil down to “which option affects tournament integrity the least”, between leaving things as-is, a full fix, and a partial fix.
Note that “and we discover their previous round results were entered incorrectly” is mostly-irrelevant to this situation - these days, SK errors and player errors are generally resolved identically. (with some SKs, the priority is getting the players playing, and getting players moved/playing is a much higher priority than discovering the “why”)
If it is determined we should re-pair the match instead of leaving it as is (so we aren't giving the player an advantage by having them play a worse opponent), how do we decide who each player should be playing against?
If we're breaking pairings, (for both fixing results and no-show re-entries) in general, there are three guidelines I go by:
- If there's a pairing that, by breaking it, will result in fewer pairdowns or a lower difference in points between pairdowns, that's the priority to break.
- If choosing between several tables, choose as randomly as possible.
- Don't let the perfect be the enemy of the good. The longer you take to do anything, the greater effect you have on the matches you're changing.
For “my last round is backwards” errors, the fix is almost always to just swap the two players. This is the most convenient option, and the matches affected are the ones that are also affected by the error result.
For “no show re-entries”, I try to focus my efforts right at the borders of the whole-match point totals. i.e. if I'm adding a 6-pointer, I'll be breaking tables right at the 6-5 point threshold, then again at the 3-2 threshold. Again, I can be perfect with infinite time, but debating = time, and time = stopping players that are 5 minutes into Game 1.
How much of all this is handled in the program?
There's no automation to the process outside of how you would actually break and re-pair the tables. There's no fast method to verify that pairings are not repeats, so it's a balance between perfect pairings and fast work.
My process to do this these days is to have a piece of paper handy, with all the tables I'm breaking. For example, with a cascade re-pair, I'm either with pairings-by-table (WER) or on the match screen (WLTR) pretty much telling a line of judges what to do, writing down only numbers at the same time. Once all the judges are out fixing things, I'll have a list of numbers written down like:
18
131
352
542
620
Which is short-hand for “the right player at these tables is being moved down to the next table, and the last table player gets a bye”. (which is what I told judges, just in the manner that gets the tables fixed quickly)
Note: One of my recent changes comes after an issue in GPNJ, where I was informed that there's a potential for issue here where one table gets held up, and causes the player at Table 18 to see what his opponent at Table 131 is playing. So now I call tables out backwards to try to help with this.