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Outsider
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Post by Outsider »

PoisonTaffy wrote:I hope I'm not making an idiot out of myself,
......
Wouldn't you say that the ADD system does a much better job at measuring trick complexity rather than difficulty?
......
For example, a 2 add trick may involve one super hard movement, and a 5 add trick may involve 2-3 very easy movements. In this case, the 2 add is more difficult, but less complex.
Roy, I think it is pretty well understood that ADDs measure how many distinct elements make-up a given trick. If I'm not badly mistaken, I'm pretty sure the ADD system was originally meant to measure difficulty, and the assumption/compromise at that time was, and the biggest flaw in the ADD system now, is that each move element is assumed to be more-or-less equal in difficulty to every othe move element, where-as now we have seen ample examples of how each move element is not necessarily equal in difficulty to every other element, and more-so there are some combinations of move elements that are much harder than other combinations of elements.

X-Dex and Paradox are both recognitions of this problem. Paradox essentially says "one dex can be harder than another because you've got to move more to do the dex." By convention, the extra movement you must, in theory, perform in order to do the dexterity element, is called an additional Body ADD... doing the dex from the "wrong side" means that you also have to do an extra body movement that is worth an extra ADD.

X-Dex, on the other hand, says that some combinations of two or more Dexterity moves are harder than other combinations of two or more dexterity moves. I'm not even going to attempt to simplify which combinations of dexes are considered harder and why they're harder...

As far as measuring complexity, yes, you can put it that way. Another way of putting it is that the ADD system measure the VARIETY of elements that make-up a move. ADDs, in fact, have been used to measury VARIETY in competition as well as DIFFICULTY, at the same time. Personally, I recommend all freestylers should familiarize themselves with what is usually refered to as the "Formula-Based Judging System"
http://www.footbag.org/rules/chapter/500
505.02 - Formula-Based Judging System
Personally, I think its a pretty cool collection of calculations to score a 2-minute freestyle performance. You can see how ADDs were used to measure difficulty and "Composition" - the variety of move elements used by the competitor.

(the Formula Judging hasn't been used in about ten years -- it fell out of favor because it took many extra sub-judges, and took lots of extra time to count-up all the different individual things that all those sub-judges were tracking -- Finals would finish, and we wouldn't have a result for twenty or thirty minutes... some felt like footbag would be much improved without this kind of waiting-for-the-results delay).

ADDs, I've heard from the actual creators of the system, also had an unintended benefit of helping to create more new freestyle moves by giving players a new way of thinking about moves. As a way to deconstruct a move into its component move-elements, it also allowed freestylers to think of new ways to re-arrange already familiar move elements into new combinations. Thus ADDs, some say, helped to further the developement of freestyle.

Personally, I'm fairly impressed at how much milage we've gotten out of the ADD system. Which is not to say that we can't also hope for a better measure of difficulty. Perhaps we've already gotten as much out of the ADD system as we're ever going to get, and its time (past time) to move beyond it. However, thats not an easy nut to crack, people have been at it for year without any major break-throughs yet.

It's like you pointed out, Roy -- not all move elements add the same amount of difficulty to a trick. There are easier elements and combinations of elements, and there are harder elements or combinations there-of. What has been annoying me for the past few days (again) is that there are move-elements that actually make a move EASIER with the presense of those elements than without... for example (and I'm NOT speaking from my own experience, I'm relying on some other freestylers I've known...) Voodoo... thats paradox miraging symposium mirage, I think (clip > same in-dex [paradox] > op no-plant in-dex [symposium] > op toe stall). Better freestylers than I have said this move, with its second dex being symposium, is actually easier than if you try to do the move with the second dex NOT symposium... I wouldn't really know, but I'll take their word on it.

