How to Choose a Champion

dc.creatorBen-Naim, E.
dc.creatorHengartner, N. W.
dc.date2006-12-22
dc.date.accessioned2026-07-07T08:23:15Z
dc.date.available2026-07-07T08:23:15Z
dc.descriptionLeague competition is investigated using random processes and scaling techniques. In our model, a weak team can upset a strong team with a fixed probability. Teams play an equal number of head-to-head matches and the team with the largest number of wins is declared to be the champion. The total number of games needed for the best team to win the championship with high certainty, T, grows as the cube of the number of teams, N, i.e., T ~ N^3. This number can be substantially reduced using preliminary rounds where teams play a small number of games and subsequently, only the top teams advance to the next round. When there are k rounds, the total number of games needed for the best team to emerge as champion, T_k, scales as follows, T_k ~N^(γ_k) with gamma_k=1/[1-(2/3)^(k+1)]. For example, gamma_k=9/5,27/19,81/65 for k=1,2,3. These results suggest an algorithm for how to infer the best team using a schedule that is linear in N. We conclude that league format is an ineffective method of determining the best team, and that sequential elimination from the bottom up is fair and efficient.
dc.description6 pages, 3 figures
dc.identifierhttps://arxiv.org/abs/physics/0612217
dc.identifierhttp://arxiv.org/abs/physics/0612217
dc.identifierPhs. Rev. E 76, 026106 (2007)
dc.identifierdoi:10.1103/PhysRevE.76.026106
dc.identifier.urihttp://salesiana.dossiersoluciones.com/handle/123456789/135927
dc.subjectPhysics and Society
dc.subjectStatistical Mechanics
dc.subjectProbability
dc.titleHow to Choose a Champion
dc.typetext

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