• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:45
CEST 20:45
KST 03:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy2[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon100Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) SC4ALL II: StarCraft 2 Player Announcement 8/8 The Death of Cheese: From a Professional Cheeser Yamato Cup Series StarCraft open world shooter announced at BlizzCon
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Bot on ladder an AI researcher's take on the ladder bot BGH Auto Balance -> http://bghmmr.eu/ [ASL22] Ro8 Preview: In A Tizzy BW General Discussion
Tourneys
[BSL23] SM: Ret vs TerrOr -> DragOn vs StRyKeR [Megathread] Daily Proleagues [ASL22] Ro16 Group D [ASL22] Ro16 Group B
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread All you football fans (soccer)! Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10001 users

Winner's Advantage in Grand Finals

Blogs > motbob
Post a Reply
1 2 3 Next All
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 08:18 GMT
#1
tl;dr: In double elimination brackets, a 1-0 advantage in Grand Finals for the team coming from Winner's increases the chance of the better team winning the tournament.

In Dota, double-elimination brackets are almost always used, and the grand finals are almost always Bo5. Tournaments have not agreed, however, on whether to give teams from the Winner's Bracket an advantage in Grand Finals. For example, when Alliance and Na`Vi played in the TI3 finals, the series started 0-0, but when those two teams played in Starladder Season 8, Alliance started up 1-0 because they came from the Winner's Bracket.

I'm under the impression that spectators don't like the 1-0 start, but some tournaments (D2CL and Starladder most notably) employ it nonetheless.

Being a massive nerd, I have these various brackets simulated in Excel, so I decided to do some tests and try to test how, in theory, a winner's bracket advantage affects the tournament outcome.

The best team doesn't always win a tournament. Dota is a game with a lot of variance involved, and it only takes a glance at Dota2lounge bet odds to see that. There is a 100% chance that Secret is a better team than M5, but the odds of Secret winning against M5 are not 100%. Nor is the chance of Secret winning a tournament against 7 other scrub teams 100%.

I think that an implicit goal of tournament organizers is to create a format where the best team has a good chance to win. Spectators generally want this. An uproar would surely result if a tournament advanced the second place team to bracket, rather than the first place team, or made the Grand Finals a Bo1. A caveat: spectators want to see good teams earn the win, which is probably why 1-0 advantages leave a bad taste in their mouths.

So if tournament organizers want to create a tournament format where the best team wins most often, spectators be damned, they should create a simulated bracket with teams assigned Elo values (representing "true" skill), run the simulation 10,000 times, and see how many times the best team won with (1) a 1-0 advantage in Grand Finals and (2) no advantage! Or let me do it.

First, I simulated a bracket with two good teams and a bunch of scrubs (1500 Elo, 1480, and a bunch of 1300s). The best team won 51.6% of the time without a Grand Finals advantage, and 52.2% with a 1-0 advantage. That's a 0.6% increase. (Note that the only number we really care about is the increase.)

Second, I simulated an Elo distribution that resembled TI4, meaning that there were a few teams clustered near the top and some semi-competitive teams just afterwards. Here we saw an increase of 1.7% in the best team's win chance from no advantage to 1-0 advantage.

Third, I simulated a very steady drop in Elo (1500, 1490, 1480, 1470...). With this distribution, the best team saw a 1.4% chance increase in winning.

To clarify: one thing to note about the above simulations is that I'm simulating the whole tournament, not the grand finals. In some runs of the simulation where the best team ended up winning, the team lost in Winner's and won GF coming from Loser's. In other runs, the team won Winner's and then won GF.

So with these different distributions of Elo, creating a 1-0 advantage increased the chance of the best team winning the whole tournament. I can't say for sure that that would be true for any combination of teams, but I think that's what these results imply. If y'all want me to test unusual Elo distributions or weird tournament formats (e.g. Bo5 WF instead of Bo3), ask in the comments.