For my own example, one I think I'm pretty well qualified to comment on, I'd point out another little paradox (a litteral paradox, not a double-hip-pivot :wink: ) in scoring the difficulty of footbag tricks --- Stalls (delays). Most advanced players will feel that toe stalls and clipper stalls, are, eventually so easy that it seems a little pointless to award them with "points" for their difficulty. This has been the subject of some debate for a long time in one form or another. For instance, many moves ending in clipper could be said to have an unfair advantage over moves ending on toes. How could Atom Smasher and Butterfly have the same difficulty? Similarly, SOME moves ending on toe but starting on clipper also share a similar "unfair advantage" over moves that START AND END on toes. Again, how could Atom Smasher be the same difficulty level as Paradox Mirage? Butterfly is incorrectly scored equal in difficulty to Atom Smasher just because it "gets an extra point for cross-body" even though that clipper-stall-ending isn't really any more difficult than a toe-stall-ending for an advanced player. and Paradox Mirage incorrectly has the same difficulty score as Atom Smasher just because Paradox Mirage starts on clipper but Atom Smasher doesn't, although that clipper-set and "extra-pivot" doesn't really increase the difficulty much for an advanced player. X-Dex was the "solution" to this question. Basically, some toe-to-toe moves were under-valued in the ADD scoring system because they couldn't benefit from cross-body or paradox ADDs, so X-Dex was invented to compensate. Of course, this was only a partial solution because it still left plenty of stuff out... and also left some confusing questions...

Back to my own example of this problem -- Stalls (delays) themselves. Clearly, for a beginner player, stalls are much harder to perform than kicks. Developing that reflex to catch the bag with your foot rather than just kick it takes a considerable investment of time and effort (well, for many of us, maybe not everybody). Similarly, although most advanced players probably feel that clipper stalls are no real challenge, and, perhaps even easier than inside stalls, many will at least agree that they were somewhat awkward at first. I know I thought that clippers were much harder than inside stalls initially, so it made perfect sense for a long time that if "inside stall" was a certain level of difficulty, "cross-body inside stall" was the next level up in difficulty.

So, stalls (and your most basic cross-body stall) should qualify for some extra "points" for their difficulty. BUT, it's been bothering me for some time that, although we award ourselves extra points for the delays, points as though what we're doing is more difficult with the stalls than without... most of what semi-advanced freestylers do would actually be MUCH harder if done with just kicks than with stalls. Consider a simple string of 10 tricks in a row, tricks like butterfly, ducking clipper, spinning clipper, paradox mirage, and double-leg-over -- the stalls actually make it easy for us to do this -- to do something similar WITHOUT the benefit of catching the bag on our feet would be really challenging.

So, the paradox here is that while basic stalls are harder than basic kicks ON THEIR OWN, basic stalls give us much more control over the bag than basic kicks (consider - you have much more control of something when you catch it in your hand than when you just bounce it up off your palm...), that extra control makes the things we do inbetween contacts (the dexes, spins, ducks, etc.) much easier. What adds difficulty in one circumstance removes difficulty in another. Like Voodoo, but in a much broader way. So, one of many little challenges to inventing a system that accurately scores the difficulty of tricks is to account for how, in some instances, a familiar move-element adds difficulty to the trick, but in other instances, that SAME kind of move element makes another combination of elements less difficult. Man, scoring difficulty in freestyle footbag is going to be more challenging than actually playing freestyle footbag...
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Post by PoisonTaffy »

It may be obvious for seasoned players, but we still sell to new players the ADD system as a difficulty measurement and not mention the complexity measurement because it's 'obvious'.

I remember thinking when I got started that I should be hitting all 2 adds before moving to any 3 adds because of that, without having any other player around to correct me.

To a new player today I'd say that this system measures how complex a trick is, and sometimes there's a correlation between complexity and difficulty.
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Post by drillbit »

the ADD system has always been a road map (or maybe a guide) for me , nothing more or less. I started kicking 30 years ago, began freestyle in the mid-late 90's, took some time off ( too long), and now back.
In a general sense, yes, i considered (and still do ) that more ADDS were more difficult. There are always scenarios where a move with less ADDS can be more difficult for an individual than another move with more ADDS. Even though these anomolies seemingly throw the system off balance it has always provided for me a method of understanding and adding moves to my game.

I understand the this discussion is much broader and must take into account all levels of play and consider appropriate methods of judging performance. As noted above however, the ADD system has really done a remarkable job over the years.

Maybe the ADD system would benefit from an update which expands its functionality by expanding the framework into a matrix model to allow for factoring across elements and dexterities to provide for a difficutly ranking more appropriate in condiseration of the knowledge gained in the past 20/30years?
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Post by mc »

far symp swirling op foot osis:

warrants pdx or no?
BRICK!

rfa::never give up::
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Post by Outsider »

mc wrote:far symp swirling op foot osis:

warrants pdx or no?
Matt, not by any definition of Paradox that I know of, nor by any convention or custom that I know, either. Sorry. So, technically, I'd say that this move is a 5-ADD (symposium dexterity = 2, and the osis is spinning cross-body delay, so, another 3 ADDs, for 5 altogether).

