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Elo rating system

The Elo[a] rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess. It is named after its creator Arpad Elo, a Hungarian-American physics professor.

Arpad Elo, the inventor of the Elo rating system

The Elo system was invented as an improved chess-rating system over the previously used Harkness system,[1] but is also used as a rating system in association football, American football, baseball, basketball, pool, table tennis, various board games and esports, and more recently large language models.

The difference in the ratings between two players serves as a predictor of the outcome of a match. Two players with equal ratings who play against each other are expected to score an equal number of wins. A player whose rating is 100 points greater than their opponent's is expected to score 64%; if the difference is 200 points, then the expected score for the stronger player is 76%.

A player's Elo rating is represented by a number which may change depending on the outcome of rated games played. After every game, the winning player takes points from the losing one. The difference between the ratings of the winner and loser determines the total number of points gained or lost after a game. If the higher-rated player wins, then only a few rating points will be taken from the lower-rated player. However, if the lower-rated player scores an upset win, many rating points will be transferred. The lower-rated player will also gain a few points from the higher rated player in the event of a draw. This means that this rating system is self-correcting. Players whose ratings are too low or too high should, in the long run, do better or worse correspondingly than the rating system predicts and thus gain or lose rating points until the ratings reflect their true playing strength.

Elo ratings are comparative only, and are valid only within the rating pool in which they were calculated, rather than being an absolute measure of a player's strength.

History edit

Arpad Elo was a master-level chess player and an active participant in the United States Chess Federation (USCF) from its founding in 1939.[2] The USCF used a numerical ratings system, devised by Kenneth Harkness, to allow members to track their individual progress in terms other than tournament wins and losses. The Harkness system was reasonably fair, but in some circumstances gave rise to ratings which many observers considered inaccurate. On behalf of the USCF, Elo devised a new system with a more sound statistical basis.[3] At about the same time, György Karoly and Roger Cook independently developed a system based on the same principles for the New South Wales Chess Association.[4]

Elo's system replaced earlier systems of competitive rewards with a system based on statistical estimation. Rating systems for many sports award points in accordance with subjective evaluations of the 'greatness' of certain achievements. For example, winning an important golf tournament might be worth an arbitrarily chosen five times as many points as winning a lesser tournament.

A statistical endeavor, by contrast, uses a model that relates the game results to underlying variables representing the ability of each player.

Elo's central assumption was that the chess performance of each player in each game is a normally distributed random variable. Although a player might perform significantly better or worse from one game to the next, Elo assumed that the mean value of the performances of any given player changes only slowly over time. Elo thought of a player's true skill as the mean of that player's performance random variable.

A further assumption is necessary because chess performance in the above sense is still not measurable. One cannot look at a sequence of moves and derive a number to represent that player's skill. Performance can only be inferred from wins, draws and losses. Therefore, if a player wins a game, they are assumed to have performed at a higher level than their opponent for that game. Conversely, if the player loses, they are assumed to have performed at a lower level. If the game is a draw, the two players are assumed to have performed at nearly the same level.

Elo did not specify exactly how close two performances ought to be to result in a draw as opposed to a win or loss. Actually, there is a probability of a draw that is dependent on the performance differential, so this latter is more of a confidence interval than any deterministic frontier. And while he thought it was likely that players might have different standard deviations to their performances, he made a simplifying assumption to the contrary.

To simplify computation even further, Elo proposed a straightforward method of estimating the variables in his model (i.e., the true skill of each player). One could calculate relatively easily from tables how many games players would be expected to win based on comparisons of their ratings to those of their opponents. The ratings of a player who won more games than expected would be adjusted upward, while those of a player who won fewer than expected would be adjusted downward. Moreover, that adjustment was to be in linear proportion to the number of wins by which the player had exceeded or fallen short of their expected number.[5]

From a modern perspective, Elo's simplifying assumptions are not necessary because computing power is inexpensive and widely available. Several people, most notably Mark Glickman, have proposed using more sophisticated statistical machinery to estimate the same variables. On the other hand, the computational simplicity of the Elo system has proven to be one of its greatest assets. With the aid of a pocket calculator, an informed chess competitor can calculate to within one point what their next officially published rating will be, which helps promote a perception that the ratings are fair.

Implementing Elo's scheme edit

The USCF implemented Elo's suggestions in 1960,[6] and the system quickly gained recognition as being both fairer and more accurate than the Harkness rating system. Elo's system was adopted by the World Chess Federation (FIDE) in 1970.[7] Elo described his work in detail in The Rating of Chessplayers, Past and Present, first published in 1978.[8]

Subsequent statistical tests have suggested that chess performance is almost certainly not distributed as a normal distribution, as weaker players have greater winning chances than Elo's model predicts.[9][10] Often in paired comparison data, there’s very little practical difference in whether it is assumed that the differences in players’ strengths are normally or logistically distributed. Mathematically, however, the logistic function is more convenient to work with than the normal distribution.[11] FIDE continues to use the rating difference table as proposed by Elo.[12]: table 8.1b 

The development of the Percentage Expectancy Table (table 2.11) is described in more detail by Elo as follows:[13]

The normal probabilities may be taken directly from the standard tables of the areas under the normal curve when the difference in rating is expressed as a z score. Since the standard deviation σ of individual performances is defined as 200 points, the standard deviation σ' of the differences in performances becomes σ√2 or 282.84. The z value of a difference then is D/282.84. This will then divide the area under the curve into two parts, the larger giving P for the higher rated player and the smaller giving P for the lower rated player.

For example, let D = 160. Then z = 160/282.84 = .566. The table gives .7143 and .2857 as the areas of the two portions under the curve. These probabilities are rounded to two figures in table 2.11.

The table is actually built with standard deviation 200(10/7) as an approximation for 200√2.[citation needed]

The normal and logistic distributions are, in a way, arbitrary points in a spectrum of distributions which would work well. In practice, both of these distributions work very well for a number of different games.

Different ratings systems edit

The phrase "Elo rating" is often used to mean a player's chess rating as calculated by FIDE. However, this usage may be confusing or misleading because Elo's general ideas have been adopted by many organizations, including the USCF (before FIDE), many other national chess federations, the short-lived Professional Chess Association (PCA), and online chess servers including the Internet Chess Club (ICC), Free Internet Chess Server (FICS), Lichess, Chess.com, and Yahoo! Games. Each organization has a unique implementation, and none of them follows Elo's original suggestions precisely.

Instead one may refer to the organization granting the rating. For example: "As of August 2002, Gregory Kaidanov had a FIDE rating of 2638 and a USCF rating of 2742." The Elo ratings of these various organizations are not always directly comparable, since Elo ratings measure the results within a closed pool of players rather than absolute skill.

FIDE ratings edit

For top players, the most important rating is their FIDE rating. FIDE has issued the following lists:

  • From 1971 to 1980, one list a year was issued.
  • From 1981 to 2000, two lists a year were issued, in January and July.
  • From July 2000 to July 2009, four lists a year were issued, at the start of January, April, July and October.
  • From July 2009 to July 2012, six lists a year were issued, at the start of January, March, May, July, September and November.
  • Since July 2012, the list has been updated monthly.

