Players who join early, play quickly, or face opponents who resign quickly can receive more pairings simply because of luck and timing, rather than skill. This can artificially inflate their final scores compared with players who spend significant portions of the tournament waiting to be paired.
We already have lag compensation during games, and I think we should also consider wait-time compensation between games. The idea is simply to adjust the timing of future pairing offers.
My approach would be to track each player's pairing wait time and use it to throttle re-pairings. For example, if a player's average wait per pairing is significantly lower than the median of the other participants, they could be held back until their wait time gets closer to that median. The goal is to prevent differences in pairing lag from affecting the final standings.
In an arena, the total number of games is what counts, and network lag between moves is compensated; pairing lag between games is not. Lag compensation restores lost move time; pairing compensation restores lost game opportunities. Both should neutralize delays that are outside the player's control.
Players who join early, play quickly, or face opponents who resign quickly can receive more pairings simply because of luck and timing, rather than skill. This can artificially inflate their final scores compared with players who spend significant portions of the tournament waiting to be paired.
We already have lag compensation during games, and I think we should also consider wait-time compensation between games. The idea is simply to adjust the timing of future pairing offers.
My approach would be to track each player's pairing wait time and use it to throttle re-pairings. For example, if a player's average wait per pairing is significantly lower than the median of the other participants, they could be held back until their wait time gets closer to that median. The goal is to prevent differences in pairing lag from affecting the final standings.
In an arena, the total number of games is what counts, and network lag between moves is compensated; pairing lag between games is not. Lag compensation restores lost move time; pairing compensation restores lost game opportunities. Both should neutralize delays that are outside the player's control.