Cyclic
solutions to the round-robin Bridge tournament problem
Solutions for 1 through 24 Bridge tables (up
to 96 players) are presented
Combinatorial Optimization for Whist Tournaments (Whist
Tournament Schedule)
Combinatorics and Computer Algorithm are shown at the end
(Includes the “Conveyor Belt Algorithm” for Simple
Partnerships/Player vs. Player)
Also Round Robin Whist Tournament Schedules for 4N +
1 Players (5, 9, 13, etc)
Includes Directed Whist Tournament Schedules for 4N + 1
Players
“Almost” Directed Whist Tournament Schedules for 4N
Players
and
Enumeration of “Starters”
Suppose you are organizing a Bridge round robin
tournament (Could also be tennis doubles, partnership golf,
partnership horseshoes, etc.), and to equally mix the
partnership/opponent pairs, you would like to have every
player have every other player as a partner once and as an
opponent twice. For example, if there are 8 players “A”, “B”,
“C”, “D”, “E”, “F”, “G”, and “H”, you will have two tables of
Bridge players. Suppose you wish to arrange a sequential
seating arrangement such that after 7 rounds of Bridge:
Player “A” has had player “B” as a partner once and as an
opponent twice.
Player “A” has had player “C” as a partner once and as an
opponent twice.
Player “A” has had player “D” as a partner once and as an
opponent twice.
Player “A” has had player “E” as a partner once and as an
opponent twice.
Player “A” has had player “F” as a partner once and as an
opponent twice.
Player “A” has had player “G” as a partner once and as an
opponent twice.
Player “A” has had player “H” as a partner once and as an
opponent twice.
Player “B” has had player “A” as a partner once and as an
opponent twice.
Player “B” has had player “C” as a partner once and as an
opponent twice.
Player “B” has had player “D” as a partner once and as an
opponent twice.
Player “B” has had player “E” as a partner once and as an
opponent twice.
etc.
for all possible combinations.
The diagram above shows one of the 6
intrinsically different position solutions for a 2-table
round-robin tournament. (There are multiple permutations
within these 6 patterns.) To solve the problem, start with
player “A” at position “0”, player “B” at position “1”, player
“C” at position “2”, etc. for the first round of play. When
the first round of play is over, player “A” stays at position
“0”, and all other players advance to the next higher
“position”. (With the exception of the person who was at “7”
who instead cycles back to position “1”.) This same
advancement/cycle sequence is repeated for the third round,
etc. The full sequence of who sits where for each round then
becomes:
Round
Player
Player Player Player Player
Player Player Player
Nbr.
A
B
C
D
E
F
G
H
1
0
1
2
3
4
5
6 7
2
0
2
3
4
5
6
7 1
3
0
3
4
5
6
7
1 2
4
0
4
5
6
7
1
2 3
5
0
5
6
7
1
2
3 4
6
0
6
7
1
2
3
4 5
7
0
7
1
2
3
4
5 6
Each entry in the above table shows the Bridge
table position/location that each person should go to on each
of the 7 rounds of the tournament. When all 7 rounds have
finished, each player will have had each other player as a
partner once and as an opponent twice.
A shorthand summary for this particular 2-table solution plus
the other 5 solutions is thus:
Solution
<----
Table 1 ----> <---- Table 2
---->
1 2 and 3 vs. 4
and 6 5 and 1 vs. 7 and 0
2 2 and 3 vs. 5
and 1 4 and 6 vs. 7 and 0
3 2 and 3 vs. 7
and 0 4 and 6 vs. 5 and 1
4 4 and 5 vs. 1
and 3 6 and 2 vs. 7 and 0
5 4 and 5 vs. 6
and 2 1 and 3 vs. 7 and 0
6 4 and 5 vs. 7
and 0 1 and 3 vs. 6 and 2
A Solution for 3 Bridge Tables (12 players)
The diagram below shows one of the table position
definitions that will solve the problem for 12 players. (There
are 20 intrinsically different cyclical solutions - each of
which has a large number of permutations.)
Solution
<-----
Table 1 -----> <----- Table 2
-----> <----- Table 3 ----->
1 2 and 3
vs. 1 and 6 8 and 10 vs. 4 and
7 5 and 9 vs. 11 and 0
The complete cycle sequence for these 12 players would be:
Round
Plr
Plr Plr Plr Plr Plr Plr Plr Plr
Plr Plr Plr
Nbr A B
C D E
F G H
I J K L
1 2
3 1 6
8 10 4
7 5 9
11 0
2 3
4 2 7
9 11 5
8 6 10
1 0
3 4
5 3 8
10 1 6
9 7 11
2 0
4 5
6 4 9
11 2 7
10 8 1
3 0
5 6
7 5 10
1 3 8
11 9 2
4 0
6 7
8 6 11
2 4 9
1 10 3
5 0
7 8
9 7 1
3 5 10 2
11 4 6 0
8 9 10
8 2 4
6 11 3
1 5 7 0
9 10 11
9 3 5
7 1 4
2 6 8 0
10 11 1
10 4 6
8 2 5
3 7 9 0
11 1 2
11 5 7
9 3 6
4 8 10 0
Again, when all 11 rounds have finished, each player will have
had each other player as a partner once and as an opponent
twice.
There is considerable latitude in setting up a
system that will work. While the above examples list the
players in alphabetical order, this is not necessary. Players
can start at any random position. Also the table numbers can
be permuted in any order. For 3 tables the names “Table 1”,
“Table 2”, and “Table 3” can be permuted in any of 3 x 2 x 1 =
6 ways. Also, the north-south and east-west definitions can be
swapped and the compass directions of the tables can be
rotated. Finally, there are solutions using a complementary
numbering system which has the effect of reversing the cycle
sequence. However, for any individual table, the numeric pairs
must be matched as above. (E.g. for Table 1 in the above
example, Positions 2 and 3 must be opposite each other, and
the other 2 positions must be 1 and 6.)
The other 19 solutions are:
Solution
<-----
Table 1 -----> <----- Table 2
-----> <----- Table 3 ----->
2 9 & 10
vs. 5 & 7 1
& 4 vs. 11 &
0 2 & 6 vs.
3 & 8
3 1 &
2 vs. 4 & 6
7 & 10 vs. 11 &
0 5 & 9 vs.
3 & 8
4 8 &
9 vs. 5 & 10 1
& 3 vs. 4 &
7 2 & 6 vs. 11
& 0
5 4 &
5 vs. 9 & 2
8 & 10 vs. 11 &
0 3 & 6 vs.
7 & 1
6 8 &
9 vs. 4 & 6
2 & 5 vs. 10 &
3 7 & 1 vs. 11
& 0
7 8 &
9 vs. 4 & 6
2 & 5 vs. 7 &
1 10 & 3 vs. 11
& 0
8 8 &
9 vs. 7 & 1
4 & 6 vs. 10 &
3 2 & 5 vs. 11
& 0
9 8 &
9 vs. 7 & 1
4 & 6 vs. 11 &
0 2 & 5 vs. 10
& 3
10 8 &
9 vs. 11 & 0 4
& 6 vs. 10 &
3 2 & 5 vs.
7 & 1
11 4 &
5 vs. 11 & 0 10
& 1 vs. 8 &
2 6 & 9 vs.
3 & 7
12 5 &
6 vs. 1 & 4
7 & 9 vs. 10 &
3 8 & 2 vs. 11
& 0
13 6 &
7 vs. 11 & 0 10
& 1 vs. 9 &
3 2 & 5 vs.
4 & 8
14 5 &
6 vs. 7 & 10 2
& 4 vs. 8 &
1 9 & 3 vs. 11
& 0
15 2 &
3 vs. 5 & 7
6 & 9 vs. 8 &
1 10 & 4 vs. 11
& 0
16 2 &
3 vs. 5 & 7
6 & 9 vs. 10 &
4 8 & 1 vs. 11
& 0
17 2 &
3 vs. 10 & 4 5
& 7 vs. 8 &
1 6 & 9 vs. 11
& 0
18 2 &
3 vs. 10 & 4 5
& 7 vs. 11 &
0 6 & 9 vs.
8 & 1
19 2 &
3 vs. 11 & 0 5
& 7 vs. 8 &
1 6 & 9 vs. 10
& 4
20 6 &
7 vs. 9 & 2
1 & 3 vs. 11 &
0 5 & 8 vs. 10
& 4
Other Table Configurations
There are cyclic solutions for larger numbers of
tables. (Number of players always equals 4 times the number of
tables.) If there is only 1 table (4 players), the answer is
trivial. One player remains at position “0” and the other 3
players sequence in either a clockwise or counterclockwise
direction.
A solution for 4 Bridge Tables (16 players)
(Selected from a total of 128 solutions)
Rapidly increasing numbers of solutions exist for
all larger numbers of Bridge tables. The solution below
defines a table-position numbering system that will allow each
player to have each other player as a partner once and as an
opponent twice. Players can be seated randomly, and thereafter
sequence/cycle as in the earlier examples.
Table
1 12 and 13 vs. 3 and 9
Table 2
4 and 6 vs. 14 and 2
Table 3
7 and 11 vs. 5 and 10
Table 4
1 and 8 vs. 15 and 0
The starting positions for all 128 cyclical
Bridge/Whist Tournament Schedules for 16 players can be seen
here.
http://www.durangobill.com/BridgePics/bridge16data.txt
The diagram above shows how the partnerships for
the above solution are calculated. To find a solution for the
round robin problem, the first step is to match the positions
into teams. Place the numbers 1 to 15 around the circumference
of a circle, and then connect pairs so that the span distances
(chord distances) are all different. See the “Combinatorics
and the Computer Algorithm” section below for additional
information.
A solution for 5 Bridge Tables (20 players)
(Selected from a total of 1,710 solutions)
Table
1 14 and 15 vs. 19 and 0
Table 2
16 and 18 vs. 1 and 10
Table 3
4 and 7 vs. 6 and 13
Table 4
5 and 9 vs. 12 and 17
Table 5
2 and 8 vs. 3 and 11
The starting positions for all 1,710 cyclical
Bridge/Whist Tournament Schedules for 20 players can be seen
here.
http://www.durangobill.com/BridgePics/bridge20data.txt
A solution for 6 Bridge Tables (24 players)
(Selected from a total of 81,576 solutions)
Table
1 17 and 18 vs. 3 and 13
Table 2
20 and 22 vs. 6 and 9
Table
3 15 and 19 vs. 8 and 16
Table 4
5 and 10 vs. 2 and 11
Table
5 21 and 4 vs. 23
and 0
Table 6
7 and 14 vs. 1 and 12
The starting positions for the first 1,000
cyclical Bridge/Whist Tournament Schedules for 24 players can
be seen here.
http://www.durangobill.com/BridgePics/bridge24data.txt
A solution for 7 Bridge Tables (28 players)
(Selected from a total of 7,910,127 solutions)
Table
1 22 and 23 vs. 1 and 14
Table 2
5 and 7 vs. 8 and 17
Table 3
9 and 12 vs. 4 and 11
Table
4 21 and 25 vs. 10 and 18
Table
5 19 and 24 vs. 3 and 15
Table
6 20 and 26 vs. 6 and 16
Table
7 2 and 13 vs. 27
and 0
Most of the solutions for 28
players have a mirror image. (See the 13-player section near
the end of the page for more on mirror images.) However there
are 27 solutions that are their own mirror image – which is
why the total number of solutions for 28 players is an odd
number. Here is an example of a solution which is its own
mirror image.
Table
1 13 and 14 vs. 26 and
1
Table
2 12 and 15 vs. 10 and 17
Table
3 25 and 2 vs. 9 and
18
Table
4 11 and 16 vs. 8 and 19
Table
5 24 and 3 vs. 7 and
20
Table
6 23 and 4 vs. 22 and
5
Table
7 21 and 6 vs. 27
and 0
Note that the sum of the positions for each team is 27. Also,
the “Span Diagram” for any of these “special” solutions, will
have parallel horizontal lines for the chords connecting
player positions to form teams.