Tricky move, difficult combination of elements. Probably undervalued, especially when compared to, say, Paradox Blender. Both 5-ADDs, both with that far dex ending in osis... Which one is harder? Not being any damn good at Paradox Blender or Far Symposium Swirling op Osis personally, I'll leave it up to you to say.

I guess a good question to ask, though, is "is one of these WAY harder than the other, or are they roughly comparable?" If you practiced both moves a similar amount of times, would this be a glaring example of the ADD system's failures, or is one harder than the other by a little bit, an acceptable margin of error...?

Whatever the answer, does it warrant that we scrap ADDs, or is this a small problem that can be patched?

It has often seemed to me that, from one point of view, Far Swirl has always sort of suffered a little in comparison to Paradox Whirl, in terms of difficulty scores. On the other hand, I personally do find Far Swirls MUCH easier than Paradox Whirls. Then again, its not so much a matter of which is more difficult, its mostly just that Paradox Whirl has always felt too rough on my knees, so I've avoided them, perhaps more than I should...
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Post by C-Fan »

mc wrote:far symp swirling op foot osis:

warrants pdx or no?
Far reverse swirling seems like it'd feel "more paradox" to me, but in either case, like Jon, I am unaware of any system that gives swirls an extra add for paradox.
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Post by Outsider »

C-Fan wrote:Far reverse swirling seems like it'd feel "more paradox" to me
I won’t disagree with you on that point, though I don’t think I’ve ever done a far reverse swirl. And those far-reverse-swirling moves have always seemed like they’d be a little harder than their regular-swirling counterparts (moves like swivel or far twirl, etc. I can’t remember which is which right now).
I wrote:It has often seemed to me that, from one point of view, Far Swirl has always sort of suffered a little in comparison to Paradox Whirl, in terms of difficulty scores.
I wanted to expand on this subject a little.

The whole question of the difficulty score (in ADDs) of a Far Swirl or Far Reverse Swirl versus Far Whirl (paradox whirl) has always seemed to me to be a tough issue to resolve.

It seems fairly obvious that Far Whirl is more difficult that near whirl (or, at least I’ve always bought into that because everybody else accepted that it was), so, okay, call the Far Whirl a Paradox and it gets another ADD, thus has a higher difficulty score. This all makes sense.

Similarly, Far Swirl seems more difficult that near swirl (they are harder to hit back-to-back than far butterflies {infinities}, or drifters, or ducking clippers…), so perhaps they should also be called “Paradox” or, in any case, called SOMETHING the would qualify them somehow to be awarded another ADD…

But, if they were, then a trick like Far Butterfly Swirl would, by extension, be a 5-ADD trick, which seems excessive (is Infinity Swirl really harder than Paradox Whirl, Ripwalk, or Barfly? Well, maybe its tougher to hit back-to-back than them, but on its own?). And, whats more, if the Far Swirl gets another point of difficulty, but not the near swirl, than Far Butterfly Swirl is rated a more difficult move than Near Butterfly Swirl. To me, though, the clipper same-side butterfly swirl (near) is harder than the clipper to far butterfly swirl (infinity swirl). So if far swirl earns another ADD somehow, than Far Butterfly Swirl is too highly rated, and Far and Near Butterfly Swirls are backwards…

This little problem, I guess, is why we accept that far swirl isn’t Paradox, or, in any case, doesn’t earn another ADD…

Obviously, ADDs will never answer solve these problems.

On the other hand, I’m beginning to feel some serious reservations about Destroyer’s proposed solution of “Levels and 1/10 increments between levels”.

I can just imagine something like - (keep in mind, this is purely hypothetical, for the sake of example) -----

Far Swirl is rated at 3.20 , Paradon and Toe Butterfly Swirl are 3.30 , Paradox Whirl and Ripwalk are rated at 3.40 , Barfly and Infinity Swirl are rated 3.50 , Down-Double-Down and Near Butterfly Swirl are rated 3.60

There will still be arguments and discussions. Just who gets to decide which moves get 3.40 points versus 3.60 points? How will those decisions be made? By consensus? Consensus of who? Or will we devise some system that really objectively measures the difference in difficulty by 1/10 of 1/5 (levels 1 through 5 of difficulty, subdivided into 0.10 increments)?

