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This page explains operations that span multiple screens and provides supplementary information for complex features.

This section describes how players can view information shared by a host. You can also test this on a single smartphone by viewing it from a web browser.

Login with host device

  1. Select the settings screen.
  2. Tap the Login button.
  3. Follow the login screen to log in.
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Setting the Event ID

  1. Tap the down arrow icon on the right to open the panel.
  2. Create and enter a unique event name.
    After registration, you can select it by tapping the registration list button.
  3. Tap the Register button.
  4. Start accepting player registrations.
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Register at the player device

  1. Login as with host device.
  2. Switch to player mode.
  3. Enter the event ID provided by the host.
  4. Tap the Register button.
    After registration, you can select it by tapping the registration list button.
  5. Turn on 'Receive notifications' to automatically receive updates from the host.
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Information Sharing

  1. On the host device (blue toolbar), tap the Sync button to upload data to the cloud.
  2. On the player device (green toolbar), tap the Sync button to download and copy the host's data.
  3. When the host uploads data, a push notification is sent to registered players, which automatically triggers a data sync on their devices.
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If you want to use ratings, you need to enter the match results. This section explains how to input the results.

  1. Tap the court number on the match list screen.
  2. A dialog will pop up asking you to select the winning team.
  3. Tap the winning team. A crown icon will appear.
  4. A draw is indicated when both crowns are colored. Tap again to return to the un-entered state.
  5. Tap OK to confirm the result.
  • It is a good idea to agree beforehand on what kind of situation is considered a win/lose/draw.
  • The order of entry is optional, but the rate will be calculated as if the matches were played in order from the first round.
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This is an explanation of the rates displayed in the `Match` screen.

  • The initial value of the rate is 25.0 (8.33), where 25.0 is the average rate (µ) and 8.33 is the standard deviation (σ). 25.0 indicates strength and 8.33 is the number indicating the amount of variability.
  • A rate is simply a relative value within an individual group that indicates how likely it is to win a match.
  • A larger rate = stronger in a general meaning.
  • If we assume that the degree of variation follows a normal distribution, we can estimate the degree of accuracy as shown in the graph. This is an illustration of the initial values, so the variability is very large.
  • Initially, it fluctuates greatly, and with each game, μ rapidly approaches its true value. The amount of fluctuation is not constant. For example, beating an opponent with a relatively strong rate value will result in a larger increase.
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A practical example will be given to illustrate how the rates differ.

  • Panda and Tiger both won one game and lost one game, but there is a difference in rating between Panda at 24.9 and Tiger at 25.1. Panda won the first round against a pair with a rating of 25.0+25.0=50.0 and lost the second round against a pair with a rating of 28.1+21.9=50.0. Tiger lost in the first round to a pair with 25.0+25.0=50 and won against a pair with 25.0+28.1=53.1.
  • The value of a loss is the same, but in the case of a win, the opponent's rate is higher for the tiger. This is one of the reasons why the tiger's rate is valued higher. However, in the case of doubles, it is not so simple because the partner's rate is also affected and its contribution to the win/loss is distributed. In this example, the second round was 25.0 + 28.1 = 53.1 vs. 28.1 + 21.9 = 50.0, but the low-rated frog and tiger team won, so it is worthwhile.
  • If you are interested in the details of the calculation method, try searching for the keyword "Trueskill".
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By setting the player's participation status in the draw, you can control the winners according to the situation. This is less complicated than manually changing the status after the draw, and makes it easier to level the playing field.

[diagram]Participation status (default)
  • Participate in the draw. Whether the participant will be selected to participate in the game or take a break depends on the result of the draw.
  • Normally, set to this setting.
[diagram]Priority participation status
  • Participate in the draw and be selected as the highest priority winner to participate in the game.
  • Set this option if you want to make sure to include a leader or other person in the game.
  • You can set this status by pressing and holding the Participate button.
[diagram]Break status
  • There will always be a break.
  • Set this for players who want to take a one-game break due to fatigue, poor health, etc.
  • It is treated the same as if a player participated in the draw and missed out, so they will be prioritized in the draw when they return.
[diagram]Continuous break status
  • This is the same as a break, but the status persists across multiple draws instead of being cleared automatically.
[diagram]Absence status
  • The player must be absent.
  • Set this when the player is not available due to late arrival or early departure.
  • If the number of participants is increased in the middle of the event, the time before the point of increase will be considered as late arrival and will be considered as this status.
  • The number of times you have missed the draw will not be counted as a personal reason. However, priority will be given to those who have not played before, so those who have just returned will be given priority.
List of differences in status statements
Status Continuation between rounds Counting to the number of times the draw was missed
[diagram] Continue Counts if the draw result is a rest.
[diagram] Continue Counts, but this status usually results in a match, not a rest.
[diagram] Does not continue Counts as a missed draw (rest).
[diagram] Continue Counts as a missed draw (rest).
[diagram] Continue Does not count.