The starting positions for the first 1,000 cyclical
Bridge/Whist Tournament Schedules for 28 players can be seen
here.
http://www.durangobill.com/BridgePics/bridge28data.txt
A solution for 8 Bridge Tables (32 players)
(Selected from 1,028,654,070 solutions)
Table
1 24 and 25 vs. 31 and 0
Table 2
9 and 11 vs. 28 and 5
Table 3
10 and 13 vs. 22 and 26
Table 4
7 and 12 vs. 2 and 15
Table
5 21 and 27 vs. 20 and 29
Table
6 23 and 30 vs. 8 and 19
Table 7
4 and 14 vs. 3 and 17
Table
8 6 and 18 vs. 1 and
16
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 32 players can be seen here.
http://www.durangobill.com/BridgePics/bridge32data.txt
A solution for 9 Bridge Tables (36 players)
Table
1 26 and 27 vs. 11 and 22
Table 2
29 and 31 vs. 3 and 19
Table 3
9 and 12 vs. 6 and 20
Table
4 10 and 14 vs. 23 and 30
Table
5 28 and 33 vs. 4 and 16
Table 6
7 and 13 vs. 8 and 21
Table
7 24 and 32 vs. 25 and 34
Table 8
5 and 15 vs. 1 and 18
Table 9
2 and 17 vs. 35 and 0
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 36 players can be seen here.
http://www.durangobill.com/BridgePics/bridge36data.txt
A solution for 10 Bridge Tables (40 players)
Table
1 33 and 34 vs. 5 and 17
Table 2
29 and 31 vs. 11 and 24
Table 3
12 and 15 vs. 26 and 36
Table 4
9 and 13 vs. 6 and 22
Table
5 27 and 32 vs. 28 and 35
Table
6 10 and 16 vs. 4 and 18
Table
7 30 and 38 vs. 3 and 21
Table
8 37 and 7 vs. 8 and
23
Table
9 14 and 25 vs. 1 and 20
Table 10
2 and 19 vs. 39 and 0
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 40 players can be seen here.
http://www.durangobill.com/BridgePics/bridge40data.txt
A solution for 11 Bridge Tables (44 players)
Table
1 9 and 10 vs. 5 and 19
Table 2
33 and 35 vs. 4 and 20
Table 3
12 and 15 vs. 1 and 22
Table
4 13 and 17 vs. 30 and 38
Table
5 32 and 37 vs. 11 and 26
Table
6 36 and 42 vs. 34 and 41
Table
7 31 and 40 vs. 16 and 28
Table
8 29 and 39 vs. 2 and 21
Table 9
7 and 18 vs. 14 and 27
Table 10
8 and 25 vs. 6 and 24
Table
11 3 and 23 vs. 43 and
0
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 44 players can be seen here.
http://www.durangobill.com/BridgePics/bridge44data.txt
A solution for 12 Bridge Tables (48 players)
Table
1 35 and 36 vs. 19 and 31
Table 2
37 and 39 vs. 4 and 22
Table 3
12 and 15 vs. 5 and 21
Table
4 13 and 17 vs. 2 and 23
Table
5 40 and 45 vs. 32 and 43
Table
6 38 and 44 vs. 10 and 18
Table
7 34 and 41 vs. 16 and 30
Table
8 33 and 42 vs. 11 and 28
Table
9 46 and 9 vs. 8 and
27
Table 10
7 and 20 vs. 47 and 0
Table 11
14 and 29 vs. 6 and 26
Table
12 3 and 25 vs. 1 and 24
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 48 players can be seen here.
http://www.durangobill.com/BridgePics/bridge48data.txt
A solution for 13 Bridge
Tables (52 players)
Table 1 41 and 42 vs. 39 and
48
Table 2 38 and 40 vs. 12 and
15
Table 3 13 and 17 vs.
2 and 25
Table 4 45 and 50 vs. 36 and
46
Table 5 43 and 49 vs. 14 and
31
Table 6 37 and 44 vs.
4 and 24
Table 7 10 and 18 vs.
1 and 26
Table 8 9 and 20 vs. 19 and
33
Table 9 35 and 47 vs.
6 and 28
Table 10 21 and 34 vs. 51
and 0
Table 11 7 and 22 vs.
3 and 27
Table 12 16 and 32 vs. 11 and 30
Table 13 5 and 23 vs.
8 and 29
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 52 players can be seen here.
http://www.durangobill.com/BridgePics/bridge52data.txt
A solution for 14 Bridge
Tables (56 players)
Table 1 44 and 45 vs.
5 and 25
Table 2 41 and 43 vs. 15 and
18
Table 3 13 and 17 vs.
3 and 29
Table 4 48 and 53 vs. 40 and
47
Table 5 46 and 52 vs.
1 and 28
Table 6 12 and 20 vs. 38 and
50
Table 7 42 and 51 vs. 55
and 0
Table 8 39 and 49 vs.
6 and 30
Table 9 54 and 10 vs.
8 and 31
Table 10 9 and 22 vs. 14 and
33
Table 11 23 and 37 vs. 16 and 34
Table 12 21 and 36 vs. 19 and 35
Table 13 7 and 24 vs.
2 and 27
Table 14 11 and 32 vs. 4 and
26
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 56 players can be seen here.
http://www.durangobill.com/BridgePics/bridge56data.txt
A solution for 15 Bridge Tables (60 players)
Table 1 17 and 18 vs. 49 and
57
Table 2 56 and 58 vs.
2 and 29
Table 3 44 and 47 vs.
3 and 31
Table 4 46 and 50 vs. 9 and
25
Table 5 15 and 20 vs. 11 and 34
Table 6 42 and 48 vs. 41 and
51
Table 7 45 and 52 vs. 59
and 0
Table 8 13 and 22 vs. 14 and 35
Table 9 12 and 23 vs. 8 and
33
Table 10 43 and 55 vs. 7 and 26
Table 11 40 and 53 vs. 4 and
28
Table 12 10 and 24 vs. 16 and 36
Table 13 39 and 54 vs. 19 and 37
Table 14 21 and 38 vs. 5 and
27
Table 15 6 and 32 vs.
1 and 30
The starting
positions for the first 100 cyclical Bridge/Whist
Tournament Schedules for 60 players can be seen here.
http://www.durangobill.com/BridgePics/bridge60data.txt
A solution for 16 Bridge
Tables (64 players)
Table 1 60 and 61 vs. 18 and
20
Table 2 49 and 52 vs.
3 and 33
Table 3 46 and 50 vs. 43 and
54
Table 4 48 and 53 vs. 10 and 26
Table 5 17 and 23 vs. 13 and 25
Table 6 15 and 22 vs.
9 and 27
Table 7 51 and 59 vs. 6 and
34
Table 8 47 and 56 vs. 16 and 38
Table 9 45 and 55 vs. 21 and 40
Table 10 62 and 12 vs. 11 and 36
Table 11 44 and 58 vs. 14 and 37
Table 12 42 and 57 vs. 7 and
28
Table 13 24 and 41 vs. 8 and
35
Table 14 19 and 39 vs. 4 and
30
Table 15 5 and 29 vs.
2 and 31
Table 16 1 and 32 vs. 63
and 0
The starting
positions for the first 10 cyclical Bridge/Whist
Tournament Schedules for 64 players can be seen here.
http://www.durangobill.com/BridgePics/bridge64data.txt
A solution for 17 Bridge
Tables (68 players)
Table
1 65 and 66 vs. 49 and 60
Table 2
18 and 20 vs. 2 and 33
Table 3
50 and 53 vs. 6 and 36
Table
4 51 and 55 vs. 15 and 22
Table 5
52 and 57 vs. 54 and 63
Table 6
17 and 23 vs. 13 and 25
Table 7
56 and 64 vs. 7 and 30
Table
8 48 and 58 vs. 12 and 26
Table 9
46 and 59 vs. 1 and 34
Table 10 47
and 62 vs. 4 and 32
Table 11
45 and 61 vs. 19 and 41
Table 12
27 and 44 vs. 67 and 0
Table 13
10 and 28 vs. 21 and 42
Table 14
24 and 43 vs. 5 and 31
Table
15 9 and 29 vs. 8 and
37
Table 16
16 and 40 vs. 3 and 35
Table 17
14 and 39 vs. 11 and 38
A solution for 18 Bridge
Tables (72 players)
Table 1 68 and 69 vs. 20 and
22
Table 2 55 and 58 vs. 52 and
57
Table 3 56 and 60 vs.
7 and 32
Table 4 17 and 23 vs.
5 and 33
Table 5 18 and 25 vs. 50 and
63
Table 6 59 and 67 vs.
1 and 36
Table 7 53 and 62 vs. 49 and
64
Table 8 51 and 61 vs. 10 and
30
Table 9 15 and 26 vs. 19 and
43
Table 10 54 and 66 vs. 27 and 46
Table 11 70 and 13 vs. 4 and
34
Table 12 12 and 28 vs. 29 and 47
Table 13 48 and 65 vs. 6 and
38
Table 14 24 and 45 vs. 8 and
39
Table 15 9 and 31 vs. 16 and
42
Table 16 21 and 44 vs. 2 and
35
Table 17 14 and 41 vs. 71
and 0
Table 18 11 and 40 vs. 3 and
37
A solution for 19 Bridge
Tables (76 players)
Table 1 73 and 74 vs. 20 and
22
Table 2 57 and 60 vs. 59 and
63
Table 3 56 and 61 vs. 52 and
66
Table 4 17 and 23 vs. 24 and
47
Table 5 18 and 25 vs.
4 and 36
Table 6 64 and 72 vs. 29 and
49
Table 7 62 and 71 vs.