Will the benefit of more accurate difficulty ratings in the judging of competitions be worth the trade-off of the extra difficulty that judges will face in trying to score a performance or shred contest made up of moves who’s difficulty is now basically on a 50-Point scale rather than an 7 or 8 Point scale (has anybody really hit 7 or 8 ADD moves in 2-minute performance or shred contest or circle?)? How are judges even going to really KNOW what moves have a score of 2.60 or 2.70 or 2.80?

These are all tough questions…
Last edited by Outsider on 05 May 2011 18:17, edited 1 time in total.
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Post by Tsiangkun »

Will the benefit of more accurate difficulty ratings in the judging of competitions be worth the trade-off of the extra difficulty that judges will face in trying to score a performance

No.
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Post by Rieferman »

great comment Jon (and great highlighting of that comment above Cameron).

I guess the point is... what is truly the benefit of changing the system?

Jeremy basically pointed out that in reality the system does a nice job overall, and that the corner case situations where the system fails doesn't mean that failure is the rule.

Jon just essentially pointed out that changes to improve precision of the system may just create an unweildy, cumbersome beast.

And in common practice, the add system does alright. In areas when it fails, players-in-the-know (i.e. any player that can link tiltless or better) can recognize that atom smasher is a cool/hard trick compared to butterfly. etc.

"Fans" or spectators, just like us watching gymnastics, can't really understand these exceptions where the system fails anyways, so accuracy doesn't benefit them either.

Change for sake of change just seems like a waste of effort in my opinion. I've taught so many players to shred, and never once have I felt like the ADD system is a limiter in any way. I've always been able to get my points across and develop the player's skills.
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Post by Jeremy »

It wouldn't surprise me if Jon was the only person in the history of footbag to find butterfly swirl comparable with ripwalk :lol:

I have often pondered a system similar to what Jordan suggests. I think it would probably work a lot better in some sense, but overall contradict the "spirit" of footbag, and not be accepted by the community.

The gymnastic system (or, more specifically, the vault system) is really focused on narrowly determining who is the best, while footbag is much more creative. I wouldn't want to speak for Jordan, so my understanding of a footbag system based on the gymnastic system would be more along the lines of choosing a few hierarchies of moves, say clipper, spinning clipper, spinning osis, mobius, big apple, giving each move a points value and then getting people to hit one of these moves, rating them on how well they can hit it, and then using some formulae to get a single score. Essentially the competition at the top level would be who can hit big apple with the best form.

This kind of system deliberately places very narrow restrictions on what moves people could hit (so that difficulty is easily comparable), and severely reduces creativity and innovation. Of course the advantage of this is that it comes up with a system that makes it much easier to determine who is best.

The big difference between footbag and gymnastics is that gymnastics is designed around sport and competition, while footbag has developed around non-competitive shred. The moves people learn and work on in gymnastics are aimed at improving people's ability to compete. The notion of inventing tricks is essentially a foreign one. In gymnastics people are striving to do the best and to win. In footbag we're striving to do what is difficult and cool.

Another way of thinking about the differences in how gymnastics and footbag have developed would be to imagine that all footbag competitions were based purely on adds. Say we had 3 moves, 30 second and 2 minute competitions, but the winner of all three was determined by who could hit the most adds in those restrictions. Now imagine also that everybody's primary goal in playing footbag was to win those competitions (probably instilled by having many competitions from a very young age, where the winners got trophies, and the losers got nothing).

If such a system were imposed, how would it change the footbag trick variation people would hit? We'd obviously all become add hunters, and eventually people would learn that there's no point at all learning some components and tricks, so they'd just disappear. The range of tricks people hit would become very narrow, but we'd probably hit them a lot better - and the add system would become very accurate because we'd only be hitting the easiest moves at each value.

This system would mean competitions would be easy to judge and with must less disagreement, but the cost would be losses in creativity and innovation, or more realistically the majority of people just wouldn't accept such a system, and footbag would continue as it is.
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