The following analysis of the July 2015 FIDE rating list gives a rough impression of what a given FIDE rating means in terms of world ranking:

  • 5,323 players had an active rating in the range 2200 to 2299, which is usually associated with the Candidate Master title.
  • 2,869 players had an active rating in the range 2300 to 2399, which is usually associated with the FIDE Master title.
  • 1,420 players had an active rating between 2400 and 2499, most of whom had either the International Master or the International Grandmaster title.
  • 542 players had an active rating between 2500 and 2599, most of whom had the International Grandmaster title.
  • 187 players had an active rating between 2600 and 2699, all of whom had the International Grandmaster title.
  • 40 players had an active rating between 2700 and 2799.
  • 4 players had an active rating of over 2800. (Magnus Carlsen was rated 2853, and 3 players were rated between 2814 and 2816).

The highest ever FIDE rating was 2882, which Magnus Carlsen had on the May 2014 list. A list of the highest-rated players ever is at Comparison of top chess players throughout history.

Performance rating edit

   
1.00 +800
0.99 +677
0.9 +366
0.8 +240
0.7 +149
0.6 +72
0.5 0
0.4 −72
0.3 −149
0.2 −240
0.1 −366
0.01 −677
0.00 −800

Performance rating or special rating is a hypothetical rating that would result from the games of a single event only. Some chess organizations [14]: p. 8  use the "algorithm of 400" to calculate performance rating. According to this algorithm, performance rating for an event is calculated in the following way:

  1. For each win, add your opponent's rating plus 400,
  2. For each loss, add your opponent's rating minus 400,
  3. And divide this sum by the number of played games.

Example: 2 wins (opponents w & x), 2 losses (opponents y & z)

 

This can be expressed by the following formula:

 

Example: If you beat a player with an Elo rating of 1000,

 

If you beat two players with Elo ratings of 1000,

 

If you draw,

 

This is a simplification, but it offers an easy way to get an estimate of PR (performance rating).

FIDE, however, calculates performance rating by means of the formula

 
where Rating Difference   is based on a player's tournament percentage score  , which is then used as the key in a lookup table where   is simply the number of points scored divided by the number of games played. Note that, in case of a perfect or no score   is 800. The full table can be found in the Manual de la FIDE, B. Permanent Commissions, 02. FIDE Rating Regulations (Qualification Commission), FIDE Rating Regulations effective from 1 July 2017, 8.1a online. A simplified version of this table is on the right.

Live ratings edit

FIDE updates its ratings list at the beginning of each month. In contrast, the unofficial "Live ratings" calculate the change in players' ratings after every game. These Live ratings are based on the previously published FIDE ratings, so a player's Live rating is intended to correspond to what the FIDE rating would be if FIDE were to issue a new list that day.

Although Live ratings are unofficial, interest arose in Live ratings in August/September 2008 when five different players took the "Live" No. 1 ranking.[15]

The unofficial live ratings of players over 2700 were published and maintained by Hans Arild Runde at until August 2011. Another website, 2700chess.com, has been maintained since May 2011 by Artiom Tsepotan, which covers the top 100 players as well as the top 50 female players.

Rating changes can be calculated manually by using the FIDE ratings change calculator.[16] All top players have a K-factor of 10, which means that the maximum ratings change from a single game is a little less than 10 points.

United States Chess Federation ratings edit

The United States Chess Federation (USCF) uses its own classification of players:[17]

  • 2400 and above: Senior Master
  • 2200–2399: National Master
    • 2200–2399 plus 300 games above 2200: Original Life Master[18]
  • 2000–2199: Expert or Candidate Master
  • 1800–1999: Class A
  • 1600–1799: Class B
  • 1400–1599: Class C
  • 1200–1399: Class D
  • 1000–1199: Class E
  • 800–999: Class F
  • 600–799: Class G
  • 400–599: Class H
  • 200–399: Class I
  • 100–199: Class J

The K-factor used by the USCF edit

The K-factor, in the USCF rating system, can be estimated by dividing 800 by the effective number of games a player's rating is based on (Ne) plus the number of games the player completed in a tournament (m).[19]

 

Rating floors edit

The USCF maintains an absolute rating floor of 100 for all ratings. Thus, no member can have a rating below 100, no matter their performance at USCF-sanctioned events. However, players can have higher individual absolute rating floors, calculated using the following formula:

 

where   is the number of rated games won,   is the number of rated games drawn, and   is the number of events in which the player completed three or more rated games.

Higher rating floors exist for experienced players who have achieved significant ratings. Such higher rating floors exist, starting at ratings of 1200 in 100-point increments up to 2100 (1200, 1300, 1400, ..., 2100). A rating floor is calculated by taking the player's peak established rating, subtracting 200 points, and then rounding down to the nearest rating floor. For example, a player who has reached a peak rating of 1464 would have a rating floor of 1464 − 200 = 1264, which would be rounded down to 1200. Under this scheme, only Class C players and above are capable of having a higher rating floor than their absolute player rating. All other players would have a floor of at most 150.

There are two ways to achieve higher rating floors other than under the standard scheme presented above. If a player has achieved the rating of Original Life Master, their rating floor is set at 2200. The achievement of this title is unique in that no other recognized USCF title will result in a new floor. For players with ratings below 2000, winning a cash prize of $2,000 or more raises that player's rating floor to the closest 100-point level that would have disqualified the player for participation in the tournament. For example, if a player won $4,000 in a 1750-and-under tournament, they would now have a rating floor of 1800.

Theory edit

Pairwise comparisons form the basis of the Elo rating methodology.[20] Elo made references to the papers of Good,[21] David,[22] Trawinski and David,[23] and Buhlman and Huber.[24]

Mathematical details edit

Performance is not measured absolutely; it is inferred from wins, losses, and draws against other players. Players' ratings depend on the ratings of their opponents and the results scored against them. The difference in rating between two players determines an estimate for the expected score between them. Both the average and the spread of ratings can be arbitrarily chosen. The USCF initially aimed for an average club player to have a rating of 1500 and Elo suggested scaling ratings so that a difference of 200 rating points in chess would mean that the stronger player has an expected score (basically an expected average score) of approximately 0.75.

A player's expected score is their probability of winning plus half their probability of drawing. Thus, an expected score of 0.75 could represent a 75% chance of winning, 25% chance of losing, and 0% chance of drawing. On the other extreme it could represent a 50% chance of winning, 0% chance of losing, and 50% chance of drawing. The probability of drawing, as opposed to having a decisive result, is not specified in the Elo system. Instead, a draw is considered half a win and half a loss. In practice, since the true strength of each player is unknown, the expected scores are calculated using the player's current ratings as follows.

If player A has a rating of   and player B a rating of  , the exact formula (using the logistic curve with base 10)[25] for the expected score of player A is

 

Similarly the expected score for player B is

 

This could also be expressed by

 

and

 

where   and   Note that in the latter case, the same denominator applies to both expressions, and it is plain that   This means that by studying only the numerators, we find out that the expected score for player A is   times the expected score for player B. It then follows that for each 400 rating points of advantage over the opponent, the expected score is magnified ten times in comparison to the opponent's expected score.