7 and 34
Table 8 55 and 65 vs. 15 and
26
Table 9 58 and 70 vs. 14 and
43
Table 10 54 and 67 vs. 5 and
35
Table 11 13 and 28 vs. 21 and 46
Table 12 53 and 69 vs. 6 and
40
Table 13 51 and 68 vs. 2 and
37
Table 14 12 and 30 vs. 75
and 0
Table 15 31 and 50 vs. 9 and
33
Table 16 27 and 48 vs. 10 and 32
Table 17 19 and 45 vs. 3 and
39
Table 18 16 and 44 vs. 8 and
41
Table 19 11 and 42 vs. 1 and
38
A
solution for 20 Bridge Tables (80 players)
Table
1 76 and 77 vs. 23 and 25
Table 2 60 and 63 vs. 20
and 28
Table 3 22 and 26 vs. 52
and 72
Table 4 57 and 62 vs. 24
and 49
Table 5 61 and 67 vs. 55
and 68
Table 6 58 and 65 vs. 79
and 0
Table 7 66 and 75 vs. 11
and 44
Table 8 64 and 74 vs. 27
and 50
Table 9 59 and 70
vs. 3 and 41
Table 10 18 and 30 vs. 21 and 48
Table 11 17 and 31 vs. 4
and 38
Table 12 54 and 69 vs. 53 and 71
Table 13 78 and 15 vs. 10 and 34
Table 14 56 and 73 vs. 5
and 37
Table 15 13 and 32 vs. 9
and 35
Table 16 12 and 33 vs. 8
and 43
Table 17 29 and 51 vs. 14 and 45
Table 18 19 and 47 vs. 2
and 39
Table 19 7 and 36 vs. 16
and 46
Table 20 6 and 42
vs. 1 and 40
A solution for 21
Bridge Tables (84 players) (Added on July 16, 2008)
Table 1 80 and 81 vs. 23
and 25
Table 2 79 and 82 vs. 63
and 68
Table 3 22 and 26 vs. 65
and 77
Table 4 64 and 70
vs. 2 and 40
Table 5 59 and 66 vs. 16
and 57
Table 6 61 and 69 vs. 62
and 76
Table 7 19 and 28 vs. 24
and 50
Table 8 20 and 30
vs. 6 and 43
Table 9 67 and 78 vs. 55
and 72
Table 10 58 and 71 vs. 5
and 38
Table 11 60 and 75 vs. 12 and 34
Table 12 15 and 31 vs. 32 and 53
Table 13 56 and 74 vs. 10 and 35
Table 14 54 and 73 vs. 8
and 44
Table 15 13 and 33 vs. 21 and 49
Table 16 29 and 52 vs. 4
and 39
Table 17 27 and 51 vs. 83
and 0
Table 18 9 and 36 vs. 18
and 47
Table 19 7 and 37
vs. 1 and 41
Table 20 17 and 48 vs. 14 and 46
Table 21 11 and 45 vs. 3
and 42
A
solution for 22 Bridge Tables (88 players) (Added on
July 20, 2008)
Table 1 84 and 85 vs. 66
and 68
Table 2 25 and 28 vs. 22
and 26
Table 3 65 and 70 vs. 63
and 71
Table 4 67 and 73
vs. 8 and 46
Table 5 23 and 30 vs. 64
and 78
Table 6 74 and 83
vs. 7 and 50
Table 7 72 and 82 vs. 87
and 0
Table 8 20 and 31 vs. 27
and 54
Table 9 69 and 81 vs. 29
and 55
Table 10 62 and 75 vs. 13 and 36
Table 11 18 and 33 vs. 4
and 41
Table 12 61 and 77 vs. 15 and 34
Table 13 59 and 76 vs. 5
and 40
Table 14 86 and 17 vs. 14 and 48
Table 15 60 and 80 vs. 10 and 38
Table 16 58 and 79 vs. 16 and 49
Table 17 35 and 57 vs. 6
and 45
Table 18 32 and 56 vs. 1
and 43
Table 19 12 and 37 vs. 2
and 42
Table 20 24 and 53 vs. 3
and 44
Table 21 9 and 39 vs. 21
and 52
Table 22 19 and 51 vs. 11 and 47
A
solution for 23 Bridge Tables (92 players) (Added on
Aug. 16, 2008)
Table
1 89 and 90 vs. 68 and 70
Table 2 25 and 28 vs. 69
and 73
Table 3 72 and 77 vs. 67
and 75
Table 4 20 and 26 vs. 76
and 87
Table 5 23 and 30 vs. 29
and 57
Table 6 22 and 31 vs. 74
and 86
Table 7 78 and 88 vs. 62
and 82
Table 8 66 and 79
vs. 4 and 44
Table 9 71 and 85 vs. 13
and 38
Table 10 18 and 33 vs. 5
and 43
Table 11 64 and 80 vs. 35 and 59
Table 12 17 and 34 vs. 9
and 41
Table 13 63 and 81 vs. 2
and 45
Table 14 65 and 84 vs. 16 and 52
Table 15 15 and 36 vs. 19 and 53
Table 16 61 and 83 vs. 1
and 46
Table 17 37 and 60 vs. 6
and 48
Table 18 32 and 58 vs. 24 and 55
Table 19 12 and 39 vs. 11 and 50
Table 20 27 and 56 vs. 7
and 42
Table 21 10 and 40 vs. 8
and 49
Table 22 21 and 54 vs. 3
and 47
Table 23 14 and 51 vs. 91
and 0
A solution for 24 Bridge Tables (96 players)
(Added on Aug. 22, 2010)
Table
1 92 and 93 vs. 28 and 30
Table 2 91 and 94 vs. 70
and 74
Table 3 22 and 27 vs. 69
and 75
Table 4 71 and 78 vs. 79
and 90
Table 5 23 and 31
vs. 1 and 47
Table 6 80 and 89 vs. 25
and 57
Table 7 67 and 77 vs. 11
and 51
Table 8 76 and 88 vs. 63
and 83
Table 9 20 and 33 vs. 72
and 24
Table 10 73 and 87 vs. 35 and 60
Table 11 66 and 81 vs. 37 and 61
Table 12 18 and 34 vs. 17 and 36
Table 13 65 and 82 vs. 5
and 44
Table 14 68 and 86 vs. 32 and 59
Table 15 64 and 85 vs. 4
and 45
Table 16 62 and 84 vs. 26 and 56
Table 17 15 and 38 vs. 12 and 40
Table 18 13 and 39 vs. 2
and 46
Table 19 29 and 58 vs. 7
and 43
Table 20 10 and 41 vs. 95
and 0
Table 21 9 and 42 vs. 19
and 54
Table 22 21 and 55 vs. 6
and 49
Table 23 16 and 53 vs. 8
and 50
Table 24 14 and 52 vs. 3
and 48
A solution for
25 Bridge Tables (100 players) (Added on June 29,
2016)
Table 1 96 and 97 vs. 26
and 28
Table 2 72 and 75 vs. 94
and 98
Table 3 71 and 76 vs. 74
and 80
Table 4 23 and 30 vs. 70
and 78
Table 5 22 and 31 vs. 77
and 91
Table 6 25 and 35 vs. 15
and 40
Table 7 82 and 93 vs. 64
and 88
Table 8 83 and 95 vs. 10
and 43
Table 9 79 and 92 vs. 18
and 38
Table 10 69 and 84 vs. 2
and 48
Table 11 20 and 36 vs. 4
and 47
Table 12 73 and 90 vs. 7
and 45
Table 13 67 and 85 vs. 29 and 60
Table 14 68 and 87 vs. 99 and
0
Table 15 65 and 86 vs. 8
and 52
Table 16 17 and 39 vs. 19 and 56
Table 17 66 and 89 vs. 32 and 81
Table 18 37 and 63 vs. 1
and 49
Table 19 34 and 61 vs. 12 and 42
Table 20 13 and 41 vs. 14 and 54
Table 21 33 and 62 vs. 9
and 44
Table 22 27 and 59 vs. 3
and 50
Table 23 24 and 58 vs. 21 and 57
Table 24 16 and 55 vs. 6
and 51
Table 25 5 and 46 vs. 11 and 53
Spouse
avoidance schedules
Any
schedule involving 4N players (4, 8, 12, 16 . . .) or
player vs. player round robin schedules (bottom of this
page) can be used as a “spouse avoidance” schedule by
simply matching spouses as partners (for 4N-player games)
or opponents (for player vs. player games) for a “pretend”
round 1. Then instead of playing the round, players simply
start the cycle sequence by advancing to round 2. We note
that in all configurations, each player plays opposite
each other player once, and this “once” is disposed of in
the “pretend” round.
Combinatorics
and the Computer Algorithm
The table below shows some of the combinatorics
associated with the round-robin problem. If you are going to
have a tournament without someone sitting out part of the
time, the number of players must be a multiple of four. In
each game each player has a partner. Thus the number of teams
is exactly one half of the number of players. A Bridge table
has 4 positions for the players (Usually referred to as:
North, East, South, and West). Hence the number of tables is
one-quarter the number of players.
Nbr.
Perm. Upr Limit
Qualifying Nbr of Table Actual
Nbr.
Nbr
Nbr Nbr for
Nbr Nbr.
Comb Nbr
Teams Comb.
for Solutions
Plrs. Teams
Tbls.
Players for
Teams via
Prgrm each Q team via
Program
4
2
1
24
1
1
1
1
8
4
2
40,320
15
3
3
6
12
6 3
4.7900E+08
945
25
15
20
16
8 4
2.0923E+13
135,135
631
105
128
20
10 5
2.4329E+18
3.4459E+07
25,905
945
1,710
24
12 6
6.2045E+23
1.3749E+10
1,515,283
10,395
81,576
28
14 7
3.0489E+29
7.9059E+12
128,102,625
135,135 7,910,127
32
16 8
2.6313E+35 6.1903E+15
14,534,145,947 2,027,025
1,028,654,070
36
18 9
3.7199E+41
6.3327E+18
34,459,425
1.9 to 2.0E11
40
20 10
8.1592E+47
8.2008E+21
6.5473E+08
(Sample Calc)
44
22 11
2.6583E+54
1.3113E+25
1.3749E+10
48
24 12
1.2414E+61
2.5374E+28
3.1623E+11
52
26 13
8.0858E+67
5.8436E+31
7.9059E+12
56
28 14
7.1100E+74
1.5795E+35
2.1346E+14
When there
60
30 15
8.3210E+81
4.9518E+38
6.1903E+15
are >= 56
64
32 16
1.2689E+89
1.7822E+42
1.9190E+17
players,
68
34 17
2.4800E+96
7.2979E+45
6.3327E+18
the number
72
36 18
6.1234E+103
3.3738E+49
2.2164E+20
of solutions
76
38 19
1.8855E+111
1.7487E+53
8.2008E+21
is larger
80
40 20
7.1569E+118
1.0098E+57
3.1983E+23
than
the
84
42 21
3.3142E+126
6.4620E+60
1.3113E+25
number of
88
44 22
1.8548E+134
4.5590E+64
5.6386E+26
qualifying
92
46 23
1.2438E+142
3.5300E+68
2.5374E+28
teams.
96
48 24
9.9168E+149
2.9874E+72
1.1926E+30
=
=
=
NbrPlayers!
(NbrPlayers-2)!
/
(NbrTeams!) /
(NbrTeams-1)!
/
(NbrTables!)
/
(2^(NbrTeams-1))
(2^NbrTables)
Notes: The number of solutions (1, 6, 20, 128, 1710, 81576,
7910127) has been added to “The On-Line Encyclopedia of
Integer Sequences”
http://oeis.org/A114959
The 1, 3, 25, 631, etc. under Qualifying Nbr Teams are the
1st, 3rd, 5th, 7th, etc. terms found at
http://oeis.org/A006204
Please see the “Enumeration of “Starters”” section at the
bottom of the page for more information.
Also see: Classification of Starters
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.168.2315&rep=rep1&type=pdf
If there were no constraints regarding the
seating arrangements for 96 players, you could fill the first
table position with any of 96 player-positions, the second
table position with any of the remaining 95 player-positions,
etc. for all 96 positions. The number of possible permutations
is thus “NbrPlayers” Factorial. By the time you get to 96
players, the result is billions of times larger than the
number of atoms in the known universe. How can I claim this
when no one has counted the number of atoms in the known
universe? Practical answer: “Pick a number” - any number you
want, for the number of atoms in the known universe.
The actual definition of a Bridge game requires
that a player-position must have a specified partner-position
who sits on the far side of a Bridge table. Thus the positions
for the partners are paired to form teams. For the solution of
the round-robin problem, one team combination is defined and
held as a constant while the other team positions are allowed
to float. In the diagram below which shows combinations for 8
players, position “0” is always paired with position “7”. In
general, if there are “N” players involved, then the
player-positions are identified by the digits from “0” to
“N-1”. Position “0” is always teamed with position “N-1”
In the diagram above, note how player-positions 1
to 7 are on the circumference of a circle while position “0”
is “fixed” outside the circle. The diagram shows 2 different
ways that an 8-player tournament can be paired into teams. If
there were no restrictions on pairing combinations, then you
could arbitrarily connect any two of the player/positions.
Since we have already isolated two players (In this case,
positions “0” and “7”), the total number of player-positions
to be paired is 2 less than “NbrPlayers”, which can be done in
FACT(NbrPlayers-2) ways. There would be considerable
duplication of these pairings as the teams could be permuted
in FACT(NbrTeams-1) ways. Thus we divide FACT(NbrPlayers-2) by
FACT(NbrTeams-1) ways to adjust for permutations of team
positions. Finally, each team could swap the position of the
partners (north to south or east to west). We divide again by
2^(NbrTeams-1) which gives us the theoretical number of ways
the player-positions could be matched into teams.
However, the round-robin solution requires that
each player must have each other player as a partner exactly
once. In our diagram, this will only happen if we can pair all
the players in a way that results in each line having a
different span length (chord distance). The player-position
from “0” to “7” has a defined length of “0”. (In any size
diagram, the line connecting position “0” with position “N-1”
will always have a length of zero.) In the left diagram above
(red lines), the line connecting position “2” to position “3”
has a length of “1”. Similarly, the line connecting “4” and
“6” has a length of “2”. Finally, the line connecting “1” to
“5” has a length of “3”. (Note: This is a “Shortest chord”
length.) The blue lines show a symmetrically similar solution.
Both of these diagrams lead to solutions to the round-robin
tournament problem. There is still a third combination to
connect the player-positions such that all lengths are
different. (See if you can find it.)
One of the tasks of the computer program is to
generate these connections. The program also counts them as
they are found. It found 3 of these for the 8-player problem,
25 for the 12-player problem, etc. By the time the computer
program got to 28 players, it found 128,102,625 different ways
to match player positions such that each player would have
each other player as a partner exactly once.
The next step in the computer program was to
permute each of the above qualifying team candidates among the
tables to see if each player will have each other player as an
opponent exactly twice. For this, we use the above distance
diagram again with the additional definition that all
distances between any position and position “0” are defined as
0. We then match all opponent combinations to see if each
distance occurs exactly twice.
(There are color coded diagrams near the bottom of the
page that illustrates this two-step matching process, but for
the 13 player, 4N+1 problem.)
