The WPF GP Playoffs will be in a format called Swiss Elimination. It is a head-to-head format, where each competitor is matched against one or zero other competitors each round. A subset of the matches are identical to a standard double-elimination format, so once a player loses two matches, they are ineligible to win the championship. Extra matches are used to determine a full ranking of all players, so even eliminated players must continue to compete to attain as high a ranking as possible.
16 players will qualify for the playoffs, seeded by their position in the regular competition (these rules are unchanged from that on the website). However, the advantage in seed will no longer be time-based, but rather in the matchups and (for one player each round) puzzle selection.
The Rules for here are intended to be complete; however, situational differences (such as the venue unable to support A/V requirements) may result in on-the-fly changes to these rules.
Because of the tightness of this year's schedule, the puzzle selection for both Sudoku and Puzzle GP is predetermined randomly.
Each player’s eligibility score is calculated. The score of their six best rounds in the corresponding (Sudoku or Puzzle) GP competition is added together to get the eligibility score.
To be eligible, a player must both:
The 16 eligible players with the highest eligibility scores will be invited to the playoffs, and get their initial seed based on their eligibility score.
In the rare case that there are fewer than 16 eligible players, or a finalist ends up not being present at the WSPC due to extenuating circumstances, they will be replaced with a virtual “bye” player. A “bye” player is seeded worst and loses all head-to-head competitions.
The playoffs will have two stages; an online stage followed by a livestage. Aspects that are the same between the stages are:
The differences between the stages are as follows:
There will be 8 rounds in the playoffs, labeled with a letter from A through H. Each round will have a number of head-to-head matches, each one with a match code descriptive of its round or placement. Each match will have two players, who will compete against each other on a single puzzle to see who can solve it in the fastest amount of time.
Each GP round host country has contributed one or more puzzles for use in the finals. The GP Director will choose one puzzle from each of seven countries to be used as the puzzle pool for the online stage. The GP Director will also choose six puzzles from different countries to be placed in the puzzle pool for the live stage. One puzzle will be chosen at random from the pool to be used each round for the online stage, and puzzles will be chosen from the pool to be used for the live stage.
Each player has a seed (numbered ordinally from 1st to 16th) and a rank (also numbered ordinally from 1st to 16th). At the start of the tournament, these two numbers are identical for each player; e.g., the player with 6th seed also has 6th rank.
The initial seed/rank is determined by the player’s performance in the regular competition. A seed/rank with a smaller number is considered better (for example, 4th rank is better than 5th rank), and a seed/rank with a larger number is considered worse.
Each round matches some players based on their rank, who then compete against each other on a single puzzle to see who can solve it in the fastest amount of time. If the player with the better rank wins, the two players keep their ranks for the next round. If the player with the worse rank wins, then the two players swap their ranks for the next round. In the rare case of a tie, the player with the better seed wins.
After eight rounds of competition (seven for ranks 11th through 16th), the rank of the players determine the finishing order.
Each match is in one of three brackets based on its players’ performance:
The list of matches and their relevant data are as follows:
Round letter |
Match code |
Player Ranks |
Bracket |
A |
A1 |
1,16 |
Winner's |
A2 |
2,15 |
Winner's |
|
A3 |
3,14 |
Winner’s |
|
A4 |
4,13 |
Winner’s |
|
A5 |
5,12 |
Winner’s |
|
A6 |
6,11 |
Winner’s |
|
A7 |
7,9 |
Winner’s |
|
A8 |
8,10 |
Winner’s |
|
B |
B1 |
1,8 |
Winner's |
B2 |
2,7 |
Winner's |
|
B3 |
3,6 |
Winner's |
|
B4 |
4,5 |
Winner's |
|
B9 |
9,16 |
Loser’s |
|
B10 |
10,15 |
Loser’s |
|
B11 |
11,14 |
Loser’s |
|
B12 |
12,13 |
Loser’s |
|
C |
C5 |
5,12 |
Loser's |
C6 |
6,11 |
Loser's |
|
C7 |
7,10 |
Loser’s |
|
C8 |
8,9 |
Loser’s |
Round letter |
Match code |
Player Ranks |
Bracket |
D |
D1 |
1,4 |
Winner’s |
D2 |
2,3 |
Winner’s |
|
D5 |
5,8 |
Loser’s |
|
D6 |
6,7 |
Loser’s |
|
D9 |
9,12 |
Placement |
|
D10 |
10,11 |
Placement |
|
D13 |
13,16 |
Placement |
|
D14 |
14,15 |
Placement |
|
E |
E3 |
3,5 |
Loser’s |
E4 |
4,6 |
Loser’s |
|
E7 |
7,9 |
Placement |
|
E8 |
8,10 |
Placement |
|
E11 |
11,13 |
Placement |
|
E12 |
12,14 |
Placement |
|
F |
F5 |
5,6 |
Placement |
F7 |
7,8 |
Placement |
|
F9 |
9,10 |
Placement |
|
F11 |
11,12 |
Placement |
|
F13 |
13,14 |
Placement |
|
F15 |
15,16 |
Placement |
|
G |
G6 |
6,7 |
Placement |
G8 |
8,9 |
Placement |
|
G10 |
10,11 |
Placement |
|
G12 |
12,13 |
Placement |
|
G14 |
14,15 |
Placement |
For efficiency reasons, up to two matches will be conducted at the same time, and be shown to the audience, with commentary. Each pair of such matches is called a heat. There will be 5 heats. A full list of matches for the live stage is listed below.