When a player's actual tournament scores exceed their expected scores, the Elo system takes this as evidence that player's rating is too low, and needs to be adjusted upward. Similarly, when a player's actual tournament scores fall short of their expected scores, that player's rating is adjusted downward. Elo's original suggestion, which is still widely used, was a simple linear adjustment proportional to the amount by which a player over-performed or under-performed their expected score. The maximum possible adjustment per game, called the K-factor, was set at   for masters and   for weaker players.

Suppose player A (again with rating  ) was expected to score   points but actually scored   points. The formula for updating that player's rating is

 [1]

This update can be performed after each game or each tournament, or after any suitable rating period.

An example may help to clarify:

Suppose player A has a rating of 1613 and plays in a five-round tournament. They lose to a player rated 1609, draw with a player rated 1477, defeat a player rated 1388, defeat a player rated 1586, and lose to a player rated 1720. The player's actual score is (0 + 0.5 + 1 + 1 + 0) = 2.5 . The expected score, calculated according to the formula above, was (0.51 + 0.69 + 0.79 + 0.54 + 0.35) = 2.88.

Therefore, the player's new rating is [1613 + 32·(2.5 − 2.88)] = 1601, assuming that a K-factor of 32 is used. Equivalently, each game the player can be said to have put an ante of K times their expected score for the game into a pot, the opposing player does likewise, and the winner collects the full pot of value K; in the event of a draw, the players split the pot and receive   points each.

Note that while two wins, two losses, and one draw may seem like a par score, it is worse than expected for player A because their opponents were lower rated on average. Therefore, player A is slightly penalized. If player A had scored two wins, one loss, and two draws, for a total score of three points, that would have been slightly better than expected, and the player's new rating would have been [1613 + 32·(3 − 2.88)] = 1617 .

This updating procedure is at the core of the ratings used by FIDE, USCF, Yahoo! Games, the Internet Chess Club (ICC) and the Free Internet Chess Server (FICS). However, each organization has taken a different route to deal with the uncertainty inherent in the ratings, particularly the ratings of newcomers, and to deal with the problem of ratings inflation/deflation. New players are assigned provisional ratings, which are adjusted more drastically than established ratings.

The principles used in these rating systems can be used for rating other competitions—for instance, international football matches.

Elo ratings have also been applied to games without the possibility of draws, and to games in which the result can also have a quantity (small/big margin) in addition to the quality (win/loss). See Go rating with Elo for more.

Suggested modification edit

In 2011 after analyzing 1.5 million FIDE rated games, Jeff Sonas demonstrated according to the Elo formula, two players having a rating difference of X, actually have a true difference more like X(5/6). Likewise you can leave the rating difference alone and divide by 480 instead of 400. Since the Elo formula is incorrectly overestimating the stronger player's win probability, they're losing points for winning, because their real win rate is under what the formula predicts. Likewise, weaker players gain points for losing. When the modification is applied, observed win rates deviate less than 0.1% away from prediction, while traditional Elo can be 4% off the predicted rate. [26]

Most accurate distribution model edit

The first mathematical concern addressed by the USCF was the use of the normal distribution. They found that this did not accurately represent the actual results achieved, particularly by the lower rated players. Instead they switched to a logistic distribution model, which the USCF found provided a better fit for the actual results achieved.[27][citation needed] FIDE also uses an approximation to the logistic distribution.[12]

Most accurate K-factor edit

The second major concern is the correct "K-factor" used. The chess statistician Jeff Sonas believes that the original   value (for players rated above 2400) is inaccurate in Elo's work. If the K-factor coefficient is set too large, there will be too much sensitivity to just a few, recent events, in terms of a large number of points exchanged in each game. And if the K-value is too low, the sensitivity will be minimal, and the system will not respond quickly enough to changes in a player's actual level of performance.

Elo's original K-factor estimation was made without the benefit of huge databases and statistical evidence. Sonas indicates that a K-factor of 24 (for players rated above 2400) may be more accurate both as a predictive tool of future performance, and also more sensitive to performance.[28]

Certain Internet chess sites seem to avoid a three-level K-factor staggering based on rating range. For example, the ICC seems to adopt a global K=32 except when playing against provisionally rated players.

The USCF (which makes use of a logistic distribution as opposed to a normal distribution) formerly staggered the K-factor according to three main rating ranges:

K-factor   Used for players with ratings ...
  below 2100
  between 2100 and 2400
  above 2400

Currently, the USCF uses a formula that calculates the K-factor based on factors including the number of games played and the player's rating. The K-factor is also reduced for high rated players if the event has shorter time controls.[14]

FIDE uses the following ranges:[29]

K-factor   Used for players with ratings ...
  for a player new to the rating list until the completion of events with a total of 30 games, and for all players until their 18th birthday, as long as their rating remains under 2300.
  for players who have always been rated under 2400.
  for players with any published rating of at least 2400 and at least 30 games played in previous events. Thereafter it remains permanently at 10.

FIDE used the following ranges before July 2014:[30]

K-factor   Used for players with ratings ...
 
(was 25)
for a player new to the rating list until the completion of events with a total of 30 games.[31]
  for players who have always been rated under 2400.
  for players with any published rating of at least 2400 and at least 30 games played in previous events. Thereafter it remains permanently at 10.

The gradation of the K-factor reduces rating change at the top end of the rating range, reducing the possibility for rapid rise or fall of rating for those with a rating high enough to reach a low K-factor.

In theory, this might apply equally to online chess players and over-the-board players, since it is more difficult for all players to raise their rating after their rating has become high and their K-factor consequently reduced. However, when playing online, 2800+ players can more easily raise their rating by simply selecting opponents with high ratings – on the ICC playing site, a grandmaster may play a string of different opponents who are all rated over 2700.[32] In over-the-board events, it would only be in very high level all-play-all events that a player would be able to engage that number of 2700+ opponents. In a normal, open, Swiss-paired chess tournament, frequently there would be many opponents rated less than 2500, reducing the ratings gains possible from a single contest for a high-rated player.

Formal derivation for win/loss games edit

The above expressions can be now formally derived by exploiting the link between the Elo rating and the stochastic gradient update in the logistic regression.[33][34]

If we assume that the game results are binary, that is, only a win or a loss can be observed, the problem can be addressed via logistic regression, where the games results are dependent variables, the players' ratings are independent variables, and the model relating both is probabilistic: the probability of the player   winning the game is modeled as

 

where

 

denotes the difference of the players' ratings, and we use a scaling factor  , and, by law of total probability

 

The log loss is then calculated as

 

and, using the stochastic gradient descent the log loss is minimized as follows:

 ,
 .

where   is the adaptation step.

Since  ,  , and  , the adaptation is then written as follows

 

which may be compactly written as

 

where   is the new adaptation step which absorbs   and  ,   if   wins and   if   wins, and the expected score is given by  .

Analogously, the update for the rating   is

 .

Formal derivation for win/draw/loss games edit

Since the very beginning, the Elo rating has been also used in chess where we observe wins, losses or draws and, to deal with the latter a fractional score value,  , is introduced. We note, however, that the scores   and   are merely indicators to the events when the player   wins or loses the game. It is, therefore, not immediately clear what is the meaning of the fractional score. Moreover, since we do not specify explicitly the model relating the rating values   and   to the probability of the game outcome, we cannot say what the probability of the win, the loss, or the draw is.