As an example, let’s use the left (red) solution of:
2 and 3 vs. 4 and 6 5 and 1 vs. 7 and
0
for the 8-player problem.
If we tabulate the opponents and distances for “2 and 3 vs. 4
and 6”, we have the following opponent matches and distances:
2 to 4, dist = 2
2 to 6, dist = 3
3 to 4, dist = 1
3 to 6, dist = 3
Similarly, “5 and 1 vs. 7 and 0” yields:
5 to 7, dist = 2
5 to 0, dist = 0
1 to 7, dist = 1
1 to 0, dist = 0
In the above listing, each of the distances (0, 1, 2, 3)
occurred exactly twice. Thus,
2 and 3 vs. 4 and 6 5 and 1 vs. 7 and 0
is a valid solution to the round-robin problem. It turns out
that both of the other two permutations of these teams also
pass the “opponent” test. Solutions 1, 2 and 3 (see the list
for 8-player solutions above) are team permutations of the
“Red” diagram. The “Blue” diagram supplies 3 more solutions to
the 8-player problem. As mentioned earlier, there is still
another “pairing” of the positions 1 through 6. However, this
candidate did not pass the above “opponent” test.
By the time the problem was expanded to 28
players, the computer found 128,102,625 different ways of
pairing the players such that each chord distance was
different. Each of these 128,102,625 candidates was then run
through a search tree that has 135,135 different permutations
to see if a total solution existed. 7,910,127 of these yielded
valid position definitions that solve a round robin tournament
for 28 players. This effort can be affectionately described as
“Computationally intensive”.
For larger numbers of players, the search was cut
short after a single solution was found. The search algorithm
prunes off branches whenever possible, but there is a limit to
what computers can do.
Finally, the computer program has a “verify”
function that sequences players through the positions as shown
for the 8-player and 12-player solutions. This was done just
to double check that everything was valid. All solutions shown
here passed this “double check” test.
“Conveyor
Belt Algorithm” for Simple Partnerships
A related round-robin scheduling problem involves
sequencing tournament play for fixed teams. This would apply
when the individuals in each team form a permanent
partnership, but you wish to schedule team play so that each
team plays against each other team exactly once. The
algorithm/scheduling sequence given below will also work for
any single-player game where each player plays against each
other player exactly once. Examples would include chess,
singles tennis, any player-vs.-player game, any team-vs.-team
game, etc.
The algorithm will work for any number of teams.
The example shown below has an even number of teams, but if
you have an odd number, just add a “dummy” team named “Bye” to
make the total come out even. Anyone who plays against “Bye”
gets an automatic win for that round.
The example uses 8 teams. If you have more (or
less) than 8 teams, just extend (or shorten) the length of the
columns as needed. Team positions are defined by the digits 0
to 7. Two columns are used with the digits 1 to 4 in the right
column. The left column has the remaining digits (5-7) plus a
“0” at the top. If you have a larger number of teams, simply
extend the columns. For example, if you have 20 teams, the
right column would have the numbers from 1 to 10 while the
left column would work up from 11 to 19 with a “0” at the top.
0 vs. 1
7 vs. 2
6 vs. 3
5 vs. 4
Initially, teams may be assigned to the 8 positions in any
random order. For our example:
Team A is at position 0
Team B is at position 1
Team C is at position 2
Team D is at position 3
Team E is at position 4
Team F is at position 5
Team G is at position 6
Team H is at position 7
For each round of play, the team that is at
position 0 plays against the team at position 1, etc. for each
row of the diagram. Thus, first round opponents are:
Team A (at position 0) plays against Team B (at position 1)
Team H (at position 7) plays against Team C (at position 2)
Team G (at position 6) plays against Team D (at position 3)
Team F (at position 5) plays against Team E (at position 4)
For the next round, the teams move as follows:
Whoever was at position “0” stays there. (In fact the team at
“0” stays there for the entire tournament.) All other teams
advance one position except for the team at “7” which cycles
back to position “1”. Thus for round 2:
Team A stays at position 0
Team B moves from position 1 to position 2
Team C moves from position 2 to position 3
Team D moves from position 3 to position 4
Team E moves from position 4 to position 5
Team F moves from position 5 to position 6
Team G moves from position 6 to position 7
Team H moves from position 7 to position 1
The opponents for round 2 thus become:
Team A (at position 0) plays against Team H (at position 1)
Team G (at position 7) plays against Team B (at position 2)
Team F (at position 6) plays against Team C (at position 3)
Team E (at position 5) plays against Team D (at position 4)
For each subsequent round of play, Team A stays
at position “0”. All other teams advance one position. The
sequence is somewhat like a circular conveyor belt. A more
accurate name for the process is “cyclic solution”, but it is
easier to think of it as a circular conveyor belt moving along
an assembly line. After 7 rounds, each team will have played
against each other team exactly once. If you have 20 teams
then 19 rounds will be required.
At each position on the moving assembly line
“something” happens. The “something” is that whoever is at
this position is matched against whoever is in the “return”
position of the conveyor belt going in the other direction.
The sequence will match each team against each other team
exactly once, and will work for any number of positions
provided the number of positions on the moving belt is an odd
number. The requirement for an “odd number” of positions along
the moving belt is why position “0” is defined as a stationary
position. If we start with an “even” number of positions and
“freeze” position “0”, we will be left with an odd number for
the teams that move.
Finally, we can ask the question: Is there more
than one way to schedule a Round Robin tournament such that
each team plays against each other team once (or each single
player plays against each other player once)? The answer is
“Yes”. For how many ways this can be done, please see the
“Player vs. Player (or Team vs. Team) Combinatorics” section
near the end of this page.
Round Robin
Tournament Scheduling for 4N + 1 Players
It’s also possible to schedule a tournament for
4N + 1 players. (N = number of tables and the number of
players can equal 5, 9, 13, 17, etc.) In this case there is
one extra player so one person will sit out each round.
However, by the time that all rounds have been played, each
person will have had each other person as a partner once and
as an opponent twice.
In the 4N player combinations (solutions given
above), one person stays at the zero location and all other
players cycle to the next position on each succeeding round.
In the schedules for 4N + 1 players, everyone cycles to the
next position
on each round, but
whoever is at position “0” is the extra person who doesn’t
play in the particular round.
A solution
for 5 players
The diagram above shows the only cyclical
solution for 5 players. The 5 players (A, B, C, D, E)
initially start at the 5 positions 2, 3, 4, 1, 0. The players
at positions 1 - 4 play a normal round while the person at
position 0 “sits out” the round. After the first round is
over, each player advances to the next highest position,
except the player who was at position 4 cycles to position 0.
The people at positions 1 - 4 again play a normal round. The
sequence continues for 5 rounds. (Number of players =
Number of rounds)
The table below shows the position for each player for each
round.
Round
Player
Player Player Player Player
Nbr.
A
B
C
D
E
1
2
3
4
1 0
2
3
4
0
2 1
3
4
0
1
3 2
4
0
1
2
4 3
5
1
2
3
0 4
At the end of 5 rounds of play, each player has had each other
player as a partner once and as an opponent twice.
The shorthand summary for this solution is:
Solution
<----
Table 1 ---->
1 2 and 3 vs. 4
and 1
A solution
for 9 players?
There are 9 possible team matching patterns such
that each player would have each other player as a partner
once, but unfortunately, there are no combinations that
produce a cyclical solution.
Non cyclical solutions for 9 players exist. The
following schedule for 9 players (A to I) is adapted from
http://www.jdawiseman.com/papers/tournaments/individual-pairs/ip-pure_09.html
Sits
Table
Table
Round
Out
1
2
1
A B & C vs D &
G E & I vs F & H
2
B C & A vs E &
H F & G vs D & I
3
C A & B vs F & I
D & H vs E & G
4
D E & F vs G & A
H & C vs I & B
5
E F & D vs H &
B I & A vs G & C
6
F D & E vs I &
C G & B vs H & A
7
G H & I vs A & D
B & F vs C & E
8
H I & G vs B & E
C & D vs A & F
9
I G & H vs C &
F A & E vs B & D
A solution
for 13 players (Selected from a total of 9 solutions)
There are 133 possible team matching patterns
such that each player would have each other player as a
partner once. These can be matched into 9 table combinations
that would let each player have each other player as an
opponent twice.
The diagram below shows the starting positions for one of the
nine solutions.
The solution for 13 players shows the 12
Bridge-table positions plus position 0 for the player who
“sits out” the current round. The table below shows the
position for each of the 13 players (A to M) for each round of
play.
Round
Plr
Plr Plr Plr Plr Plr Plr Plr Plr
Plr Plr Plr Plr
Nbr
A
B C D
E F G
H I J
K L M
1 3 4
2 8 5
7 10 1 9
12 6 11 0
2 4 5
3 9 6
8 11 2 10
0 7 12 1
3 5 6
4 10 7 9
12 3 11
1 8 0 2
4 6 7
5 11 8 10
0 4 12
2 9 1 3
5 7 8
6 12 9 11
1 5 0
3 10 2 4
6 8 9
7 0 10 12
2 6 1
4 11 3 5
7 9 10
8 1 11
0 3 7
2 5 12
4 6
8 10 11 9
2 12 1
4 8 3
6 0 5 7
9 11 12 10
3 0 2
5 9 4
7 1 6 8
10
12
0 11 4
1 3 6
10 5 8
2 7 9
11
0
1 12 5
2 4 7
11 6 9
3 8 10
12
1
2 0 6
3 5 8
12 7 10
4 9 11
13
2
3 1 7
4 6 9
0 8 11 5
10 12
The shorthand summary for this solution is:
Solution
<-----
Table 1 -----> <----- Table 2
-----> <----- Table 3 ----->
1 3 and 4 vs. 2
and 8 5 and 7 vs. 10 and 1 9
and 12 vs. 6 and 11
The diagrams below show the graphical representation of this
solution.
The first step in the solution process is to
match player positions so they form teams. Vertices
representing player positions are placed around the
circumference of a circle. Then chords are drawn to connect
positions into teams such that each chord has a different
length. The solid lines in the above graph identify team
partnerships. The color coding will become significant in the
next diagram.
After the positions have been matched into teams,
the teams have to be matched into tables. Teams are matched so
that all of the opponent chord distances (dashed lines) are
used exactly twice.
Almost all patterns have a mirror image.
(The few exceptions are their own mirror images.) The two
diagrams below show the span diagrams for the mirror image of
the above solution.
The above diagram shows the mirror image of matching player
positions to form teams.
The above diagram shows the mirror image of matching teams
into tables.
If you take advantage of mirror images, it cuts
the run time for the computer program by a factor of two. This
is most helpful when counting solutions for higher orders of
“N” for both the 4N and the 4N+1 problems.
There is no easy way to match positions into
teams or to match teams into tables. All possible combinations
have to be generated by brute force trial and error. (This is
where computers are a great help. Computers are really good at
brute force trial and error.) Note: The algorithm and
diagrams for “4N” players are similar this “4N+1” method.
There are 8 other solutions for 13 players. The table below
shows the starting positions for these solutions.
Solution
<-----
Table 1 -----> <----- Table 2
-----> <----- Table 3 ----->
2 9 & 10
vs. 5 & 7 1
& 4 vs. 2 &
8 12 & 3 vs. 6
& 11
3 3 &
4 vs. 6 & 8
9 & 12 vs. 5 & 11 10
& 1 vs. 2 & 7
4 9 & 10
vs. 5 & 11 6 &
8 vs. 12 & 3 1
& 4 vs. 2 & 7
5 4 &
5 vs. 7 & 9 12
& 2 vs. 8 &
1 6 & 10 vs. 11
& 3
6 10 & 11
vs. 9 & 2 3
& 5 vs. 8 &
12 4 & 7 vs.
1 & 6
7 6 &
7 vs. 4 & 9 12
& 1 vs. 5 &
8 11 & 2 vs. 10
& 3
8 2 &
3 vs. 11 & 4 8
& 10 vs. 1 &
5 6 & 9 vs.
7 & 12
9 8 &
9 vs. 4 & 6 11
& 1 vs. 12 &
5 3 & 7 vs. 10
& 2
A solution
for 17 players (Selected from a total of 179 solutions)
There are 3,857 possible team matching patterns
such that each player would have each other player as a
partner once. These can be matched into 179 table combinations
that would let each player have each other player as an
opponent twice.
