WinTD is primarily designed for running Swiss System tournaments. This page and several related pages describe the details of the system used to determine Swiss System pairings. Note that WinTD also gives the option of using Round Robin pairings.


The WinTD Swiss Pairing System

WinTD implements the ratings-based Swiss System for pairing players described in the USCF Rule Book. However, it goes about computing the pairings in a very different way than a human does.


First, it's important to understand that there is no way to guarantee that any program will find the "best" pairings in every situation. If you look at a 20 player score group, there are 3,628,800 (10!) ways to pair the ten top half players with the ten bottom half players. Examining every single one of those to find the "best" would take much longer than your players would like to wait. And the rulebook isn't specific enough to define what best means anyway. 


Suppose, for instance, that a score group can be paired with all colors correct in two different ways: in one, it requires both a 40 point swap and a 30 point swap, the other requires a single 45 point swap. Which is better? Either is acceptable, and no human TD upon finding one reasonable solution would likely keep looking to see if something a bit better was available.


Most pairing programs (including WinTD versions 2 and earlier) and most human TD's pair by starting at the highest score group and working down. Where there is an odd number of players in a score group, or some other situation which prevents all the players from being paired within the group, the odd player or players are dropped. On occasion, the choice of whom to drop causes serious problems in a lower score group. A very good human TD will recognize the problem and go back up and change the dropped player to smooth the pairings out. However, the typical behavior of a pairing program is to push forward, even if it requires multiple drops at the lower level.   


WinTD uses an approach which looks at the section as a whole. We have constructed a "penalty" function which measures how far the pairings differ from ideal pairings. What are "ideal" pairings?



The penalty value for ideal pairings is 0, which is almost impossible to achieve after the first round. The penalty function is designed so that lower values are "better" in the sense of being closer to ideal. For instance, the highest penalty is assigned to a pairing that has two players playing each other a second time. A lower penalty is assigned to a pairing which crosses score groups. A still lower penalty is assigned to pairings which have incorrect colors. And a rather small penalty is applied to pairings which change the natural pairing order slightly and involve a small rating change.


By finding a set of pairings which gives the smallest value for the penalty, we should end up with pairings which come as close to ideal as we can get. However, as noted above, there is no way that any program can look at all possible ways to pair any section with more than a very small number of players. Instead, WinTD uses the power of modern computers to find a "good" set of pairings. In testing this against earlier versions of WinTD and against other pairing programs, we found that WinTD almost invariably found superior pairings: more correct colors with smaller rating changes. In simple situations where a straightforward pairing process would work fine, WinTD would find the same solution.


There are three levels at which the TD can control the pairing process. In the Preferences Dialog Box, the Pairing Rules tab deals with questions which are mainly ones of personal taste. In the Add/Edit a Section Dialog Box, there are choices which are likely to vary from tournament to tournament or section to section. And finally, in the Pair a Round Dialog Box, there are several choices which might very well change from round to round.


Ranking Players within a Score Group

Within a score group, the players are ranked in terms of their pairing numbers. However, when players have exactly the same rating (this applies mostly to the unrateds), they are reshuffled among themselves each round. That way, no unrated will, simply by virtue of an arbitrary initial ordering, systematically get either easier or harder pairings than other unrateds.


See Pairing Numbers, Color Assignments, Color Corrections, Assigning Byes, Accelerated Pairings, Drop and Raise Decisions, Small Tournaments and Teams and Clubs for more information on those aspects of the pairing process.