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Team Draws in Matrix

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Matrix Law Book 1
By G.D.Mutch
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Celebrate Humanity

 

 

Sporting Team Draw Matrix
Copyright © 2000 By G.D.Mutch

How to calculate sporting team draws
without a knowledge of math, using a matrix.

 

Calculating The Draw

Calculating a team draw using a matrix. The term team draw is defined from the days when teams or individual names where written down on a piece of paper and placed into a hat. The list of names were first divide in half and placed into two separate hats. One team or individual name was taken or drawn from hat 'A' and the other team name drawn from hat 'B'. These two teams where then written down on another piece of paper or chalk board as the first draw; the drawn teams were then required to play off against each other. All corresponding team names where likewise drawn from hat 'A' and 'B' until no team names where left. In the case of an odd number of teams in the competition an imaginary team or individual name called 'Bye' was placed into the hats to even out the names drawn. If any team or individual drew the name 'Bye' then that team automatically 'bye-passed' their current game an where automatically placed into the next slot of the draw on the competition table. In a true an accurately balanced odd team draw every team will be required to have one 'bye', so all rounds and competition points should always remain normalised.

In days gone by allocating team or individual sporting draws into individual rounds of a competition, require people to sit down with pen an paper an draw crisscross lines across the page to map drawn teams to each other. One major problem facing any sporting team coordinator or organisation is allocating the correct team draw combinations to complete one round in any given competition. For example if you have 30 plus individuals members or teams in any given competition, there would be over 435 individual draw combinations alone. How can the draw coordinator be absolutely sure they have allocated all teams to play every other team once only throughout the competition season? The following document will show you how to calculate any size team draw easily an accurately, furthermore you will not need to know anything about mathematics to be able to accomplish this daunting task...

Yes indeed you will be able to map any size team draw from the lowest possible combination of 2 teams right up to infinite unknown teams. There is no limit to the accurate combinations you can derive from within this sporting draw matrix system. And you can do it simply an easily with a pen an a piece of paper. With a little insight you may soon realise that this matrix system can be used for non-sporting applications as well. For now we will stay within the context of sporting events.

Pre-Draw Organisation

Before any team draw can be calculated you need to know two items of information.

bulletThe number of teams in the competition,
bulletThe duration or length of time the competition will compete over.

You will need to know unconditionally how many teams are going to be in the final draw. If your overall sporting clubs do not forward their nominated teams into the central coordinator, then there is no accurate method for calculating any final team draw. The draw coordinator must know before hand how many teams are in the final competition before you can calculate the draw table for those teams. The draw coordinator must also know the duration of the competition season so as to be able to determine how many rounds he/she can place into the final overall competition.

One Round

One round of competition is where every team has played against all other teams once only. Depending on the sporting event, draw coordinators may allocated multiple rounds throughout the season. Once a matrix draw is accurately calculated the draw coordinator need only multiply these values with the same team names to have multiple rounds. The draw coordinator can then work out the duration of the competition for the coming season. Once the duration of competition is known the draw coordinator may then decide to add or remove competition rounds to have the entire season of competition end on a specific calendar date.

 

 

Building The Draw Matrix

I'll assume you have determine the amount of teams in the competition and the approximate duration the competition will run till the end of the season. Ok let's get started with a simple competition using 2 teams in one single round of competition. A 2x2 cell matrix for a two team competition would look something like this :

2x2 Draw Matrix
  Team A Team B
Team A X 1
Team B 1 X
4x4 Draw Matrix
  A B C D
A X 1 2 3
B 1 X 3 2
C 2 3 X 1
D 3 2 1 X

figure 2

In the above 2x2 draw matrix of figure 2 there are two teams : Team 'A' and Team 'B'. The draw coordinator would simply replace the letters 'A' and 'B' with the corresponding team names making them relevant to their own competition. It should be obvious to people that Team 'A' can not play against Team 'A' ,likewise team 'B cannot play against itself, so this null combination is given an 'X' in that cell to denote that this draw combination is impossible. (also see 4x4 matrix figure 2) We then simply increment the count while moving down the columns for the given number of teams minus 1. We start counting from 1 on up to the matrix root base minus one (e.g. 2x2 matrix root = 2-1). Because each team cannot play against itself there will always be one less in the weekly games count. Example, there are two teams in the matrix of figure 2, so we start incrementing the count moving downwards from the first available column (aqua shaded cell) under the heading Team 'A' using the number '1' . We continue incrementing the count while going down the column until we run off outside the matrix .

We then move across from left to right to the top of the next column under Team 'B' and then increment the count moving down the columns again. (also see 4x4 matrix in figure 2) It is vitally important that you understand this incremented count while moving down the columns principle. Incremented counting while moving down the columns allows you to understand and build the draw matrix correctly. In the next 6 x 6 matrix example below I will explain the important column counting an projection principle a bit further. In the 2x2 matrix of figure 2 there is no more cells to be able to fill so we have confirmed that there is only one round with one game play off in this two team competition. Team draw matrices are always even value matrices; never odd. How to calculate odd team draws will be explained further as we go...

