Run Match Maker

Execute Match Maker

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Once the match schedule has been generated it’s necessary to generate the alliances. The MatchMaker algorithm is used for this purpose. It creates over 5 million possible schedules and selects the best one that meets the criteria outlined in the game manual. MatchMaker should only be run one time for the Practice schedule, and one time for the Qualification schedule. If it is believed that the schedule is not optimum, consult FRC Engineering for additional review. This process should be done with the FTA present.

The schedule generated in the previous step will be present on the MatchMaker step.

[Green Marker] Click the “Execute Match Maker” button to generate the randomized alliances.

Match Maker In Progress

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Upon execution, MatchMaker will begin formulating the alliances. A progress message will indicate how much time (approximately) remains in the process. This process takes more time when more teams are involved- occasionally upwards of four minutes. The process should not be interrupted

Note

MatchMaker can only run if the user has Administrator permissions on the server and has FMS running as an admin. This should be automatic on FIRST owned hardward, but may need to be done manually on personal hardware.

Review Schedule

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Upon successful completion, the team numbers will be shown in their places on the schedule. If any teams are playing as a Surrogate, the box to the right of the team number will be checked (shown in green circles). The schedule (now showing the alliances) should match what was entered on the previous step as far as timing and breaks.

Review Statistics

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The statistics tab contains helpful information for evaluating the strength of the schedule.

  • Team - Team Number

  • Matches - number of matches played which are used to calculate rankings. This number should match the number in “Matches Per Team” at the top of the build screen.

  • Surrogates - number of matches played in which this team is a surrogate. Teams should only play 1 surrogate match maximum. If any team has more than 1 in this column, click the “Execute MatchMarker” button again to regenerate the alliance pairings.

  • # Partners - total number of different alliance partners. The total possible number of different alliance partners is the number of matches played * 2

  • # Opponents - total number of different opponents. The total possible number of different opponents is the number of matches played * 3.

  • Alliance Partners - a complete list of all the teams which will be on an alliance with the team in the Team column. Notation is given as Team Number (number of times this team will be on your alliance). For example: 812(2) means the team on that row will be on an alliance with team 812 twice over the course of all Qualification matches.

  • Opponents - A complete list of all teams which will be an opponent of the team in the Team column. Notation is the same as Alliance Partners column.

If a team is playing with (or against) the same team multiple times, it will be shown in parentheses next to the other team’s number, as shown in the green box above.

If the statistics seem unsatisfactory, contact FRC Engineering before re-running the MatchMaker process in order for additional steps to be taken.

Rounds

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The “Rounds” tab displays information about the number of matches that must be played for a “round” to be completed. A round consists of a single match for each participating team. This tab is primarily for use by event support. For Off-Season events it could be used to understand where to end matches if Qualification matches must be skipped due to time Rounds data is not displayed for the Practice Schedule as teams may be added or removed from the schedule.

Alternate Alliance Pairing Method (Optional)

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If an alternative Alliance Pairing Algorithm is desired for the Practice or Qualification Tournament, in can be imported into the software. This is done on either “Run Match Maker” step in the Wizard. This is not supported for official FIRST Events.

Before adding pairings, the schedule itself must be generated on the previous step. Schedules (time/date portion) cannot be imported, only the pairings.

Select the file using the “Browse…”” button, and click Load Matches from File on the bottom of the display (not pictured). The imported alliance pairings overwrite the alliances generated by the software, but retain the scheduled match times. Do not use the “Execute Match Maker” button if a custom pairing is being loaded.

The fields in the import file must be:

  • Field1 - Match Number - A number that represents the match number

  • Field2 - Red Team 1 Number - A number that represents a team number

  • Field3 - Red Team 1 Is Surrogate - true or false indicating that the team is a surrogate

  • Field4 - Red Team2 Number - A number that represents a team number

  • Field5 - Red Team2 Is Surrogate - true or false indicating that the team is a surrogate

  • Field6 - Red Team3 Number - A number that represents a team number

  • Field7 - Red Team3 Is Surrogate - true or false indicating that the team is a surrogate

  • Field8 - Blue Team 1 Number - A number that represents a team number

  • Field9 - BlueTeam1 Is Surrogate - true or false indicating that the team is a surrogate

  • Field10 - BlueTeam2 Number - A number that represents a team number

  • Field11 - BlueTeam2 Is Surrogate - true or false indicating that the team is a surrogate

  • Field12 - BlueTeam3 Number - A number that represents a team number

  • Field13 - BlueTeam3 Is Surrogate - true or false indicating that the team is a surrogate

Each match is one line, for a total of 13 fields per line, tab delimited.