The conclusion I derive from these results is this: if tournament organizers are concerned solely with creating a format where the best team wins, they should have GF with a 1-0 advantage. But the difference between formats seems small enough that, if I were an organizer, I would just keep doing what spectators want (no advantage).
ModeratorGood content always wins.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2015-03-14 09:33:57
March 14 2015 09:24 GMT
#2
you're just defining "best team" to describe a team that's won more consistently over a tournament, but what if i want to define "best team" as "the team that can win a best of 5 from 0-0 in this grand finals situation that's about to come up, regardless of recent performance"? you can't just beg the question of what it means to be the "best team" like this, using an elo definition that isn't going to be universally agreed upon as a good metric of "best team at the time of the grand finals"

in other words, you can't claim this without defining "best," and i doubt there will be any universally agreed-upon definitions of "best" here
posting on liquid sites in current year
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 09:33 GMT
#3
On March 14 2015 18:24 SpiritoftheTunA wrote:
you're just defining "best team" to describe a team that's won more consistently over a tournament, but what if i want to define "best team" as "the team that can win a best of 5 from 0-0 in this grand finals situation that's about to come up, regardless of recent performance"? you can't just beg the question of what it means to be the "best team" like this, using an elo definition that isn't going to be universally agreed upon as a good metric of "best team at the time of the grand finals"

I am definitely not describing "best team" as the team that "won more consistently over a tournament," and I'm confused as to why you think that.
ModeratorGood content always wins.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2015-03-14 09:41:56
March 14 2015 09:35 GMT
#4
the point stands that elo (a measure of their relative position of being able to win over lots of games) can't capture intangibles like grand-finals choke factor, grand-finals pocket strat or strat countering, etc

this approach makes more sense for games like chess, but dota is a game where pick/ban metagaming and particular style clashes can result in consistent "elo upsets": that is, elo isn't a complete description of relative standing, since individual teams can have individual interactions that don't necessarily accord with their elo standing when it comes down to head-to-head matchups
posting on liquid sites in current year
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 09:43 GMT
#5
On March 14 2015 18:35 SpiritoftheTunA wrote:
the point stands that ELO (a measure of their relative position of being able to win over lots of games) can't capture intangibles like grand-finals choke factor, grand-finals pocket strat or strat countering, etc

Maybe my use of the term "Elo" is confusing. When I talk about Elo, I am talking about actual, "true" skill; that is, the unknowable actual ability of a team to win matches. We try to approximate teams' (or, in SC2, players') skill by using metrics like the Gosugamers ranking or Alugilac, but the true skill is unknowable. But, just because it is unknowable in real life doesn't mean we can't use it in a simulation.

As to all those other factors, those are sort of like random chance. They don't really matter in the simulation. Since the team in the loser's bracket could just as easily be the more choke-inclined team as the team in the winner's bracket, the simulation isn't biased by the presence of those factors. Over the course of 10,000 runs of the simulation, those sorts of things would cancel out. If you disagree, I'd love to hear why.
ModeratorGood content always wins.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2015-03-14 09:53:09
March 14 2015 09:48 GMT
#6
extreme example: there's 100 teams, the two best are at 1500 and 1470, but 1500 got there by running a strat that's particularly good at beating 60 of the other teams (say, 70% of the time), 1470 got there by running a strat that's good at beating 38 of the other teams (70% of the time) and the 1500 team (55% of the time): in the head to head, the 1470 tends to win against the 1500, but that isn't reflected in the number alone. can this situation not exist in your model?

the numbers are fudged and i'm sure the ELO would turn out different with those winrates entered, but the point remains. i realize the 1470 rating might climb above the 1500 if they faced head to head over and over and got adjusted to reflect their 55% winrate, but with lots of games against the other teams, they tend to fall back into the relative positino of 1470<1500

elo, from my understanding, doesn't actually refer to an unknowable true skill of a team, it refers to a number that's generated based on win/loss history against other teams with elo ratings in the same league
posting on liquid sites in current year
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 09:52 GMT
#7
On March 14 2015 18:48 SpiritoftheTunA wrote:
extreme example: there's 100 teams, the two best are at 1500 and 1470, but 1500 got there by running a strat that's particularly good at beating 60 of the other teams (say, 70% of the time), 1470 got there by running a strat that's good at beating 38 of the other teams (70% of the time) and the 1500 team (55% of the time): in the head to head, the 1470 tends to win against the 1500, but that isn't reflected in the number alone. can this situation not exist in your model?

the numbers are fudged and i'm sure the ELO would turn out different with those winrates entered, but the point remains

Yeah, that happens some of the time in real life. But also in real life you may have a 1500 and 1470 team and the 1500 matches up super well against the 1470 team, more so than the difference in overall skill suggests. Both sides of that coin exists and act to cancel each other out over the course of 10,000 runs.