Rapidly increasing numbers of solutions exist for
all larger numbers of players. The solution below defines a
table-position numbering system that will allow each player to
have each other player as a partner once and as an opponent
twice. Players can be seated randomly, and thereafter
sequence/cycle as in the earlier examples.
Table
1 14 and 15 vs. 2
and 4
Table
2 5 and 8
vs. 7 and 13
Table
3 12 and 16 vs. 1
and 9
Table
4 6 and 11 vs. 3
and 10
The starting positions for all 179 cyclical
Bridge/Whist Tournament Schedules for 17 players can be seen
here.
http://www.durangobill.com/BridgePics/bridge17data.txt
A solution for 21 players (Selected from a
total of 3,900 solutions)
There are 188,181 possible team matching patterns
such that each player would have each other player as a
partner once. These can be matched into 3,900 table
combinations that would let each player have each other player
as an opponent twice.
Table
1 9 and 10 vs. 4
and 7
Table
2 15 and 17 vs. 8 and
16
Table
3 2 and 6 vs. 13
and 18
Table
4 14 and 20 vs. 3 and
12
Table
5 19 and 5 vs. 1
and 11
The starting positions for all 3,900 cyclical
Bridge/Whist Tournament Schedules for 21 players can be seen
here.
http://www.durangobill.com/BridgePics/bridge21data.txt
A solution for 25 players (Selected from a
total of 215,175 solutions)
There are 13,376,125 possible team matching
patterns such that each player would have each other player as
a partner once. These can be matched into 215,175 table
combinations that would let each player have each other player
as an opponent twice.
Table
1 5 and 6
vs. 1 and 13
Table
2 20 and 22 vs. 11 and 19
Table
3 21 and 24 vs. 2 and
12
Table
4 4 and 8 vs. 18
and 23
Table
5 9 and 15 vs. 10 and
17
Table
6 7 and 16 vs.
3 and 14
The starting positions for the first 1,000
cyclical Bridge/Whist Tournament Schedules for 25 players can
be seen here.
http://www.durangobill.com/BridgePics/bridge25data.txt
A solution for 29 players (Selected from a
total of 21,500,927 solutions)
There are 1,317,606,101 possible team
matching patterns such that each player would have each other
player as a partner once. These can be matched into 21,500,927
table combinations that would let each player have each other
player as an opponent twice.
Table
1 24 and 25 vs. 7 and
11
Table
2 20 and 22 vs. 1 and
15
Table
3 9 and 12 vs. 8
and 18
Table
4 23 and 28 vs. 2 and
14
Table
5 21 and 27 vs. 26 and
4
Table
6 5 and 13 vs. 3
and 16
Table
7 10 and 19 vs. 6 and
17
The starting positions for the first 1,000
cyclical Bridge/Whist Tournament Schedules for 29 players can
be seen here.
http://www.durangobill.com/BridgePics/bridge29data.txt
A solution for 33 players (Selected from a
total of 3,488,427,990 solutions)
Table
1 29 and 30 vs. 13 and 22
Table
2 26 and 28 vs. 8 and
20
Table
3 9 and 12 vs. 7
and 14
Table
4 23 and 27 vs. 1 and
17
Table
5 5 and 10 vs. 6
and 19
Table
6 25 and 31 vs. 2 and
16
Table
7 24 and 32 vs. 11 and 21
Table
8 4 and 15 vs. 3
and 18
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 33 players can be seen here.
http://www.durangobill.com/BridgePics/bridge33data.txt
A solution for 37 players
Table
1 13 and 14 vs. 10 and 12
Table
2 26 and 29 vs. 7 and
15
Table
3 30 and 34 vs. 2 and
18
Table
4 27 and 32 vs. 4 and
17
Table
5 25 and 31 vs. 1 and
19
Table
6 28 and 35 vs. 36 and
9
Table
7 24 and 33 vs. 3 and
20
Table
8 5 and 16 vs. 8
and 22
Table
9 11 and 23 vs. 6 and
21
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 37 players can be seen here.
http://www.durangobill.com/BridgePics/bridge37data.txt
A solution for 41 players
Table
1 32 and 33 vs. 6 and
23
Table
2 13 and 15 vs. 14 and 26
Table
3 9 and 12 vs. 28 and
36
Table
4 35 and 39 vs. 30 and 37
Table
5 29 and 34 vs. 8 and
24
Table
6 10 and 16 vs. 3 and
22
Table
7 31 and 40 vs. 2 and
20
Table
8 7 and 17 vs. 11 and
25
Table
9 27 and 38 vs. 4 and
19
Table
10 5 and 18 vs. 1 and
21
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 41 players can be seen here.
http://www.durangobill.com/BridgePics/bridge41data.txt
A solution for 45 players
Table
1 12 and 13 vs. 14 and 28
Table
2 34 and 36 vs. 1 and
23
Table
3 15 and 18 vs. 32 and 37
Table
4 38 and 42 vs. 2 and
22
Table
5 33 and 39 vs. 7 and
19
Table
6 10 and 17 vs. 44 and
9
Table
7 35 and 43 vs. 31 and 40
Table
8 30 and 41 vs. 3 and
24
Table
9 16 and 29 vs. 8 and
26
Table
10 5 and 20 vs. 11 and 27
Table
11 4 and 21 vs. 6 and
25
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 45 players can be seen here.
http://www.durangobill.com/BridgePics/bridge45data.txt
A solution for 49 players
Table
1 12 and 13 vs. 7 and
21
Table
2 15 and 17 vs. 38 and 47
Table
3 36 and 39 vs. 42 and 46
Table
4 35 and 40 vs. 6 and
27
Table
5 37 and 43 vs. 1 and
25
Table
6 41 and 48 vs. 10 and 18
Table
7 34 and 44 vs. 5 and
22
Table
8 9 and 20 vs. 4
and 23
Table
9 33 and 45 vs. 11 and 29
Table 10
19 and 32 vs. 8 and 28
Table 11
16 and 31 vs. 14 and 30
Table
12 2 and 24 vs. 3 and
26
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 49 players can be seen here.
http://www.durangobill.com/BridgePics/bridge49data.txt
A solution for 53 players
Table
1 17 and 18 vs. 19 and 34
Table
2 13 and 15 vs. 40 and 44
Table
3 39 and 42 vs. 3 and
28
Table
4 46 and 51 vs. 2 and
26
Table
5 43 and 49 vs. 11 and 31
Table
6 38 and 45 vs. 16 and 33
Table
7 12 and 20 vs. 52 and 10
Table
8 41 and 50 vs. 37 and 47
Table
9 36 and 48 vs. 6 and
29
Table
10 9 and 22 vs. 4 and
25
Table 11
21 and 35 vs. 1 and 27
Table
12 7 and 23 vs. 8 and
30
Table 13
14 and 32 vs. 5 and 24
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 53 players can be seen here.
http://www.durangobill.com/BridgePics/bridge53data.txt
A solution for 57 players
Table
1 55 and 56 vs. 8 and
32
Table
2 15 and 17 vs. 47 and 54
Table
3 45 and 48 vs. 44 and 53
Table
4 42 and 46 vs. 6 and
31
Table
5 13 and 18 vs. 16 and 35
Table
6 43 and 49 vs. 19 and 36
Table
7 12 and 20 vs. 5 and
26
Table
8 40 and 50 vs. 9 and
22
Table
9 41 and 52 vs. 3 and
30
Table 10
39 and 51 vs. 23 and 38
Table 11
10 and 24 vs. 1 and 29
Table 12
21 and 37 vs. 11 and 33
Table
13 7 and 25 vs. 4 and
27
Table 14
14 and 34 vs. 2 and 28
The starting
positions for the first 1,000 cyclical Bridge/Whist
Tournament Schedules for 57 players can be seen here.
http://www.durangobill.com/BridgePics/bridge57data.txt
A solution for 61 players
Table
1 45 and 46 vs. 44 and 49
Table
2 20 and 22 vs. 40 and 56
Table
3 15 and 18 vs. 10 and 25
Table
4 47 and 51 vs. 16 and 37
Table
5 17 and 23 vs. 8 and
34
Table
6 52 and 59 vs. 60 and 12
Table
7 50 and 58 vs. 9 and
26
Table
8 48 and 57 vs. 11 and 35
Table
9 43 and 53 vs. 1 and
31
Table 10
13 and 24 vs. 41 and 55
Table 11
42 and 54 vs. 14 and 36
Table 12
21 and 39 vs. 5 and 28
Table 13
19 and 38 vs. 3 and 32
Table
14 7 and 27 vs. 2 and
30
Table
15 4 and 29 vs. 6 and
33
The starting
positions for the first 100 cyclical Bridge/Whist
Tournament Schedules for 61 players can be seen here.
http://www.durangobill.com/BridgePics/bridge61data.txt
A solution for 65 players
Table
1 63 and 64 vs. 49 and 51
Table
2 50 and 53 vs. 46 and 56
Table
3 18 and 22 vs. 10 and 27
Table
4 15 and 20 vs. 45 and 60
Table
5 17 and 23 vs. 52 and 61
Table
6 48 and 55 vs. 1 and
33
Table
7 54 and 62 vs. 13 and 25
Table
8 47 and 58 vs. 16 and 39
Table
9 44 and 57 vs. 5 and
30
Table 10
12 and 26 vs. 8 and 36
Table 11
43 and 59 vs. 11 and 37
Table 12
24 and 42 vs. 19 and 40
Table
13 9 and 28 vs. 7 and
29
Table 14
21 and 41 vs. 2 and 32
Table 15
14 and 38 vs. 4 and 31
Table
16 6 and 35 vs. 3 and
34
The starting
positions for the first 10 cyclical Bridge/Whist
Tournament Schedules for 65 players can be seen here.
http://www.durangobill.com/BridgePics/bridge65data.txt
A solution for 69 players
Table 1 66 and 67 vs. 15 and
26
Table 2 20 and 22 vs.
3 and 36
Table 3 53 and 56 vs. 52 and
64
Table 4 54 and 58 vs. 48 and
61
Table 5 50 and 55 vs.
6 and 37
Table 6 17 and 23 vs. 24 and
44
Table 7 18 and 25 vs. 49 and
59
Table 8 57 and 65 vs. 12 and
28
Table 9 51 and 60 vs. 14 and
40
Table 10 68 and 13 vs. 46 and 63
Table 11 47 and 62 vs. 5 and
32
Table 12 27 and 45 vs. 1 and
35
Table 13 10 and 29 vs. 7 and
31
Table 14 9 and 30 vs. 21 and
43
Table 15 19 and 42 vs. 4 and
33
Table 16 16 and 41 vs. 11 and 39
Table 17 8 and 38 vs.
2 and 34
A
solution for 73 players
Table 1 71 and 72 vs. 56 and
68
Table 2 20 and 22 vs. 60 and
69
Table 3 55 and 58 vs. 11 and
41
Table 4 57 and 61 vs.
9 and 32
Table 5 54 and 59 vs. 52 and
65
Table 6 17 and 23 vs.
2 and 36
Table 7 18 and 25 vs. 15 and
26
Table 8 62 and 70 vs. 13 and
28
Table 9 53 and 63 vs. 12 and
30
Table 10 50 and 64 vs. 14 and 42
Table 11 51 and 67 vs. 6 and
39
Table 12 49 and 66 vs. 29 and 48
Table 13 27 and 47 vs. 8 and
40
Table 14 10 and 31 vs. 1 and
37
Table 15 24 and 46 vs. 19 and 44
Table 16 21 and 45 vs. 4 and
35
Table 17 7 and 33 vs.
3 and 38
Table 18 16 and 43 vs. 5 and
34
A solution for 77 players
Table 1 75 and 76 vs. 59 and
61
Table 2 20 and 23 vs. 22 and
26
Table 3 57 and 62 vs. 19 and
46
Table 4 58 and 64 vs. 29 and
50
Table 5 18 and 25 vs. 63 and
73
Table 6 66 and 74 vs. 51 and
70
Table 7 56 and 65 vs.
7 and 35
Table 8 17 and 28 vs. 52 and
68
Table 9 60 and 72 vs.