To address these difficulties, and to derive the Elo rating in the ternary games, we will define the explicit probabilistic model of the outcomes. Next, we will minimize the log loss via stochastic gradient.

Since the loss, the draw, and the win are ordinal variables, we should adopt the model which takes their ordinal nature into account, and we use the so-called adjacent categories model which may be traced to the Davidson's work[35]

 
 
 

where

 

and   is a parameter. Introduction of a free parameter should not be surprising as we have three possible outcomes and thus, an additional degree of freedom should appear in the model. In particular, with   we recover the model underlying the logistic regression

 

where  .

Using the ordinal model defined above, the log loss is now calculated as

 

which may be compactly written as

 

where   iff   wins,   iff   wins, and   iff   draws.

As before, we need the derivative of   which is given by

 ,

where

 

Thus, the derivative of the log loss with respect to the rating   is given by

 

where we used the relationships   and  .

Then, the stochastic gradient descent applied to minimize the log loss yields the following update for the rating  

 

where   and  . Of course,   if   wins,   if   draws, and   if   loses. To recognize the origin in the model proposed by Davidson, this update is called an Elo-Davidson rating.[34]

The update for   is derived in the same manner as

 ,

where  .

We note that

 

and thus, we obtain the rating update may be written as

 ,

where   and we obtained practically the same equation as in the Elo rating except that the expected score is given by   instead of  .

Of course, as noted above, for  , we have   and thus, the Elo-Davidson rating is exactly the same as the Elo rating. However, this is of no help to understand the case when the draws are observed (we cannot use   which would mean that the probability of draw is null). On the other hand, if we use  , we have

 

which means that, using  , the Elo-Davidson rating is exactly the same as the Elo rating.[34]

Practical issues edit

Game activity versus protecting one's rating edit

In some cases the rating system can discourage game activity for players who wish to protect their rating.[36] In order to discourage players from sitting on a high rating, a 2012 proposal by British Grandmaster John Nunn for choosing qualifiers to the chess world championship included an activity bonus, to be combined with the rating.[37]

Beyond the chess world, concerns over players avoiding competitive play to protect their ratings caused Wizards of the Coast to abandon the Elo system for Magic: the Gathering tournaments in favour of a system of their own devising called "Planeswalker Points".[38][39]

Selective pairing edit

A more subtle issue is related to pairing. When players can choose their own opponents, they can choose opponents with minimal risk of losing, and maximum reward for winning. Particular examples of players rated 2800+ choosing opponents with minimal risk and maximum possibility of rating gain include: choosing opponents that they know they can beat with a certain strategy; choosing opponents that they think are overrated; or avoiding playing strong players who are rated several hundred points below them, but may hold chess titles such as IM or GM. In the category of choosing overrated opponents, new entrants to the rating system who have played fewer than 50 games are in theory a convenient target as they may be overrated in their provisional rating. The ICC compensates for this issue by assigning a lower K-factor to the established player if they do win against a new rating entrant. The K-factor is actually a function of the number of rated games played by the new entrant.

Therefore, Elo ratings online still provide a useful mechanism for providing a rating based on the opponent's rating. Its overall credibility, however, needs to be seen in the context of at least the above two major issues described—engine abuse, and selective pairing of opponents.

The ICC has also recently introduced "auto-pairing" ratings which are based on random pairings, but with each win in a row ensuring a statistically much harder opponent who has also won x games in a row. With potentially hundreds of players involved, this creates some of the challenges of a major large Swiss event which is being fiercely contested, with round winners meeting round winners. This approach to pairing certainly maximizes the rating risk of the higher-rated participants, who may face very stiff opposition from players below 3000, for example. This is a separate rating in itself, and is under "1-minute" and "5-minute" rating categories. Maximum ratings achieved over 2500 are exceptionally rare.

Ratings inflation and deflation edit

 
Graphs of probabilities and Elo rating changes (for K=16 and 32) of expected outcome (solid curve) and unexpected outcome (dotted curve) vs initial rating difference. For example, player A starts with a 1400 rating and B with 1800 in a tournament using K = 32 (brown curves). The blue dash-dot line denotes the initial rating difference of 400 (1800 − 1400). The probability of B winning, the expected outcome, is 0.91 (intersection of black solid curve and blue line); if this happens, A's rating decreases by 3 (intersection of brown solid curve and blue line) to 1397 and B's increases by the same amount to 1803. Conversely, the probability of A winning, the unexpected outcome, is 0.09 (intersection of black dotted curve and blue line); if this happens, A's rating increases by 29 (intersection of brown dotted curve and blue line) to 1429 and B's decreases by the same amount to 1771.

The term "inflation", applied to ratings, is meant to suggest that the level of playing strength demonstrated by the rated player is decreasing over time; conversely, "deflation" suggests that the level is advancing. For example, if there is inflation, a modern rating of 2500 means less than a historical rating of 2500, while the reverse is true if there is deflation. Using ratings to compare players between different eras is made more difficult when inflation or deflation are present. (See also Comparison of top chess players throughout history.)

Analyzing FIDE rating lists over time, Jeff Sonas suggests that inflation may have taken place since about 1985.[40] Sonas looks at the highest-rated players, rather than all rated players, and acknowledges that the changes in the distribution of ratings could have been caused by an increase of the standard of play at the highest levels, but looks for other causes as well.

The number of people with ratings over 2700 has increased. Around 1979 there was only one active player (Anatoly Karpov) with a rating this high. In 1992 Viswanathan Anand was only the 8th player in chess history to reach the 2700 mark at that point of time.[41] This increased to 15 players by 1994. 33 players had a 2700+ rating in 2009 and 44 as of September 2012. The current benchmark for elite players lies beyond 2800.

One possible cause for this inflation was the rating floor, which for a long time was at 2200, and if a player dropped below this they were struck from the rating list. As a consequence, players at a skill level just below the floor would only be on the rating list if they were overrated, and this would cause them to feed points into the rating pool.[40] In July 2000 the average rating of the top 100 was 2644. By July 2012 it had increased to 2703.[41]

Using a strong chess engine to evaluate moves played in games between rated players, Regan and Haworth analyze sets of games from FIDE-rated tournaments, and draw the conclusion that there had been little or no inflation from 1976 to 2009.[42]

In a pure Elo system, each game ends in an equal transaction of rating points. If the winner gains N rating points, the loser will drop by N rating points. This prevents points from entering or leaving the system when games are played and rated. However, players tend to enter the system as novices with a low rating and retire from the system as experienced players with a high rating. Therefore, in the long run a system with strictly equal transactions tends to result in rating deflation.[43]

In 1995, the USCF acknowledged that several young scholastic players were improving faster than the rating system was able to track. As a result, established players with stable ratings started to lose rating points to the young and underrated players. Several of the older established players were frustrated over what they considered an unfair rating decline, and some even quit chess over it.[44]

