My system
Guda said:
I have my own solution for handicapping I have stated before, especially
locally, which is based on 10 ball averages (10 ball averages as in bowling),
and can convert to any league type average for use or verification. The
initial 10 ball setting of an average has monetary incentives, so the players
would not sandbag.
I'll try to develop some examples soon.
I think I understand your idea regarding using an 'average' to handicap a player. Since the player is then playing to meet / beat his average similiar to bowling.
As I see it problems with an 'average' system are :
a. How would it work for a tournament when you have
absolutely no info. / data on a player.
b. There could be a potentially HUGE (notice the
capital letters) difference in player's levels in a
game such as one-pocket. (IMO one-pocket just
does not seem to have that luck factor that you
have with 9-ball or 8-ball.)
I'm basically struggling with item b. I want to promote the game in my area but can't do that if all the big fish easily eat up us minnows.
Any ideas / comments?[/QUOTE]
My system can convert to any league averages: say you established
a 180 average in 10 ball. Then 180/300 * 75 (5 man BCA) = average
minus 12% (complexity % for 8 ball) = final average for BCA 5 man., which
is 41 (truncated, not rounded). You can do BCA 4 man, VNEA, APA,
or any other league average. You can also do a 9 ball rating.
180/300 * 12 (2-12 9 ball scale) = 7.2 minus 10% (complexity % for 9 ball)
= 6 (truncated).
All that needs to be done is to determine the complexity percentage for
1 pocket and a scale to judge by. 8 can not be the top of the scale,
so say we make it 20 for the best 1 pocket player in the world, then the
scale would be from 1-20. Say, and it is just an educated guess from
44 years of playing, we make the complexity percentage (which is the
difference of just running balls vs the inner details of a particular game)
to be 50% (for examples sake only). Then do the formula:
180/300 = .6 * 20 = 12 minus 50% = 6 (truncated).
Now if you take someone that had a 240 10 ball average. It would be
240/300 = .8 * 20 = 16 minus 38% (1 pocket complexity percentage lessons
for advanced player knowledge - have to for 1 pocket only) = 10.
So these 2 should play each other 10-6 in 1 pocket for a fair match.
(I can not explain the complete inner math calcs here, but they are related.)
As I said, my base handicap would be mostly for local players, but it
could be used on out-of-towners by having them set an average the
night before a tournament was to begin. They have to pay to set an
average (say $10), and they get money back (can make money) the
higher their average is.
I have bounced my complexity percentages for different games against
already established league averages in order to fine tune them, as
verification of them.