Anyway, I'm not really seeing the connection between any of these criticisms and the final conclusion of the post. How do these alleged flaws in the methodology change the result?
ModeratorGood content always wins.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2015-03-14 10:02:24
March 14 2015 09:54 GMT
#8
the result is fine if you define "best team" to accord with elo as how you've set it up in the premise, i just disagree with that definition of "best team." i think the problem that top teams can have idiosyncratic modifiers against each other, like tending to choke against one particular team or style, isn't one that can be smoothed out in this kind of simulation that assumes the elo rating differential, with each team only having one elo rating regardless of opponent, is the singular measure of probable outcome
posting on liquid sites in current year
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 10:07 GMT
#9
On March 14 2015 18:54 SpiritoftheTunA wrote:
the result is fine if you define "best team" to accord with elo as how you've set it up in the premise, i just disagree with that definition of "best team." i think the problem that top teams can have idiosyncratic modifiers against each other, like tending to choke against one particular team or style, isn't one that can be smoothed out in this kind of simulation that assumes the elo rating differential, with each team only having one elo rating regardless of opponent, is the singular measure of probable outcome

OK, but again, why? Give me an alternate definition of "best team," and explain why the post's result (that a 1-0 advantage leads to the "best team" team winning the tournament more often) changes.
ModeratorGood content always wins.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
March 14 2015 10:14 GMT
#10
as a fan of seeing a full BO5, i'll define "best team" to be the "team that tends to win a BO5 in the grand finals more in a head to head matchup." this definition of "best team" is dynamic and depends on which 2 teams are in the grand finals, since the only thing that goes into this is their ability to win against the grand finals opponents.

this "best team" can be the team with the lower Elo, so long as they tend to win against their fated opponent in the grand finals

given this a 1-0 advantage for the team that tends to get into the winners bracket spot more would decrease that team's chance of winning, were they the "best team" per my definition
posting on liquid sites in current year
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 10:24 GMT
#11
On March 14 2015 19:14 SpiritoftheTunA wrote:
as a fan of seeing a full BO5, i'll define "best team" to be the "team that tends to win a BO5 in the grand finals more in a head to head matchup." this definition of "best team" is dynamic and depends on which 2 teams are in the grand finals, since the only thing that goes into this is their ability to win against the grand finals opponents.

this "best team" can be the team with the lower Elo, so long as they tend to win against their fated opponent in the grand finals

given this a 1-0 advantage for the team that tends to get into the winners bracket spot more would decrease that team's chance of winning, were they the "best team" per my definition

OK, why would the 1-0 decrease that team's chance of winning? If this definition is so dynamic, half of the time the team with the 1-0 advantage would be the "best team." Since half of the time, your dynamic "best team" is on the winner's side, and half of the time it's on the loser's side, things would seem to be a wash. Unless there is some reason why your "best team" would usually be on loser's side?
ModeratorGood content always wins.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2015-03-14 10:30:42
March 14 2015 10:25 GMT
#12
no you're right. my bad. i guess my issue is that most people don't necessarily want the format to be such that the best team wins more, they just want the grand finals bo5 to seem more fair in a vacuum, a sentiment i generally agree with.
posting on liquid sites in current year
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 10:33 GMT
#13
On March 14 2015 19:25 SpiritoftheTunA wrote:
no you're right. my bad. i guess my issue is that most people don't necessarily want the format to be such that the best team wins more, they just want the grand finals bo5 to seem more fair in a vacuum, a sentiment i generally agree with.

Yeah, it's something I agree with too. I want to see more games in the GF so the small % chance of a "better" result doesn't really matter to me.
ModeratorGood content always wins.
LightTemplar
Profile Blog Joined August 2011
Ireland481 Posts
Last Edited: 2015-03-14 12:42:12
March 14 2015 12:40 GMT
#14
So in your simulation did the 1-0 advantage lead to closer finals than 0-0?
By which i mean how many more times did more series end 3-2 with and without winners bracked advantage? My initial assumption would be 0-0 but I may be missing something
"Thoughts are always there, the mind can't stop" - Grubby
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2015-03-14 13:20:05
March 14 2015 13:18 GMT
#15
simply put, this only works if the algorithm places the same value upon a team whose chances to win is steady throughout a boX and through a tournament - two great counter examples would be Navi at TI2 and VG at TI4, both of those teams were significantly better at Bo3s than Bo5s due to the volatile nature of their strategy. Truely great teams tend to change and learn during the process of a big tournament and assigning some inherent elo can't be further than a representation of the realities of dota.