Combating deflation edit

Because of the significant difference in timing of when inflation and deflation occur, and in order to combat deflation, most implementations of Elo ratings have a mechanism for injecting points into the system in order to maintain relative ratings over time. FIDE has two inflationary mechanisms. First, performances below a "ratings floor" are not tracked, so a player with true skill below the floor can only be unrated or overrated, never correctly rated. Second, established and higher-rated players have a lower K-factor. New players have a K = 40, which drops to K = 20 after 30 played games, and to K = 10 when the player reaches 2400.[29] The current system in the United States includes a bonus point scheme which feeds rating points into the system in order to track improving players, and different K-values for different players.[44] Some methods, used in Norway for example, differentiate between juniors and seniors, and use a larger K-factor for the young players, even boosting the rating progress by 100% for when they score well above their predicted performance.[45]

Rating floors in the United States work by guaranteeing that a player will never drop below a certain limit. This also combats deflation, but the chairman of the USCF Ratings Committee has been critical of this method because it does not feed the extra points to the improving players. A possible motive for these rating floors is to combat sandbagging, i.e., deliberate lowering of ratings to be eligible for lower rating class sections and prizes.[44]

Ratings of computers edit

Human–computer chess matches between 1997 (Deep Blue versus Garry Kasparov) and 2006 demonstrated that chess computers are capable of defeating even the strongest human players. However, chess engine ratings are difficult to quantify, due to variable factors such as the time control and the hardware the program runs on, and also the fact that chess is not a fair game. The existence and magnitude of the first-move advantage in chess becomes very important at the computer level. Beyond some skill threshold, an engine with White should be able to force a draw on demand from the starting position even against perfect play, simply because White begins with too big an advantage to lose compared to the small magnitude of the errors it is likely to make. Consequently, such an engine is more or less guaranteed to score at least 25% even against perfect play. Differences in skill beyond a certain point could only be picked up if openings are selected to give positions that are only barely not lost for one side. Because of these factors, ratings depend on pairings and the openings selected.)[46] Published engine rating lists such as CCRL are based on engine-only games on standard hardware configurations and are not directly comparable to FIDE ratings.

For some ratings estimates, see Chess engine § Ratings.

Use outside of chess edit

Other board and card games edit

  • Go: The European Go Federation adopted an Elo-based rating system initially pioneered by the Czech Go Federation.
  • Backgammon: The popular First Internet Backgammon Server (FIBS) calculates ratings based on a modified Elo system. New players are assigned a rating of 1500, with the best humans and bots rating over 2000. The same formula has been adopted by several other backgammon sites, such as Play65, DailyGammon, GoldToken and VogClub. VogClub sets a new player's rating at 1600. The UK Backgammon Federation uses the FIBS formula for its UK national ratings.[47]
  • Scrabble: National Scrabble organizations compute normally distributed Elo ratings except in the United Kingdom, where a different system is used. The North American Scrabble Players Association has the largest rated population of active members, numbering about 2,000 as of early 2011. Lexulous also uses the Elo system.
  • Despite questions of the appropriateness of using the Elo system to rate games in which luck is a factor, trading-card game manufacturers often use Elo ratings for their organized play efforts. The DCI (formerly Duelists' Convocation International) used Elo ratings for tournaments of Magic: The Gathering and other Wizards of the Coast games. However, the DCI abandoned this system in 2012 in favor of a new cumulative system of "Planeswalker Points", chiefly because of the above-noted concern that Elo encourages highly rated players to avoid playing to "protect their rating".[38][39] Pokémon USA uses the Elo system to rank its TCG organized play competitors.[48] Prizes for the top players in various regions included holidays and world championships invites until the 2011–2012 season, where awards were based on a system of Championship Points, their rationale being the same as the DCI's for Magic: The Gathering. Similarly, Decipher, Inc. used the Elo system for its ranked games such as Star Trek Customizable Card Game and Star Wars Customizable Card Game.

Athletic sports edit

The Elo rating system is used in the chess portion of chess boxing. In order to be eligible for professional chess boxing, one must have an Elo rating of at least 1600, as well as competing in 50 or more matches of amateur boxing or martial arts.

American college football used the Elo method as a portion of its Bowl Championship Series rating systems from 1998 to 2013 after which the BCS was replaced by the College Football Playoff. Jeff Sagarin of USA Today publishes team rankings for most American sports, which includes Elo system ratings for college football. The use of rating systems was effectively scrapped with the creation of the College Football Playoff in 2014; participants in the CFP and its associated bowl games are chosen by a selection committee.

In other sports, individuals maintain rankings based on the Elo algorithm. These are usually unofficial, not endorsed by the sport's governing body. The World Football Elo Ratings is an example of the method applied to men's football.[49] In 2006, Elo ratings were adapted for Major League Baseball teams by Nate Silver, then of Baseball Prospectus.[50] Based on this adaptation, both also made Elo-based Monte Carlo simulations of the odds of whether teams will make the playoffs.[51] In 2014, Beyond the Box Score, an SB Nation site, introduced an Elo ranking system for international baseball.[52]

In tennis, the Elo-based Universal Tennis Rating (UTR) rates players on a global scale, regardless of age, gender, or nationality. It is the official rating system of major organizations such as the Intercollegiate Tennis Association and World TeamTennis and is frequently used in segments on the Tennis Channel. The algorithm analyzes more than 8 million match results from over 800,000 tennis players worldwide. On May 8, 2018, Rafael Nadal—having won 46 consecutive sets in clay court matches—had a near-perfect clay UTR of 16.42.[53]

In pool, an Elo-based system called Fargo Rate is used to rank players in organized amateur and professional competitions.[54]

One of the few Elo-based rankings endorsed by a sport's governing body is the FIFA Women's World Rankings, based on a simplified version of the Elo algorithm, which FIFA uses as its official ranking system for national teams in women's football.

From the first ranking list after the 2018 FIFA World Cup, FIFA has used Elo for their FIFA World Rankings.[55]

In 2015, Nate Silver, editor-in-chief of the statistical commentary website FiveThirtyEight, and Reuben Fischer-Baum produced Elo ratings for every National Basketball Association team and season through the 2014 season.[56][57] In 2014 FiveThirtyEight created Elo-based ratings and win-projections for the American professional National Football League.[58]

The English Korfball Association rated teams based on Elo ratings, to determine handicaps for their cup competition for the 2011/12 season.

An Elo-based ranking of National Hockey League players has been developed.[59] The hockey-Elo metric evaluates a player's overall two-way play: scoring AND defense in both even strength and power-play/penalty-kill situations.

Rugbyleagueratings.com uses the Elo rating system to rank international and club rugby league teams.