Round letter |
Heat |
Match code |
Player Ranks |
Bracket |
F |
1 |
F1 |
1,2 |
Winner's |
F3 |
3,4 |
Loser’s |
||
G |
2 |
G2 |
2,3 |
Loser’s |
G4 |
4,5 |
Placement |
||
H |
3 |
H7 |
7,8 |
Placement |
H9 |
9,10 |
Placement |
||
4 |
H5 |
5,6 |
Placement |
|
5 |
H3 |
3,4 |
Placement |
|
6 |
FINAL |
1,2 |
Championship |
The Sudoku GP and Puzzle GP will use the same method of assigning puzzles to rounds; these rules are subject to change depending on decisions of the respective GP directors.
For the online stage, the players are not involved in selecting puzzles. The order of puzzles will be a random ordering of the seven puzzles in the pool.
For the live stage, the player with rank 1 (not seed 1) will choose that round’s puzzle from the pool of puzzles at the start of each round. Once a puzzle is selected, it is removed from the pool. The number of puzzles selected depends on
A competitor can request a new puzzle sheet in case they feel they have made an unrecoverable error to the sheet. They must relinquish their old sheet first, and then a new sheet will be supplied. (So, they would not be allowed to have both sheets at the same time.) There will be no compensation for the transition period when they have no sheets. A competitor can request a new sheet at most once per match, to prevent abuse of this rule.
It is expected that this will be a rare occurrence, and only a limited number of extra sheets will be available to all competitors over the round. If there are not enough extra sheets to supply all competitors in the current heat, then this will be announced before the start of the current heat and no competitors will be allowed to request new sheets.
In a head-to-head match, the competitor with the worse seed (not rank) wins the match if they solve the puzzle in less than 10 minutes and they solve it faster than the other competitor (with the better seed). Otherwise, the competitor with the better seed wins the match.
The punishment for an incorrect answer is a one-minute penalty.
Timers will be used to determine each player’s solving time as follows:
There will be a large shared timer visible to all competitors, graders, and judges, and each competitor will have an individual precision timer. A grader will be next to each competitor, and one or more judges will be around to record times and enforce these rules.
Before the match starts, the competitor must hold their hands on their precision timer; the puzzle sheet will be placed between the timer and the competitor, face-down.
At the judge’s signal, the shared timer starts and competitors let go of the precision timer (which starts it) and start solving.
When a competitor believes their answer is correct, they must slide their puzzle sheet to the grader and touch the precision timer with both hands to stop the timer. The grader notes the time on the shared timer, and has up to one minute to grade the puzzle sheet. A judge will come by, record the competitor’s official time from the precision timer, and reset the precision timer. The next step depends on whether the answer is correct and the state of the other grader.
The match stops when the shared time reaches 10 minutes. (Unlike previous years, we use the full 10 minutes to accommodate the side tournament.)
When the match stops, there will either be one correct answer, in which case that competitor wins; two correct answers, in which case the competitor who submitted with less official time spent wins; or no correct answers, in which case the better-seeded competitor wins.
In the very rare case where there is a tie and the judges cannot determine for sure which competitor has the faster solve time, then the better-seeded player will be the winner (same as if there were no correct answers).
If there is a malfunction in the timers or an error in procedures, the judges will do their best job to adhere to the spirit of these rules. Judges’ decisions are final.