8 and 41
Table 10 54 and 67 vs. 27 and 49
Table 11 55 and 69 vs. 1 and
38
Table 12 15 and 30 vs. 2 and
37
Table 13 14 and 31 vs. 6 and
40
Table 14 53 and 71 vs. 21 and 47
Table 15 12 and 32 vs. 11 and 42
Table 16 10 and 33 vs. 13 and 43
Table 17 24 and 48 vs. 4 and
36
Table 18 9 and 34 vs. 16 and
45
Table 19 3 and 39 vs. 44
and 5
A solution for 81 players
Table 1 78 and 79 vs. 24 and
26
Table 2 61 and 64 vs. 63 and
67
Table 3 20 and 25 vs. 56 and
74
Table 4 22 and 28 vs.
4 and 38
Table 5 59 and 66 vs. 29 and
52
Table 6 69 and 77 vs. 12 and
34
Table 7 62 and 71 vs. 23 and
49
Table 8 58 and 68 vs. 60 and
75
Table 9 65 and 76 vs. 80 and
15
Table 10 18 and 30 vs. 19 and 47
Table 11 57 and 70 vs. 14 and 45
Table 12 17 and 31 vs. 8 and
43
Table 13 55 and 72 vs. 6 and
42
Table 14 54 and 73 vs. 13 and 33
Table 15 32 and 53 vs. 50
and 9
Table 16 27 and 51 vs. 5 and
37
Table 17 10 and 35 vs. 16 and 46
Table 18 21 and 48 vs. 1 and
40
Table 19 7 and 36 vs.
3 and 41
Table 20 11 and 44 vs. 2 and
39
A solution for 85 players
Table 1 64 and 65 vs. 23 and
25
Table 2 80 and 83 vs. 22 and
26
Table 3 62 and 67 vs. 12 and
34
Table 4 63 and 69 vs.
4 and 40
Table 5 61 and 68 vs. 73 and
82
Table 6 20 and 28 vs. 11 and
46
Table 7 71 and 81 vs. 56 and
75
Table 8 59 and 70 vs.
3 and 43
Table 9 18 and 30 vs. 31 and
54
Table 10 66 and 79 vs. 13 and 33
Table 11 58 and 72 vs. 57 and 74
Table 12 17 and 32 vs. 24 and 51
Table 13 84 and 15 vs. 9 and
37
Table 14 60 and 78 vs. 16 and 48
Table 15 55 and 76 vs. 8 and
45
Table 16 29 and 53 vs. 21 and 50
Table 17 27 and 52 vs. 7 and
38
Table 18 10 and 36 vs. 14 and 47
Table 19 19 and 49 vs. 6 and
44
Table 20 5 and 39 vs.
2 and 41
Table 21 1 and 42 vs. 35 and
77
A solution for 89 players
Note: This solution uses a “patterned starter” where the
positions for each team add to 89.
Table
1 44 and 45 vs. 43 and 46
Table
2 42 and 47 vs. 39 and 50
Table
3 41 and 48 vs. 37 and 52
Table
4 40 and 49 vs. 35 and 54
Table
5 38 and 51 vs. 23 and 66
Table
6 36 and 53 vs. 14 and 75
Table
7 34 and 55 vs. 9 and
80
Table
8 33 and 56 vs. 7 and
82
Table
9 32 and 57 vs. 2 and
87
Table 10
31 and 58 vs. 13 and 76
Table 11
30 and 59 vs. 3 and 86
Table 12
29 and 60 vs. 6 and 83
Table 13
28 and 61 vs. 8 and 81
Table 14
27 and 62 vs. 15 and 74
Table 15
26 and 63 vs. 5 and 84
Table 16
25 and 64 vs. 12 and 77
Table 17
24 and 65 vs. 17 and 72
Table 18
22 and 67 vs. 16 and 73
Table 19
21 and 68 vs. 11 and 78
Table 20
20 and 69 vs. 4 and 85
Table 21
19 and 70 vs. 10 and 79
Table 22
18 and 71 vs. 1 and 88
A solution for 93 players
The following solution was originally published in a paper by
Julian Abel, Frank Bennett and Gennian Ge titled “Existence of
Directed Triplewhist Tournaments with the Three Person
Property 3PDTWh(v)”, and forwarded to me by Norman Finizio.
Also note that there are no “patterned solutions” for Wh(93)
or any other number that is +/- 12, 24, 36, etc. of Wh(93).
Table
1
58 and 74 vs. 21 and 65
Table
2 32 and 23 vs. 20 and 86
Table
3 82 and 18 vs. 84 and 52
Table
4 55 and 5 vs. 83 and
46
Table
5 53 and 67 vs. 59 and 89
Table
6 70 and 39 vs. 22 and 12
Table
7 66 and 14 vs. 27 and 35
Table
8 11 and 80 vs. 61 and 79
Table
9 77 and 37 vs. 69 and 72
Table 10
51 and 85 vs. 13 and 28
Table 11
60 and 56 vs. 78 and 31
Table 12
64 and 6 vs. 50 and 38
Table 13
43 and 41 vs. 40 and 45
Table 14
26 and 9 vs. 33 and 71
Table 15
92 and 19 vs. 75 and 3
Table 16
63 and 91 vs. 48 and 49
Table
17 7 and 30 vs. 90 and 54
Table
18 8 and 47 vs. 81 and 36
Table 19
16 and 87 vs. 76 and 34
Table
20 4 and 29 vs. 17 and 10
Table 21
88 and 1 vs. 42 and 68
Table 22
62 and 73 vs. 57 and 24
Table 23
25 and 44 vs. 2 and 15
A solution for 97 players
Note: This solution uses a “patterned starter” where the
positions for each team add to 97.
Table
1 48 and 49 vs. 47 and 50
Table
2 46 and 51 vs. 43 and 54
Table
3 45 and 52 vs. 41 and 56
Table
4 44 and 53 vs. 39 and 58
Table
5 42 and 55 vs. 32 and 65
Table
6 40 and 57 vs. 18 and 79
Table
7 38 and 59 vs. 12 and 85
Table
8 37 and 60 vs. 7 and
90
Table
9 36 and 61 vs. 5 and
92
Table 10
35 and 62 vs. 11 and 86
Table 11
34 and 63 vs. 2 and 95
Table 12
33 and 64 vs. 16 and 81
Table 13
31 and 66 vs. 6 and 91
Table 14
30 and 67 vs. 3 and 94
Table 15
29 and 68 vs. 14 and 83
Table 16
28 and 69 vs. 10 and 87
Table 17
27 and 70 vs. 15 and 82
Table 18
26 and 71 vs. 19 and 78
Table 19
25 and 72 vs. 9 and 88
Table 20
24 and 73 vs. 4 and 93
Table 21
23 and 74 vs. 17 and 80
Table 22
22 and 75 vs. 13 and 84
Table 23
21 and 76 vs. 8 and 89
Table 24
20 and 77 vs. 1 and 96
A solution for 101 players
Note: This solution uses a “patterned starter” where the
positions for each team add to 101.
Table
1 50 and 51 vs. 49 and 52
Table
2 48 and 53 vs. 45 and 56
Table
3 47 and 54 vs. 43 and 58
Table
4 46 and 55 vs. 41 and 60
Table
5 44 and 57 vs. 37 and 64
Table
6 42 and 59 vs. 20 and 81
Table
7 40 and 61 vs. 14 and 87
Table
8 39 and 62 vs. 11 and 90
Table
9 38 and 63 vs. 7 and
94
Table 10
36 and 65 vs. 2 and 99
Table 11
35 and 66 vs. 5 and 96
Table 12
34 and 67 vs. 9 and 92
Table 13
33 and 68 vs. 15 and 86
Table 14
32 and 69 vs. 3 and 98
Table 15
31 and 70 vs. 18 and 83
Table 16
30 and 71 vs. 6 and 95
Table 17
29 and 72 vs. 17 and 84
Table 18
28 and 73 vs. 13 and 88
Table 19
27 and 74 vs. 10 and 91
Table 20
26 and 75 vs. 16 and 85
Table 21
25 and 76 vs. 19 and 82
Table 22
24 and 77 vs. 8 and 93
Table 23
23 and 78 vs. 4 and 97
Table 24
22 and 79 vs. 1 and 100
Table 25
21 and 80 vs. 12 and 89
The table below gives some of the
combinatorics for the 4N + 1 scheduling problem.
Nbr.
Perm. Upr Limit
Qualifying Nbr of
Table Actual Nbr.
Nbr
Nbr Nbr for
Nbr Nbr. Comb
Nbr Teams
Comb. for
Solutions
Plrs. Teams
Tbls.
Players for
Teams via
Prgrm each Q team
via Program
5
2
1
120
3
1
1
1
9
4
2
362,880
105
9
3
0
13
6 3
6.2270E+09
10,395
133
15
9
17
8 4
3.5569E+14 2,027,025
3,857
105
179
21
10 5
5.1091E+19 6.5473E+08
188,181
945
3,900
25
12 6
1.5511E+25 3.1623E+11
13,376,125
10,395
215,175
29
14 7
8.8418E+30 2.1346E+14
1,317,606,101
135,135 21,500,927
33
16 8
8.6833E+36 1.9190E+17
170,922,533,545
2,027,025 3,488,427,990
37
18 9
1.3764E+43
2.2164E+20
34,459,425
41
20 10
3.3453E+49
3.1983E+23
6.5473E+08
45
22 11
1.1962E+56
5.6386E+26
1.3749E+10
49
24 12
6.0828E+62
1.1926E+30
3.1623E+11
53
26 13
4.2749E+69
2.9802E+33
7.9059E+12
57
28 14
4.0527E+76
8.6874E+36
2.1346E+14
When there
61
30 15
5.0758E+83
2.9216E+40
6.1903E+15
are >= 65
65
32 16
8.2477E+90
1.1228E+44
1.9190E+17
players,
69
34 17
1.7112E+98 4.8896E+47
6.3327E+18
the number
73
36 18
4.4701E+105 2.3954E+51
2.2164E+20
of solutions
77
38 19
1.4518E+113 1.3115E+55
8.2008E+21
is
larger
81
40 20
5.7971E+120
7.9778E+58
3.1983E+23
than
the
85
42 21
2.8171E+128
5.3635E+62
1.3113E+25 number
of
89
44 22
1.6508E+136
3.9663E+66
5.6386E+26 qualifying
93
46 23
1.1568E+144
3.2123E+70
2.5374E+28
teams.
97
48 24
9.6193E+151
2.8381E+74
1.1926E+30
101 50
25 9.4259E+159
2.7254E+78
5.8436E+31
=
=
=
NbrPlayers!
(NbrPlayers-1)! /
(NbrTeams!) /
NbrTeams!
/
(NbrTables!)
/
2^NbrTeams
(2^NbrTables)
Note: The 1, 9, 133, 3857, etc. “Qualifying Nbr. Teams”
are the 2nd, 4th, 6th, 8th, etc. terms found at
http://oeis.org/A006204
Please see the “Enumeration of “Starters”” section at the
bottom of the page for more information.
Directed
Whist Tournament Schedules
In the scheduling solutions given above, each
player has each other as a partner once and as an opponent
twice. However, there wasn’t any definition regarding “left”
or “right” opponents. For example, an opponent could be:
1) To the left of the player on both occasions.
2) To the right of the player on both occasions.
3) Or once to the left and once to the right.
A “directed” whist tournament schedule further restricts the
schedules to just those where each player has each other
player:
1) As left opponent once.
2) As a partner once.
3) And as a right opponent once.
There are no cyclical directed whist schedules for the “4N”
groups. (Number of players = 4, 8, 12, 16, 20, 24, 28, etc.)
(Personal correspondence with Norman Finizio. -
http://www.math.uri.edu/~finizio/finizio.html
)
The closest possible directed schedules for 4N players are
given in the “(Almost) Directed Solutions for 4N Players”
section near the end of the page.
All 4N+1 combinations have directed schedules, although the
only solution(s) for 9 players are not cyclical.
Directed Solutions for 5 players.
The single whist tournament solution (shown earlier)
can generate 2 directed cyclical solutions.
Table
North
South vs. East West
1
2
3
4 1
and
Table
North
South vs. East West
1
2
3
1 4
For this example, the second schedule is merely a
mirror image of the first schedule. Both solutions allow each
player to play with each other player as a left opponent once,
as a partner once, and as a right opponent once.