Video games and online games edit

Many video games use modified Elo systems in competitive gameplay. The MOBA game League of Legends used an Elo rating system prior to the second season of competitive play.[60] The Esports game Overwatch, the basis of the unique Overwatch League professional sports organization, uses a derivative of the Elo system to rank competitive players with various adjustments made between competitive seasons.[61] World of Warcraft also previously used the Glicko-2 system to team up and compare Arena players, but now uses a system similar to Microsoft's TrueSkill.[62] The game Puzzle Pirates uses the Elo rating system to determine the standings in the various puzzles. This system is also used in FIFA Mobile for the Division Rivals modes. The browser game Quidditch Manager uses the Elo rating to measure a team's performance.[63] Another recent game to start using the Elo rating system is AirMech, using Elo[64] ratings for 1v1, 2v2, and 3v3 random/team matchmaking. RuneScape 3 used the Elo system in the rerelease of the bounty hunter minigame in 2016.[65] Mechwarrior Online instituted an Elo system for its new "Comp Queue" mode, effective with the Jun 20, 2017 patch.[66] Age of Empires II DE is using the Elo system for its Leaderboard and matchmaking, with new players starting at Elo 1000.[67]

Few video games use the original Elo rating system. According to Lichess, an online chess server, the Elo system is outdated, with Glicko-2 now being used by many chess organizations.[68] PlayerUnknown’s Battlegrounds is one of the few video games that utilizes the very first Elo system. In Guild Wars, Elo ratings are used to record guild rating gained and lost through guild-versus-guild battles. In 1998, an online gaming ladder called Clanbase[69] was launched, which used the Elo scoring system to rank teams. The initial K-value was 30, but was changed to 5 in January 2007, then changed to 15 in July 2009.[70] The site later went offline in 2013.[71] A similar alternative site was launched in 2016 under the name Scrimbase,[72] which also used the Elo scoring system for ranking teams. Since 2005, Golden Tee Live has rated players based on the Elo system. New players start at 2100, with top players rating over 3000.[73]

Despite many video games using different systems for matchmaking, it is common for players of ranked video games to refer to all matchmaking ratings as Elo.

Other usage edit

The Elo rating system has been used in soft biometrics,[74] which concerns the identification of individuals using human descriptions. Comparative descriptions were utilized alongside the Elo rating system to provide robust and discriminative 'relative measurements', permitting accurate identification.

The Elo rating system has also been used in biology for assessing male dominance hierarchies,[75] and in automation and computer vision for fabric inspection.[76]

Moreover, online judge sites are also using Elo rating system or its derivatives. For example, Topcoder is using a modified version based on normal distribution,[77] while Codeforces is using another version based on logistic distribution.[78][79][80]

The Elo rating system has also been noted in dating apps, such as in the matchmaking app Tinder, which uses a variant of the Elo rating system.[81]

The YouTuber Marques Brownlee and his team used Elo rating system when they let people to vote between digital photos taken with different smartphone models launched in 2022.[82]

The Elo rating system has also been used in U.S. revealed preference college rankings, such as those by the digital credential firm Parchment.[83][84][85]

References in the media edit

The Elo rating system was featured prominently in The Social Network during the algorithm scene where Mark Zuckerberg released Facemash. In the scene Eduardo Saverin writes mathematical formulas for the Elo rating system on Zuckerberg's dormitory room window. Behind the scenes, the movie claims, the Elo system is employed to rank girls by their attractiveness. The equations driving the algorithm are shown briefly, written on the window;[86] however, they are slightly incorrect.[citation needed]

See also edit

Notes edit

  1. ^ This is written as "Elo", not "ELO", and is usually pronounced as /ˈl/ or /ˈɛl/ in English. The original name Élő is pronounced [ˈeːløː] in Hungarian.

References edit

Notes edit

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  2. ^ Redman, Tim (July 2002). "Remembering Richard, Part II" (PDF). Illinois Chess Bulletin. (PDF) from the original on 2020-06-30. Retrieved 2020-06-30.
  3. ^ Elo, Arpad E. (March 5, 1960). "The USCF Rating System" (PDF). Chess Life. USCF. XIV (13): 2.
  4. ^ Elo 1986, p. 4
  5. ^ Elo, Arpad E. (June 1961). "The USCF Rating System - A Scientific Achievement" (PDF). Chess Life. USCF. XVI (6): 160–161.
  6. ^ "About the USCF". United States Chess Federation. from the original on 2008-09-26. Retrieved 2008-11-10.
  7. ^ Elo 1986, Preface to the First Edition
  8. ^ Elo 1986.
  9. ^ Elo 1986, ch. 8.73.
  10. ^ Glickman, Mark E., and Jones, Albyn C., "Rating the chess rating system" (1999), Chance, 12, 2, 21-28.
  11. ^ Glickman, Mark E. (1995), "A Comprehensive Guide to Chess Ratings". A subsequent version of this paper appeared in the American Chess Journal, 3, pp. 59–102.
  12. ^ a b FIDE Rating Regulations effective from 1 July 2017. FIDE Online (fide.com) (Report). FIDE. from the original on 2019-11-27. Retrieved 2017-09-09.
  13. ^ Elo 1986, p159.
  14. ^ a b The US Chess Rating system (PDF) (Report). April 24, 2017. (PDF) from the original on 7 February 2020. Retrieved 16 February 2020 – via glicko.net.
  15. ^ Anand lost No. 1 to Morozevich (Chessbase, August 24 2008 2008-09-10 at the Wayback Machine), then regained it, then Carlsen took No. 1 (Chessbase, September 5 2008 2012-11-09 at the Wayback Machine), then Ivanchuk (Chessbase, September 11 2008 2008-09-13 at the Wayback Machine), and finally Topalov (Chessbase, September 13 2008 2008-09-15 at the Wayback Machine)
  16. ^ Administrator. "FIDE Chess Rating calculators: Chess Rating change calculator". ratings.fide.com. from the original on 2017-09-28. Retrieved 2017-09-28.
  17. ^ US Chess Federation 2012-06-18 at the Wayback Machine
  18. ^ USCF Glossary Quote:"a player who competes in over 300 games with a rating over 2200" 2013-03-08 at the Wayback Machine from The United States Chess Federation
  19. ^ "Approximating Formulas for the US Chess Rating System" 2019-11-04 at the Wayback Machine, United States Chess Federation, Mark Glickman, April 2017
  20. ^ Elo 1986, ch. 1.12.
  21. ^ Good, I.J. (1955). "On the Marking of Chessplayers". The Mathematical Gazette. 39 (330): 292–296. doi:10.2307/3608567. JSTOR 3608567. S2CID 158885108.
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  25. ^ Elo 1986, p. 141, ch. 8.4& Logistic probability as a rating basis
  26. ^ "The Elo rating system – correcting the expectancy tables". 30 March 2011.
  27. ^ Elo 1986, ch. 8.73
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  40. ^ a b Jeff Sonas (27 July 2009). "Rating inflation – its causes and possible cures". chessbase.com. from the original on 23 November 2013. Retrieved 27 August 2009.
  41. ^ a b "Viswanathan Anand". Chessgames.com. from the original on 2013-03-28. Retrieved 2012-08-14.
  42. ^ Regan, Kenneth; Haworth, Guy (2011-08-04). "Intrinsic Chess Ratings". Proceedings of the AAAI Conference on Artificial Intelligence. 25 (1): 834–839. doi:10.1609/aaai.v25i1.7951. ISSN 2374-3468. S2CID 15489049. from the original on 2021-04-20. Retrieved 2021-09-01.
  43. ^ Bergersen, Per A. "ELO-SYSTEMET" (in Norwegian). Norwegian Chess Federation. Archived from the original on 8 March 2013. Retrieved 21 October 2013.
  44. ^ a b c A conversation with Mark Glickman [1] 2011-08-07 at the Wayback Machine, Published in Chess Life October 2006 issue
  45. ^ . Norges Sjakkforbund. Archived from the original on December 5, 2013. Retrieved 2009-08-23.
  46. ^ Larry Kaufman, Chess Board Options (2021), p. 179
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  50. ^ Silver, Nate (2006-06-28). . Archived from the original on 2006-08-22. Retrieved 2023-01-13.
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Sources edit