Reading information from the Matrix

To decode the draw information from the 2x2 matrix of figure 2 you simply read off the identical grouping of numbers. In the case of the 2x2 matrix you would read the grouping of '1's' from the column and row intersection. Do not read the diagonal impossible 'X' combinations. After you have read the matrix you would end up with the following formatted draw table of figure 3.

Week 1
Team 'A' V's Team 'B'
Team 'B' V's' Team 'A'

figure 3

After you have completed a few team draw matrices of your own, you will begin to realise that you only need to read off the top right triangle section of any draw matrix, as the lower left triangle section of the matrix is a mirror image opposite of it's top right section. So in reality we will never really use all of the matrix information presented before us.

 

 

Step-By-Step Six Team Matrix .

A 6x6 Draw Matrix
1. Blank Matrix
  A B C D E F
A X          
B   X        
C     X      
D       X    
E         X  
F           X
2. Starting Top Row
  A B C D E F
A X 1 2 3 4 5
B   X        
C     X      
D       X    
E         X  
F           X
3. Counting Down
  A B C D E F
A X 1 2 3 4 5
B 1 X        
C 2   X      
D 3     X    
E 4       X  
F 5         X
4. First Projection
  A B C D E F
A X 1 2 3 4 5
B 1 X       2
C 2 3 X      
D 3 4   X    
E 4 5     X  
F 5 2       X
5. Second Projection
  A B C D E F
A X 1 2 3 4 5
B 1 X 3     2
C 2 3 X     4
D 3 4 5 X    
E 4 5 1   X  
F 5 2 4     X
6. Third Projection
  A B C D E F
A X 1 2 3 4 5
B 1 X 3 4   2
C 2 3 X 5   4
D 3 4 5 X   1
E 4 5 1 2 X  
F 5 2 4 1   X
7. Forth Projection
  A B C D E F
A X 1 2 3 4 5
B 1 X 3 4 5 2
C 2 3 X 5 1 4
D 3 4 5 X 2 1
E 4 5 1 2 X 3
F 5 2 4 1 3 X
8. Completed Matrix
  A B C D E F
A X 1 2 3 4 5
B 1 X 3 4 5 2
C 2 3 X 5 1 4
D 3 4 5 X 2 1
E 4 5 1 2 X 3
F 5 2 4 1 3 X

figure 4

Step-By-Step Six Team Matrix.

Remember you can never have a truly odd value matrix because we will always add in an imaginary team called 'Bye' to make up for any odd team draw. To explain further, a 6x6 matrix is used for both an odd value 5 team, and an even value 6 team competition draw. Similarly a 100x100 draw matrix is used for an odd value 99 team draw and an even value 100 draw competition. All sporting team draw matrices are even numbered regardless. Any size even matrix can be used for a next size down odd team draw. That is, if you have an odd number of teams in the competition draw then use a matrix that is one increment or order bigger and place the name 'Bye' as a team name to even up the matrix. You then calculate out the matrix as I'm about to show you...

Step-by-Step
The following will explain the step-by step matrix of figure 4. I will show you in stages how I fill out any size team draw matrix. The aqua coloured cells are the current column or row that I'm working on. The yellow single cells are the incremented numbers I have 'projected' to the last column and row worked. I always project the current incremented value whenever I encounter an 'X' cell while increment counting and moving down the columns.

Remember when counting, the maximum number of weeks to each round equals the matrix root/order minus 1. E.g. if the matrix is a 6x6 then the maximum number of weeks in the round is 6-1 = 5 . When you reach the maximum incremented count of 5 in any one column you must start the loop over again from number 1. You must continue incrementing while moving down the column until all cells of that column are filled, or when crossing the diagonal 'X' line, the value is projected to the last column and row.

The importance of column incrementing correctly :

The trick in getting the matrix to work correctly is the incremented count while moving down the columns and projecting at each 'X' cell or the diagonal separation line.

Reiterating :You must always increment the count to the maximum matrix root/order -1. Example, in the matrix of figure 4 the root value = 6, minus 1, which equals a maximum incremented count of 5. You must always increment and complete each column to the maximum count. You may then move to the top of the next column and start from the next incremented number corresponding in the top row of the column you are working. Important : when you encounter a cell with an 'X' in it you must project the current number both straight down an on a 90 deg angle along the row to the very last column an row of the matrix. I can not stress the importance of understanding this projection principle.

You must understand that you increment the count while moving down the columns firstly, then when you encounter an 'X' you project the current number along the column and row to both the very last bottom row and the far right column in the matrix. When you finally understand this principle you may develop ways of completing the matrix via different counting techniques. It may be obvious to some that transferring the diagonal values may be easier an simpler. I leave that up to you... See the step-by-step matrix draw in figure 4. A handy hint is to treat the 'X' cell like a stove hot plate. Whenever you touch the 'X' cell hot plate the numbers jump to both the last column and row.