As in the regular cyclic solutions for 4N+1
players, the person at position “0” sits out the current
round. On subsequent rounds each player advances to the next
position just like the regular 4N+1 solutions.
Directed Solutions for 9 players
Earlier we showed that there are no
cyclical whist tournament schedules for 9 players. However the
non-cyclical example used earlier for 9 players has directed
characteristics, and will cause each player to have each other
player:
1) as a left opponent once
2) as a partner once
3) as a right opponent once.
Sits
Table
1
Table 2
Round
Out
North South East West
North South East West
1
A B
& C vs D &
G E
& I vs F & H
2
B C
& A vs E &
H F
& G vs D & I
3
C A
& B vs F &
I D
& H vs E & G
4
D E
& F vs G &
A H
& C vs I & B
5
E F
& D vs H &
B I
& A vs G & C
6
F D
& E vs I &
C G
& B vs H & A
7
G H
& I vs A &
D B
& F vs C & E
8
H I
& G vs B &
E C
& D vs A & F
9
I G
& H vs C &
F A
& E vs B & D
Note: In this or any other directed solution, you can
transform one solution into its mirror image solution by
holding the north/south player positions constant and swapping
the player positions in all the east/west pairs.
Directed Solutions for 13 players
Of the 9 general whist tournament schedules for
13 players, one of them can be used to generate 8 directed
solutions such that each player has each other player as a
left opponent once, as a partner once, and as a right opponent
once. Note that the 8 solutions below are all formed by
permutations of the east/west players.
Sol.
Table
1
Table
2
Table
3
Nbr.
North South East West North
South East West North
South East West
1
6
7
4
9
12
1
5
8
11
2
10
3
2
6
7
4
9
12
1
5
8
11
2
3
10
3
6
7
4
9
12
1
8
5
11
2
3
10
4
6
7
4
9
12
1
8
5
11
2
10
3
5
6
7
9
4
12
1
5
8
11
2
10
3
6
6
7
9
4
12
1
5
8
11
2
3
10
7
6
7
9
4
12
1
8
5
11
2
3
10
8
6
7
9
4
12
1
8
5
11
2
10
3
For each solution, the player who is at position
“0” sits out the round. As in all cyclical solutions, the
players initially start in any random order. Thereafter, on
each successive round:
The player who was at position “0” moves to position “1”.
The player who was at position “1” moves to position “2”.
Etc.
The player who was at position “11” moves to position “12”.
The player who was at position “12” moves to position “0”.
Directed Solutions for 17 players
Of the 179 general whist tournament schedules for
17 players, 83 of them can be used to generate 208 directed
solutions such that each player has each other player as a
left opponent once, as a partner once, and as a right opponent
once. Almost all unique directed solutions will have another
single mirror solution. (These mirror solutions are included
in the directed solution counts.) A few other patterns derived
from a general solution will have additional solutions due to
east/west permutations.
The table below shows one of these directed solutions.
Table
North
South East West
1
14
15
2 4
2
5
8
13 7
3
12
16
9 1
4
6 11
10 3
The starting positions for all 208 cyclical Directed
Bridge/Whist Tournament Schedules for 17 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh17data.txt
Directed Solutions for 21 players
Of the 3,900 general whist tournament schedules
for 21 players, 504 of them can be used to generate 1,152
directed solutions such that each player has each other player
as a left opponent once, as a partner once, and as a right
opponent once.
The table below shows one of these directed solutions.
Table
North
South East West
1
14
15
2 8
2
5
7
9 4
3
16
19
11 1
4
13
17
12 3
5
20
6 10
18
The starting positions for all 1,152 cyclical Directed
Bridge/Whist Tournament Schedules for 21 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh21data.txt
Directed Solutions for 25 players
Of the 215,175 general whist tournament schedules for
25 players, 17,875 of them can be used to generate 53,400
directed solutions such that each player has each other player
as a left opponent once, as a partner once, and as a right
opponent once.
The table below shows one of these directed solutions.
Table
North
South East West
1
17
18
19 22
2
21
23
5 9
3
6 11
13 1
4
10
16
24 7
5
8
15
2 12
6
20
4
3 14
The starting positions for the first 1,000 cyclical Directed
Bridge/Whist Tournament Schedules for 25 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh25data.txt
Directed Solutions for 29 players
Of the 21,500,927 general whist tournament
schedules for 29 players, 904,751 of them can be used to
generate 2,073,024 directed solutions such that each player
has each other player as a left opponent once, as a partner
once, and as a right opponent once.
The table below shows one of these directed solutions.
Table
North
South East West
1
21
22
9 12
2
25
27
19 10
3
20
24
23 28
4
7 13
14 2
5
4 11
18 8
6
26
5
3 16
7
6
17
1 15
The starting positions for the first 1,000 cyclical Directed
Bridge/Whist Tournament Schedules for 29 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh29data.txt
A Directed Solution for 33 players
Table
North
South East West
1
28
29
9 13
2
24
26
16 2
3
7
10
4 14
4
27
32
25 31
5
5 12
21 30
6
15
23
18 3
7
11
22
1 17
8
8 20
19 6
The starting positions for the first 1,000 cyclical Directed
Bridge/Whist Tournament Schedules for 33 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh33data.txt
A Directed Solution for 37 players
Table
North
South East West
1
29
30
34 36
2
28
31
6 21
3
10
14
11 23
4
7 12
26 32
5
9
16
3 20
6
27
35
1 19
7
33
5 25
15
8
13
24
8 22
9
4 17
18 2
The starting positions for the first 1,000 cyclical Directed
Bridge/Whist Tournament Schedules for 37 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh37data.txt
A Directed Solution for 41 players
Table
North
South East West
1
13
14
3 22
2
31
33
16 10
3
32
35
39 27
4
34
38
23 6
5
7 12
11 25
6
29
36
17 9
7
28
37
40 30
8
15
26
1 21
9
5
18
8 24
10
4
19
20
2
The starting positions for the first 500 cyclical Directed
Bridge/Whist Tournament Schedules for 41 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh41data.txt
A Directed Solution for 45 players
Table
North
South East West
1
38
39
7 19
2
13
15
34 42
3
33
36
30 35
4
37
41
28 14
5
12
18
8 26
6
10
17
5 20
7
31
40
3 24
8
44
9 32
43
9
16
29
1 23
10
11
27
22
2
11
4
21
6
25
The starting positions for the first 100 cyclical Directed
Bridge/Whist Tournament Schedules for 45 players can be seen
here.
http://www.durangobill.com/BridgePics/BrDirWh45data.txt
A Directed Solution for 49 players
Table
North
South East West
1
9 10
38 42
2
15
17
39 47
3
41
44
4 23
4
13
18
26 3
5
34
40
29 11
6
12
19
5 22
7
37
46
45 35
8
32
43
36 48
9
20
33
7 21
10
16
31
25
1
11
14
30
8
28
12
6
27
2
24
A Directed Solution for 53 players
Table
North
South East West
1
38
39
10 22
2
15
17
6 29
3
44
47
52 9
4
41
45
18 13
5
40
46
37 48
6
43
50
8 30
7
12
20
19 34
8
42
51
27 1
9
36
49
26 2
10
21
35
25
4
11
7
23
3
28
12
16
33
14
32
13
5
24
31
11
A Directed Solution for 57 players
Table
North
South East West
1
41
42
19 36
2
49
51
18 15
3
13
17
30 3
4
48
53
21 37
5
40
46
56 44
6
43
50
26 5
7
47
55
35 16
8
45
54
52 39
9
12
22
27 4
10
9
20
1
29
11
10
24
23
38
12
7
25
34
14
13
11
33
8
32
14
6
31
28
2
A
Directed Solution for 61 players
Table North
South East West
1
30
31
29 32
2
28
33
25 36
3
27
34
23 38
4
26
35
9 52
5
24
37
6 55
6
22
39
1 60
7
21
40
12 49
8
20
41
7 54
9
19
42
5 56
10
18
43
11 50
11
17
44
2 59
12
16
45
4 57
13
15
46
10 51
14
14
47
8 53
15
13
48
3 58
(Almost)
Directed Solutions for 4N Players
Earlier, we mentioned that there are no cyclical
directed whist schedule solutions for 4N players. (4, 8, 12,
16, 20, etc.) However, if you are organizing a tournament and
want to even out the skills of player combinations as
much as possible, then the following schedules will
minimize the number of times any player will have some other
player as a left (or right) opponent more than once.
The computer program that finds the best possible
“(Almost) Directed Solution” for 4N players, uses the
following algorithm.
For each regular “4N” Whist
Schedule
// Sequentially process all of them
For each permutation of the east/west players //
There are 2^NbrTables of these
Count
the number of times a player has some
other player as a left (or right) opponent
more than once. This count becomes the
“penalty” for this solution.
Count
the number of times each penalty occurs – especially the
smallest penalty
Repeat loop for all east/west permutations for this
solution
Repeat loop
for all regular 4N Whist Schedules
Output the
best (smallest penalty) “(Almost) Directed Solution” and
other relevant data
In the best possible solution for 8 players (2
tables), each player will have 2 other players as left
opponents twice. (Same for right opponents.) In all other
solutions (4, 12, 16, 20, etc. players), each player will have
some other player who will repeat as a left opponent just
once. (Also some other player will repeat as a right opponent
once.) The only exception to the rule will be the player
who remains at position “0”. This player will have every other
player as a left opponent once, and as a right opponent once.
Finally, the totals for the “almost” solutions
contain many duplicates. The number of unique solutions will
be only half (or less) of the given totals.
Player rotation sequences are similar to the ordinary whist
tournament schedules for 4N players.
An “Almost” Directed Solution for 4 Players
There is only one regular whist tournament
schedule for 4 players. This solution has two possible
east/west permutations, and the schedule shown below has the
minimum “penalty” of these two solutions.
Table
North
South East West
1
1
2
3 0
An “Almost” Directed Solution for 8 Players
There are 6 regular whist tournament schedules
for 8 players. Each of these has 4 possible east/west
permutations. This yields 24 possible solutions such that the
north, south, east, and west positions are defined. All 24
have the same minimum penalty. One of these solutions is shown
below.
Table
North
South East West
1
2
3
4 6
2
5
1
7 0
An “Almost” Directed Solution for 12 Players
There are 20 regular whist tournament schedules
for 12 players. Each of these has 8 possible east/west
permutations. This yields 160 possible solutions such that the
north, south, east, and west positions are defined. Of these
160 possible solutions, there are 20 that share the minimum
penalty. One of these is shown below.
Table
North
South East West
1
8
9
4 6
2
2
5
10 3
3
7
1
11 0
An “Almost” Directed Solution for 16 Players
There are 128 regular whist tournament schedules
for 16 players. Each of these has 16 possible east/west
permutations. This yields 2,048 possible solutions such that
the north, south, east, and west positions are defined. Of
these 2,048 possible solutions, there are 48 that share the
minimum penalty. One of these is shown below.
Table
North
South East West
1
6
7
1 5
2
10
12
9 2
3
11
14
3 8
4
13
4
15 0
An “Almost” Directed Solution for 20 Players
There are 1,710 regular whist tournament
schedules for 20 players. Each of these has 32 possible
east/west permutations. This yields 54,720 possible solutions
such that the north, south, east, and west positions are
defined. Of these 54,720 possible solutions, there are 504
that share the minimum penalty. One of these is shown below.
Table
North
South East West
1
17
18
9 15
2
14
16
12 7
3
2
5
10 1
4
4
8
3 11
5
6
13
19 0
An “Almost” Directed Solution for 24 Players
There are 81,576 regular whist tournament
schedules for 24 players. Each of these has 64 possible
east/west permutations. This yields 5,220,864 possible
solutions such that the north, south, east, and west positions
are defined. Of these 5,220,864 possible solutions, there are
18,216 that share the minimum penalty. One of these is shown
below.
Table
North
South East West
1
17
18
3 13
2
20
22
9 6
3
15
19
8 16
4
5
10
2 11
5
21
4
0 23
6
7
14
12 1
An “Almost” Directed Solution for 28 Players
There are 7,910,127 regular whist tournament
schedules for 28 players. Each of these has 128 possible
east/west permutations. This yields 1,012,496,256 possible
solutions such that the north, south, east, and west positions
are defined. Of these 1,012,496,256 possible solutions, there
are 918,252 that share the minimum penalty. One of these is
shown below.