Further reading edit

External links edit

  • Mark Glickman's research page, with a number of links to technical papers on chess rating systems

rating, system, rating, system, method, calculating, relative, skill, levels, players, zero, games, such, chess, named, after, creator, arpad, hungarian, american, physics, professor, arpad, inventor, system, invented, improved, chess, rating, system, over, pr. The Elo a rating system is a method for calculating the relative skill levels of players in zero sum games such as chess It is named after its creator Arpad Elo a Hungarian American physics professor Arpad Elo the inventor of the Elo rating systemThe Elo system was invented as an improved chess rating system over the previously used Harkness system 1 but is also used as a rating system in association football American football baseball basketball pool table tennis various board games and esports and more recently large language models The difference in the ratings between two players serves as a predictor of the outcome of a match Two players with equal ratings who play against each other are expected to score an equal number of wins A player whose rating is 100 points greater than their opponent s is expected to score 64 if the difference is 200 points then the expected score for the stronger player is 76 A player s Elo rating is represented by a number which may change depending on the outcome of rated games played After every game the winning player takes points from the losing one The difference between the ratings of the winner and loser determines the total number of points gained or lost after a game If the higher rated player wins then only a few rating points will be taken from the lower rated player However if the lower rated player scores an upset win many rating points will be transferred The lower rated player will also gain a few points from the higher rated player in the event of a draw This means that this rating system is self correcting Players whose ratings are too low or too high should in the long run do better or worse correspondingly than the rating system predicts and thus gain or lose rating points until the ratings reflect their true playing strength Elo ratings are comparative only and are valid only within the rating pool in which they were calculated rather than being an absolute measure of a player s strength Contents 1 History 1 1 Implementing Elo s scheme 2 Different ratings systems 2 1 FIDE ratings 2 1 1 Performance rating 2 2 Live ratings 2 3 United States Chess Federation ratings 2 3 1 The K factor used by the USCF 2 3 2 Rating floors 3 Theory 3 1 Mathematical details 3 1 1 Suggested modification 3 1 2 Most accurate distribution model 3 1 3 Most accurate K factor 3 2 Formal derivation for win loss games 3 3 Formal derivation for win draw loss games 4 Practical issues 4 1 Game activity versus protecting one s rating 4 2 Selective pairing 4 3 Ratings inflation and deflation 4 3 1 Combating deflation 4 4 Ratings of computers 5 Use outside of chess 5 1 Other board and card games 5 2 Athletic sports 5 3 Video games and online games 5 4 Other usage 6 References in the media 7 See also 8 Notes 9 References 9 1 Notes 9 2 Sources 10 Further reading 11 External linksHistory editArpad Elo was a master level chess player and an active participant in the United States Chess Federation USCF from its founding in 1939 2 The USCF used a numerical ratings system devised by Kenneth Harkness to allow members to track their individual progress in terms other than tournament wins and losses The Harkness system was reasonably fair but in some circumstances gave rise to ratings which many observers considered inaccurate On behalf of the USCF Elo devised a new system with a more sound statistical basis 3 At about the same time Gyorgy Karoly and Roger Cook independently developed a system based on the same principles for the New South Wales Chess Association 4 Elo s system replaced earlier systems of competitive rewards with a system based on statistical estimation Rating systems for many sports award points in accordance with subjective evaluations of the greatness of certain achievements For example winning an important golf tournament might be worth an arbitrarily chosen five times as many points as winning a lesser tournament A statistical endeavor by contrast uses a model that relates the game results to underlying variables representing the ability of each player Elo s central assumption was that the chess performance of each player in each game is a normally distributed random variable Although a player might perform significantly better or worse from one game to the next Elo assumed that the mean value of the performances of any given player changes only slowly over time Elo thought of a player s true skill as the mean of that player s performance random variable A further assumption is necessary because chess performance in the above sense is still not measurable One cannot look at a sequence of moves and derive a number to represent that player s skill Performance can only be inferred from wins draws and losses Therefore if a player wins a game they are assumed to have performed at a higher level than their opponent for that game Conversely if the player loses they are assumed to have performed at a lower level If the game is a draw the two players are assumed to have performed at nearly the same level Elo did not specify exactly how close two performances ought to be to result in a draw as opposed to a win or loss Actually there is a probability of a draw that is dependent on the performance differential so this latter is more of a confidence interval than any deterministic frontier And while he thought it was likely that players might have different standard deviations to their performances he made a simplifying assumption to the contrary To simplify computation even further Elo proposed a straightforward method of estimating the variables in his model i e the true skill of each player One could calculate relatively easily from tables how many games players would be expected to win based on comparisons of their ratings to those of their opponents The ratings of a player who won more games than expected would be adjusted upward while those of a player who won fewer than expected would be adjusted downward Moreover that adjustment was to be in linear proportion to the number of wins by which the player had exceeded or fallen short of their expected number 5 From a modern perspective Elo s simplifying assumptions are not necessary because computing power is inexpensive and widely available Several people most notably Mark Glickman have proposed using more sophisticated statistical machinery to estimate the same variables On the other hand the computational simplicity of the Elo system has proven to be one of its greatest assets With the aid of a pocket calculator an informed chess competitor can calculate to within one point what their next officially published rating will be which helps promote a perception that the ratings are fair Implementing Elo s scheme edit The USCF implemented Elo s suggestions in 1960 6 and the system quickly gained recognition as being both fairer and more accurate than the Harkness rating system Elo s system was adopted by the World Chess Federation FIDE in 1970 7 Elo described his work in detail in The Rating of Chessplayers Past and Present first published in 1978 8 Subsequent statistical tests have suggested that chess performance is almost certainly not distributed as a normal distribution as weaker players have greater winning chances than Elo s model predicts 9 10 Often in paired comparison data there s very little practical difference in whether it is assumed that the differences in players strengths are normally or logistically distributed Mathematically however the logistic function is more convenient to work with than the normal distribution 11 FIDE continues to use the rating difference table as proposed by Elo 12 table 8 1b The development of the Percentage Expectancy Table table 2 11 is described in more detail by Elo as follows 13 The normal probabilities may be taken directly from the standard tables of the areas under the normal curve when the difference in rating is expressed as a z score Since the standard deviation s of individual performances is defined as 200 points the standard deviation s of the differences in performances becomes s 2 or 282 84 The z value of a difference then is D 282 84 This will then divide the area under the curve into two parts the larger giving P for the higher rated player and