 

 

Translating From The Completed Matrix :

6x6 Team Draw Matrix

  A B C D E F
A X 1 2 3 4 5
B 1 X 3 4 5 2
C 2 3 X 5 1 4
D 3 4 5 X 2 1
E 4 5 1 2 X 3
F 5 2 4 1 3 X

figure 5

Once the matrix is filled out and checked for correctness we can then read off the accurate draw information from within the completed matrix. (see figure 4 & 5.) Using the matrix in figure 5 we can quickly see that the numbers in the matrix are grouped into groups of 3, i.e. 3x1's, 3x2's, 3x3's etc... The highest number in the matrix is also five. Therefore we will have 5 weeks duration to one single round of this competition. The matrix further tells us we will require a grouping of 3 games per week over a total of 5 weeks for every team to play all other teams once. Therefore the derived information tells us we need a minimum 3 x 5 column table to tabulate the results onto a printable draw format. Remember we do not read from the intersection of 'X' cells null diagonal. Furthermore, we need only read from the top right triangle section of the matrix (see yellow shading in figure 5), as the lower left triangle section is a mirror image opposite of the upper right section. By reading both the upper and lower triangle halves of the matrix we would be duplicating the same draw values but only in reverse. I will now show you step-by-step how I derived the valid draw information from the 6x6 matrix in figure 5. Again the aqua coloured cells are the current column I'm working on.

In reality the draw coordinator would simply substitute the letters 'A' through 'F' as the real team names in the competition. Also in the case of an odd team draw, the draw coordinator may substitute the letter 'F' for the team named 'Bye' to even out an odd 5 team competition draw. Every team would play the team named 'Bye' which in reality means that team steps forward to the next week of games. The completed draw table signifies one round of the competition. The draw coordinator need only multiply the matrix draw table to make a simple multiple round competition. You may also change the team names 'A' through 'F' for each new round in the competition without having to change the data mapped into the matrix. I therefore recommend you use single letters to denote team names in the matrix as I have done. You then substitute the matrix letter for the real team name when deriving the final draw table. It is much quicker an easier to use single letter team name variable values inside a draw matrix. Also to eliminate favouritism or be accused of bias to a competition draw, the draw coordinator may like to place the letters 'A' through 'F' in one hat, and the actual real team names in another hat. The coordinator simply draws a matrix letter an a corresponding team name out of each hat to define a true an totally random draw.

An again you need only translate the letters of the matrix to the actual team names when completing the final draw table. If you are clever you may be able to use a 12x12 matrix to map a 6x6 team draw into two full rounds of competition. You will really need to know what you are doing if you are to complete this type of matrix.

Step-By-Step Matrix Translation

1. Draw Translation From Figure 5
Game Week 1 Week 2 Week 3 Week 4 Week 5
1 A v's B        
2 C v's E        
3 D v's F        

Reading the grouped 1's intersection in the yellow shaded section of figure 5

2. Draw Translation From Figure 5
Game Week 1 Week 2 Week 3 Week 4 Week 5
1 A v's B A v's C      
2 C v's E B v's F      
3 D v's F D v's E      

Reading the grouped 2's intersection in the yellow shaded section of figure 5

3. Draw Translation From Figure 5
Game Week 1 Week 2 Week 3 Week 4 Week 5
1 A v's B A v's C A v's D    
2 C v's E B v's F B v's C    
3 D v's F D v's E E v's F    

Reading the grouped 3's intersection in the yellow shaded section of figure 5

4. Draw Translation From Figure 5
Game Week 1 Week 2 Week 3 Week 4 Week 5
1 A v's B A v's C A v's D A v's E  
2 C v's E B v's F B v's C B v's D  
3 D v's F D v's E E v's F C v's F  

Reading the grouped 4's intersection in the yellow shaded section of figure 5

5. Draw Translation From Figure 5
Game Week 1 Week 2 Week 3 Week 4 Week 5
1 A v's B A v's C A v's D A v's E A v's F
2 C v's E B v's F B v's C B v's D B v's E
3 D v's F D v's E E v's F C v's F C v's D

Reading the grouped 5's intersection in the yellow shaded section of figure 5

6. Completed Draw Format
Game Week 1 Week 2 Week 3 Week 4 Week 5
1 A v's B A v's C A v's D A v's E A v's F
2 C v's E B v's F B v's C B v's D B v's E
3 D v's F D v's E E v's F C v's F C v's D

(The abbreviation V's in the above table denotes 'verses or plays against'.)

 

 

Additional Draw Matrices

 

10x 10 Draw Matrix
Draw Matrix
  A B C D E F G H I J
A X 1 2 3 4 5 6 7 8 9
B 1 X 3 4 5 6 7 8 9 2
C 2 3 X 5 6 7 8 9 1 4
D 3 4 5 X