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Scoring Rounds
Technical Details
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The goal of scoring is to have each round equate to 100 points, if answered
correctly in an average amount of time by a single player. This is a simple task
with Games A, D, F, G, H, I, J, K, L, N, S and V.
With Games B, C, O and P and Games E, M, U and R in the Check Button
Mode, it can be done by creating a **Power Factor**. A Power Factor is the
power you would have to take a designated number too, for it to equal 100.
In the case of the number 10, it would be the number 2, because 10 raised
to the second power is 100. With 5 items it is 2.86, with 7 item it is 2.365
and with 14 item it's 1.745. For example, if there are 4 items the number
would go 1,10,38,100. With 10 item 1,4,9,16,25...
With Games T and Q and Games E, M, U and R in Non Check Button Mode this
becomes somewhat problematic. A player has a continuous amount of material
to work with. When one screen is empty, a second appears etc. One solution
is to come up with a number of items that a reasonable person could answer
in 90 seconds and factor a progression of numbers to add up to 100. But
what would this number be? It could be one screen worth, two screens worth,
a half screen worth. It would be different for different people. Our solution
is to make it one screen in every case.
The formula we came up goes back to the Power Factor above. It is the
difference between the present power number and the last power number. For
example, if there are 10 items, (the power factor is 2) and the forth item
is being scored, the amount is 4 squared - 3 squared [16 - 9] or 7. So 7
points would be awarded for getting the forth item right. To prevent a total
run away, the top number is the last number in the progression to equal
100. In the case of 10 items it would be 100 - 81 or 19.
If you are still reading this, you are really into number scoring
theory. One of our proof readers fell asleep and hit her head on reading
this web page.
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