The following is an explanation of the algorithm used to determine the combinations. This is a mechanical process, so please change the combinations as needed on the match table screen.

  1. The first step is to determine the winners who will play. Candidates will be those who are registered and are not on break or absent status.
  2. It favors those who have low odds of winning in the past and disadvantages those who have high odds of winning in the past. The highest priority is to equalize everyone's chances of winning.
  3. Discourage long breaks by slightly favoring those with the highest number of consecutive breaks and slightly disadvantaging those with the highest number of consecutive entries.
  4. Slightly favor those with fewer appearances.
  5. Select people to participate in play in order of priority. If they have the same priority, they will be selected randomly. If the pairs are fixed, the average value is used to draw lots.
  6. Next, pairing is done. For those who have a fixed pair, the pair is decided, and for those who do not have a fixed pair, the pair is randomly combined and multiple candidate patterns are generated internally. The number of past pairings is counted, and the combination with the fewest number of pairings is selected, so that people with different or fewer pairings are paired as often as possible.
  7. If the "Balance the rating" is on, the game will try to pair up opponents based on their ratings so that the win rate is not too skewed. The logic attempts to create pairs and matchups that have not occurred frequently in the past. Additional constraints from the Combination Settings screen are also applied.
  • In the case of an absent status, the participant is 100% unsuccessful, but is hypothetically considered to have won or lost based on the average probability of all participating members except the absent participant. This way, absence is neither an advantage nor a disadvantage. A slight advantage in terms of zero consecutive entries and a slight disadvantage in terms of fewer entries will result in entry in many cases when returning from an absence.
    The idea behind this software is that the odds of winning are the same = fair. If you want to think that the number of winning times is the same = fair, please set the rest state to be unsuccessful every time.
  • As an exception, if the number of playable members is N, and the number of playable members is within the range of N±1/3 (rounded down), N/3 (rounded up) members will be shuffled by swapping the playable and resting members. This is to avoid alternating the same person instead of allowing continuous breaks.
  • Gender combination constraints such as "Mixed" or "Balanced", participant status set to "must play", resting and finishing players in the previous round in the case of "one court at a time draw", and exclusive pairs will take precedence over priority selection.

Data transfer procedure

  1. On the old device Save to cloud on the Backup screen.
  2. Log in with the same account on the new device and load from the cloud on the Backup screen.
  3. The data on the player screen, the match screen and the register screen are transferred to the new device.
  • If both the device before and after the transfer are Android 6.0 or later, an automatic backup function is provided. If automatic backup is not prohibited in the settings, data will be restored on the new device. However, it is difficult to back up at any given time due to conditions on the timing of the backup. The way the Android OS works, if more than 24 hours have passed since the last backup and the device is idle with a Wi-Fi connection, it should be backed up.

If the history saved under 'Local Save' is also taken over

  1. On the old device's Backup screen, use the 'Output to external storage' option for the desired history item.
  2. On the new device, use a file manager to share the exported file back to this application.
  3. Confirm that the history item now appears on the new device's Backup screen.

Explanation of how to divide players into two groups to play doubles against each other.

  1. Enable and configure the group competition in Combination Settings.
    [diagram]
  2. Assign each player to one of the two competing groups. The number of players in each group must be sufficient to fill the court; for two sides, two pairs are needed, so a minimum of four players is required.
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  3. A match table is generated by tapping the draw button.
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Restrictions that arise when using FireOS (Amazon) or iOS (Apple) other than standard Android OS.

  • This application can be installed on Fire OS from the Google Play Store. (Please check the installation method by yourself.) However, the following functional differences exist.
    • On Fire OS, player devices cannot receive automatic update notifications from the host. (Manual sync using the toolbar icon is required).
    • The browser-based Web Share view does not support automatic update notifications. (Manual refresh is required).
    • If the host is on Fire OS, it cannot receive match results submitted from player devices.
    • The read-aloud feature may require installing Google's Speech Recognition & Synthesis app.
  • The app cannot be installed on iOS, but the browser-based Web Share feature is available. However, there is an operating system restriction in iOS that message notifications can only be received by native apps, resulting in the following functional differences.
    • On iOS, the Web Share view cannot receive automatic update notifications. (Manual refresh is required).
  • Even on some Android-like systems, there may be incompatibilities or communication restrictions.
    • The notification system relies on Firebase Cloud Messaging. Other services like Amazon Device Messaging (Fire OS), Apple Push Notification Service (iOS), and Huawei Mobile Services are not compatible, so notifications will not work on those platforms.
    • Some features may be restricted on devices without Google Play Services or in regions where Google services are blocked.

You can merge match results from locally saved backup files. This allows you to combine the results of multiple events into one. The following is an example of a merged creation.

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