Table
North
South East West
1
9
10
25 5
2
21
23
12 6
3
8
11
15 3
4
16
20
17 7
5
19
24
18 26
6
22
4
14 1
7
2
13
27 0
An “Almost” Directed Solution for 32 Players
Table
North
South East West
1
11
12
13 23
2
7
9 30
25
3
24
27
29 20
4
22
26
17 1
5
4
10
21 28
6
6
14
18 5
7
8
19
16 2
8
3
15
31 0
An “Almost” Directed Solution for 36 Players
Table
North
South East West
1
26
27
10 12
2
29
32
2 18
3
9
13
16 4
4
6
11
31 7
5
28
34
0 35
6
23
30
1 19
7
14
22
20 5
8
24
33
21 8
9
15
25
3 17
An “Almost” Directed Solution for 40 Players
Table
North
South East West
1
35
36
5 22
2
32
34
37 30
3
9
12
19 3
4
27
31
17 7
5
28
33
16 10
6
6
14
25 13
7
29
38
1 21
8
15
26
2 20
9
11
24
23 8
10
4
18
0
39
An “Almost” Directed Solution for 44 Players
Table North
South East West
1
32
33
8 25
2
34
36
2 22
3
12
15
9 41
4
35
39
31 40
5
37
42
4 20
6
10
16
23 1
7
7
14
27 13
8
30
38
11 26
9
18
28
0 43
10
17
29
6 19
11
3
21
5 24
An “Almost” Directed Solution for 48 Players
Table North
South East West
1
39
40
32 41
2
15
17
37 33
3
9
12
0 47
4
14
19
27 8
5
38
44
6 21
6
35
42
30 16
7
10
18
7 20
8
36
46
23 3
9
34
45
13 29
10
31
43
2 24
11
11
28
25 1
12
4
22
26 5
An “Almost” Directed Solution for 52 Players
Table
North
South East West
1
14
15 11
30
2
39
41 10
50
3
17
20
9 21
4
38
42
24 4
5
44
49 47
34
6
12
18 37
46
7
36
43 31
13
8
40
48
28 2
9
35
45
29 8
10
19
33
25 1
11
7
22
0 51
12
16
32
6 23
13
5
27
3 26
An “Almost” Directed Solution for 56 Players
Table
North
South East West
1
14
15
21 36
2
18
20
37 50
3
43
46
5 30
4
49
53
9 23
5
12
17
8 31
6
38
44
54 45
7
41
48
13 33
8
39
47
16 34
9
42
52
40 51
10
10
22
2
28
11
19
35
7
24
12
6
25
3
27
13
11
32
29
1
14
4
26
0
55
An “Almost” Directed Solution for 60 Players
Table
North
South East West
1
57
58
45 51
2
18
20
16 36
3
47
50
28 2
4
44
48
38 21
5
12
17
27 4
6
42
49
11 33
7
15
23
40 53
8
13
22
10 24
9
46
56
37 19
10
41
52
26
7
11
43
55
35
14
12
39
54
0
59
13
9
25
8
32
14
6
31
30
3
15
1
29
34
5
Player vs.
Player (or Team vs. Team) Combinatorics
Enumeration of “Starters”
Player vs. Player “Round Robin” Tournament Schedules
In the ““Conveyor Belt Algorithm” for Simple
Partnerships” section we asked the question:
Is there more than one way to schedule a Round Robin
tournament such that each player plays against each other
player once (or each team plays against each other team once)?
The answer is “Yes”.
As to how many ways this can be done for “N”
pairs (alternately “2N” players), we have already given some
answers in the “Qualifying Nbr Teams via Program” columns in
the tables. These numbers can also be found in the “The
On-Line Encyclopedia of Integer Sequences” at
http://oeis.org/A006204 .
“Number of starters in cyclic group of order 2n+1”
These “Starters” are basically synonymous with the
number of cyclic configurations that exist such that each
player (or team) can play against each other player (or team)
exactly once in a Round Robin tournament. The number of
different cyclic configurations for 4 to 38 players is shown
in the table below. (The “Solutions Files” have up to 1,000
initial configurations for larger groups.)
The results shown through 18 pairs (36 players)
were found by other researchers, but all values shown below
have been independently confirmed by the author. The results
for 19 pairs (38 players) were found by the author.
Computations for the last entry took a little under 2 weeks on
my personal computer - an Intel i7-970 six-core 3.2 GHz
machine. (Multiple copies of the program would run in parallel
for 24 hours a day. If the engineers at Intel ever want an
independent test involving “putting the screws” to any new
version of their CPUs, please contact me.)
Results for 2 to 18 pairs were initially found by
a “depth first” algorithm and subsequently confirmed by a
couple of variations of “breadth first” algorithms. The
28,311,543,893,885 combinations for 38 players used a modified
“breadth first” approach. A pure “breadth first” algorithm
would find the results in less than a day, but would require
about 200 GB of RAM to do it in a single program run.
Number
Number Number
of Nbr. Of
Config. Solutions
of Pairs of Players
Configurations (No
commas)
Files
2
4
1
1
StarterData02
3
6
1
1
StarterData03
4
8
3
3
StarterData04
5
10
9
9
StarterData05
6
12
25
25
StarterData06
7
14
133
133
StarterData07
8
16
631
631
StarterData08
9
18
3,857
3857
StarterData09
10
20
25,905
25905
StarterData10
11
22
188,181
188181
StarterData11
12
24
1,515,283
1515283
StarterData12
13
26
13,376,125
13376125
StarterData13
14
28
128,102,625
128102625
StarterData14
15
30
1,317,606,101
1317606101 StarterData15
16
32
14,534,145,947
14534145947 StarterData16
17
34 170,922,533,545
170922533545
StarterData17
18
36
2,138,089,212,789
2138089212789 StarterData18
19
38
28,311,543,893,885
28311543893885 StarterData19
20
40
?
?
StarterData20
21
42
?
?
StarterData21
22
44
?
?
StarterData22
23
46
?
?
StarterData23
24
48
?
?
StarterData24
25
50
?
?
StarterData25
The computer program results for 19 pairs (38
players) finished on June 26, 2012. Minor modifications to the
computer program were made, and a 2nd run was made to see if
there were any transcribing errors and/or other differences as
compared to the initial results. The second program run
finished on July 10, 2012 and exactly duplicated the earlier
results.
The “Number of Configurations” columns show how
many different “initial cyclic configurations” are possible
such that each player plays against each other player once in
a Round Robin type tournament.
If you click on any of the “Solutions Files”, you
can see up to 1,000 solutions for the particular Number of
Pairs/Players. Each of the solutions can be used as a starting
configuration for a Round Robin tournament where each player
plays against each other player once. In each solution,
players can start at random positions. On each subsequent
round, each player moves to the next highest position, except
that whoever was at position “0” stays there and the player
who was at the last position (rightmost column in the files)
cycles back to position 1. After “Number of Players less one”
rounds, each player will have played against each other player
once.
Note: The original computation time for the
“2,138,089,212,789”
“took about 23 months of CPU time on an HP CP4000 BL ProLiant
supercluster”
(“Open” the file at:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.168.2315&rep=rep1&type=pdf
)
Would anyone like to compare algorithms? (My PC figures that
someone has to show the “supercluster” who’s boss.)
Examples:
If you have 8 players (matched into 3 active
pairs + 1 static pair), there are three possible cyclic
configurations.
Pair
Nbr. Configuration 1
Configuration 2 Configuration
3 Span Distance
1
2 vs.
5
5 vs.
1
6 vs.
2
3
2
6 vs.
1
4 vs.
6
1 vs.
3
2
3
3 vs.
4
2 vs.
3
4 vs.
5
1
4
0 vs.
7
0 vs.
7
0 vs.
7
0
For any one of the 3 possible configurations, the
8 players would start in random positions. On each subsequent
round, the player who initially starts at position “0” stays
there. The other 7 players advance one position on each round
except whoever was at position “7” cycles back to position
“1”. After 7 rounds of play, each of the 8 players will have
played against each of the other 7 players exactly once.
If you have 10 players (matched into 4 active
pairs + 1 static pair), there are nine possible cyclic
configurations.
Pair
Config
Config Config Config Config
Config Config Config
Config Span
Nbr. 1
2 3
4
5 6
7
8 9 Dist
1 1 vs 5 1 vs 5 2 vs
6 3 vs 7 4 vs 8 4 vs 8 6
vs 1 7 vs 2 8 vs 3 4
2 3 vs 6 4 vs 7 1 vs 4
5 vs 8 2 vs 5 3 vs 6 8 vs 2
3 vs 6 7 vs 1 3
3 2 vs 4 6 vs 8 3 vs
5 4 vs 6 1 vs 3 5 vs
7 5 vs 7 8 vs 1 2 vs
4 2
4 7 vs 8 2 vs 3 7 vs
8 1 vs 2 6 vs 7 1 vs 2 3
vs 4 4 vs 5 5 vs 6 1
5 0 vs 9 0 vs 9 0 vs 9
0 vs 9 0 vs 9 0 vs 9 0 vs 9
0 vs 9 0 vs 9 0
Again, for any one of the 9 possible
configurations, the 10 players would start in random
positions. On each subsequent round, the player who initially
starts at position “0” stays there. The other 9 players
advance one position on each round except whoever was at
position “9” cycles back to position “1”. After 9 rounds of
play, each of the 10 players will have played against each of
the other 9 players exactly once.
The symmetry in the above solutions is of
interest. If we look at the solutions for 10 players, we note
that “Config 6” is the symmetrical compliment of “Config 1”.
If you add the position number for any player position in
“Config 1” to its symmetrical compliment in “Config 6”, the
result is always “9”. Similarly, solutions 2 & 5, 3 &
4, and 7 & 9 are symmetrical pairs. Config 8 is a
“Patterned Solution”, and thus it is its own symmetrical
compliment. (The opponent pairs all sum to 9.)
Similar symmetry exists for all other orders.
(Number of players) All solutions will have a symmetrical
compliment except there will be a single “Patterned
Solution/Starter” for each order. Note that this single
“Patterned Starter” will cause the solution count for each
order to be an “odd number”.
The table at
http://www.durangobill.com/BridgePics/StartersData.txt
shows the number of solutions (including subtotals) for the
pair groups up to 19 pairs. (Details for the above Numbers of
Starters table) For example, if we use the “10 players”
results, there are:
2 solutions with the longest
chord starting at position/vertex number 1
1 solution with the longest chord starting at
position/vertex number 2
1 solution with the longest chord starting at
position/vertex number 3
2 solutions with the longest chord starting at
position/vertex number 4
1 solution with the longest chord starting at
position/vertex number 6
1 solution with the longest chord starting at
position/vertex number 7
1 solution with the longest chord starting at
position/vertex number 8
The symmetry that shows up is of considerable help as it cuts
the computer run time by a factor of 2.
Note: The solid “chord” lines in all of the
preceding “Span Diagrams” are all solutions to the Player vs.
Player scheduling problem. In turn, any solution to the Player
vs. Player problem can be plotted as a “Span Diagram”.
However, an arbitrary “solid chord line” solution for the
Player vs. Player problem may not lead to a “Whist Schedule”
solution.
Brother/Spouse
Avoidance
Schedules
Any of the above solutions can be easily adapted
for a brother/spouse avoidance schedule. In a brother/spouse
avoidance schedule, a player has all players except his
brother/spouse as a partner once (whist tournament) or as an
opponent once (round robin tournaments for pairs).
Instead of initially seating players randomly,
players are seated for an initial “pseudo round” such that all
brother/spouse pairs are matched with their brother/spouse.
Since all regular solutions pair each person with each other
person exactly once, this “pseudo round” eliminates all
brother/spouse matchups. Then all players (except the person
at “0”) advance one position as per the usual cycles, and
start playing real rounds.
The total number of real rounds will be decreased
by one from what would happen if you did not add the
brother/spouse avoidance constraint. This won’t make any
difference for pairs combinations; but for whist schedules,
there will be a few players who will be an opponent just once
instead of twice.
Permission is granted to anyone who may wish to
use information on this web page for any not-for-profit use
provided acknowledgement is made to the author (Bill Butler)
and a reference is included to this web page. (
http://www.durangobill.com/BridgeCyclicSolutions.html)
Bill Butler
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