If all you're concerned about is the "team with best elo" then it becomes rather reductive - why even have an elimination bracket at all, just do a quadriple round robin - that increases the chances of the "best team" under your definition winning significantly more
When in doubt, just believe in yourself and press buttons
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 13:26 GMT
#16
On March 14 2015 22:18 Kupon3ss wrote:
simply put, this only works if the algorithm places the same value upon a team whose chances to win is steady throughout a boX and through a tournament - two great counter examples would be Navi at TI2 and VG at TI4, both of those teams were significantly better at Bo3s than Bo5s due to the volatile nature of their strategy. Truely great teams tend to change and learn during the process of a big tournament and assigning some inherent elo can't be further than a representation of the realities of dota.

If all you're concerned about is the "team with best elo" then it becomes rather reductive - why even have an elimination bracket at all, just do a quadriple round robin - that increases the chances of the "best team" under your definition winning significantly more

As discussed above, the "truly great" adaptive team may be on the winner's side or the loser's side of grand finals, so that particular factor is a wash.

The purpose of this simulation was not to test radically different tournament formats, but rather to explore a minor split between tournament organizers on how to run things.
ModeratorGood content always wins.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
March 14 2015 13:28 GMT
#17
the adaptive team is significantly more likely to be on the loser's side than winners, you can imitate this by running the same simulation with a "growth" stat on your team's elos
When in doubt, just believe in yourself and press buttons
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 13:30 GMT
#18
On March 14 2015 22:28 Kupon3ss wrote:
the adaptive team is significantly more likely to be on the loser's side than winners, you can imitate this by running the same simulation with a "growth" stat on your team's elos

I don't understand why "adaptive" teams are more likely to be in losers than winners.
ModeratorGood content always wins.
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
March 14 2015 13:33 GMT
#19
simulate the bracket with some some "stagant" teams (say 1500 + 1.0 per game) and some "adaptive teams" with (1470 + 2.5 per game)
When in doubt, just believe in yourself and press buttons
motbob
Profile Blog Joined July 2008
United States12546 Posts
March 14 2015 14:07 GMT
#20
I created a variable for adapting well and adapting poorly. I made the variable ridiculously powerful: 20 rating per round for well-adapting teams and 5 per round for teams that didn't adapt well. 8 team, double elim, teams close in terms of skill (1500, 1490...).

I assumed that teams would adapt equally well whether they were watching games or playing games. That is, if Secret were sitting on the sidelines watching Na`Vi and EG play in Loser's, Secret would not be disadvantaged just because they were taking notes instead of playing. This assumption was made because to assume otherwise would be to say that the lower bracket team has an inherent advantage because they played more games, which I don't think Kupon was arguing. Also, I don't think I know how to code a "per game" adaptation in Excel.

In grand finals, both teams had adapted "five times," for an increase of 100 points for adapters and 20 points for non-adapters. The result remained the same: the "better team" as defined by a static Elo value won 0.5% more often in a bracket with a 1-0 advantage. (The bracket is different from the ones in earlier tests, so the 0.5% figure isn't comparable to any of the previous results.)
ModeratorGood content always wins.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 491
ProTech162
BRAT_OK 77
MindelVK 15
StarCraft: Brood War
Shuttle 659
Dewaltoss 150
Mong 49
Hyun 47
Trap 42
Snow 41
ToSsGirL 24
soO 13
scan(afreeca) 8
zelot 7
[ Show more ]
Noble 6
Heroes of the Storm
Liquid`Hasu510
Khaldor355
Other Games
Grubby3486
FrodaN2833
Liquid`RaSZi2346
B2W.Neo830
ArmadaUGS128
TKL 80
Railgan26
CosmosSc2 22
Organizations
Dota 2
PGL Dota 2 - Secondary Stream4665
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 49
• mYiSmile125
• Reevou 5
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki38
• FirePhoenix19
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 4379
Other Games
• imaqtpie1010
• Shiphtur287
Upcoming Events
BSL
15m
Ret vs TerrOr
DragOn vs StRyKeR
Replay Cast
5h 15m
Afreeca Starleague
15h 15m
Shine vs Rush
WardiTV Weekly
16h 15m
Monday Night Weeklies
21h 15m
Sparkling Tuna Cup
1d 15h
Afreeca Starleague
1d 15h
Light vs EffOrt
OSC
1d 17h
PiGosaur Cup
2 days
Kung Fu Cup
2 days
[ Show More ]
The PondCast
3 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
GSL
6 days
Yamato Cup
6 days
Liquipedia Results

Completed

K-JUNGMAN
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.