the smaller giving P for the lower rated player For example let D 160 Then z 160 282 84 566 The table gives 7143 and 2857 as the areas of the two portions under the curve These probabilities are rounded to two figures in table 2 11 The table is actually built with standard deviation 200 10 7 as an approximation for 200 2 citation needed The normal and logistic distributions are in a way arbitrary points in a spectrum of distributions which would work well In practice both of these distributions work very well for a number of different games Different ratings systems editThe phrase Elo rating is often used to mean a player s chess rating as calculated by FIDE However this usage may be confusing or misleading because Elo s general ideas have been adopted by many organizations including the USCF before FIDE many other national chess federations the short lived Professional Chess Association PCA and online chess servers including the Internet Chess Club ICC Free Internet Chess Server FICS Lichess Chess com and Yahoo Games Each organization has a unique implementation and none of them follows Elo s original suggestions precisely Instead one may refer to the organization granting the rating For example As of August 2002 Gregory Kaidanov had a FIDE rating of 2638 and a USCF rating of 2742 The Elo ratings of these various organizations are not always directly comparable since Elo ratings measure the results within a closed pool of players rather than absolute skill FIDE ratings edit See also FIDE world rankings See also List of FIDE chess world number ones For top players the most important rating is their FIDE rating FIDE has issued the following lists From 1971 to 1980 one list a year was issued From 1981 to 2000 two lists a year were issued in January and July From July 2000 to July 2009 four lists a year were issued at the start of January April July and October From July 2009 to July 2012 six lists a year were issued at the start of January March May July September and November Since July 2012 the list has been updated monthly The following analysis of the July 2015 FIDE rating list gives a rough impression of what a given FIDE rating means in terms of world ranking 5 323 players had an active rating in the range 2200 to 2299 which is usually associated with the Candidate Master title 2 869 players had an active rating in the range 2300 to 2399 which is usually associated with the FIDE Master title 1 420 players had an active rating between 2400 and 2499 most of whom had either the International Master or the International Grandmaster title 542 players had an active rating between 2500 and 2599 most of whom had the International Grandmaster title 187 players had an active rating between 2600 and 2699 all of whom had the International Grandmaster title 40 players had an active rating between 2700 and 2799 4 players had an active rating of over 2800 Magnus Carlsen was rated 2853 and 3 players were rated between 2814 and 2816 The highest ever FIDE rating was 2882 which Magnus Carlsen had on the May 2014 list A list of the highest rated players ever is at Comparison of top chess players throughout history Performance rating edit p displaystyle p nbsp d p displaystyle d p nbsp 1 00 8000 99 6770 9 3660 8 2400 7 1490 6 720 5 00 4 720 3 1490 2 2400 1 3660 01 6770 00 800Performance rating or special rating is a hypothetical rating that would result from the games of a single event only Some chess organizations 14 p 8 use the algorithm of 400 to calculate performance rating According to this algorithm performance rating for an event is calculated in the following way For each win add your opponent s rating plus 400 For each loss add your opponent s rating minus 400 And divide this sum by the number of played games Example 2 wins opponents w amp x 2 losses opponents y amp z w 400 x 400 y 400 z 400 4 w x y z 400 2 400 2 4 displaystyle begin aligned amp frac w 400 x 400 y 400 z 400 4 6pt amp frac w x y z 400 2 400 2 4 end aligned nbsp This can be expressed by the following formula Performance rating Total of opponents ratings 400 Wins Losses Games displaystyle text Performance rating frac text Total of opponents ratings 400 times text Wins text Losses text Games nbsp Example If you beat a player with an Elo rating of 1000 Performance rating 1000 400 1 1 1400 displaystyle text Performance rating frac 1000 400 times 1 1 1400 nbsp If you beat two players with Elo ratings of 1000 Performance rating 2000 400 2 2 1400 displaystyle text Performance rating frac 2000 400 times 2 2 1400 nbsp If you draw Performance rating 1000 400 0 1 1000 displaystyle text Performance rating frac 1000 400 times 0 1 1000 nbsp This is a simplification but it offers an easy way to get an estimate of PR performance rating FIDE however calculates performance rating by means of the formulaPerformance rating Average of Opponents Ratings d p displaystyle text Performance rating text Average of Opponents Ratings d p nbsp where Rating Difference d p displaystyle d p nbsp is based on a player s tournament percentage score p displaystyle p nbsp which is then used as the key in a lookup table where p displaystyle p nbsp is simply the number of points scored divided by the number of games played Note that in case of a perfect or no score d p displaystyle d p nbsp is 800 The full table can be found in the Manual de la FIDE B Permanent Commissions 02 FIDE Rating Regulations Qualification Commission FIDE Rating Regulations effective from 1 July 2017 8 1a online A simplified version of this table is on the right Live ratings edit FIDE updates its ratings list at the beginning of each month In contrast the unofficial Live ratings calculate the change in players ratings after every game These Live ratings are based on the previously published FIDE ratings so a player s Live rating is intended to correspond to what the FIDE rating would be if FIDE were to issue a new list that day Although Live ratings are unofficial interest arose in Live ratings in August September 2008 when five different players took the Live No 1 ranking 15 The unofficial live ratings of players over 2700 were published and maintained by Hans Arild Runde at the Live Rating website until August 2011 Another website 2700chess com has been maintained since May 2011 by Artiom Tsepotan which covers the top 100 players as well as the top 50 female players Rating changes can be calculated manually by using the FIDE ratings change calculator 16 All top players have a K factor of 10 which means that the maximum ratings change from a single game is a little less than 10 points United States Chess Federation ratings edit The United States Chess Federation USCF uses its own classification of players 17 2400 and above Senior Master 2200 2399 National Master 2200 2399 plus 300 games above 2200 Original Life Master 18 2000 2199 Expert or Candidate Master 1800 1999 Class A 1600 1799 Class B 1400 1599 Class C 1200 1399 Class D 1000 1199 Class E 800 999 Class F 600 799 Class G 400 599 Class H 200 399 Class I 100 199 Class JThe K factor used by the USCF edit The K factor in the USCF rating system can be estimated by dividing 800 by the effective number of games a player s rating is based on Ne plus the number of games the player completed in a tournament m 19 K 800 N e m displaystyle K frac 800 N e m nbsp Rating floors edit The USCF maintains an absolute rating floor of 100 for all ratings Thus no member can have a rating below 100 no matter their performance at USCF sanctioned events However players can have higher individual absolute rating floors calculated using the following formula A F min 100 4 N W 2 N D N R 150 displaystyle AF operatorname min 100 4N W 2N D N R 150 nbsp where N W displaystyle N W nbsp is the number of rated games won N D displaystyle N D nbsp is the number of rated games drawn and N R displaystyle N R nbsp is the number of events in which the player completed three or more rated games Higher rating floors exist for experienced players who have achieved significant ratings Such higher rating floors exist starting at ratings of 1200 in 100 point increments up to 2100 1200 1300 1400 2100 A rating floor is calculated by taking the player s peak established rating subtracting 200 points and then rounding down to the nearest rating floor For example a player who has reached a peak rating of 1464 would have a rating floor of 1464 200 1264 which would be rounded down to 1200 Under this scheme only Class C players and above are capable of having a higher rating floor than their absolute player rating All other players would have a floor of at most 150 There are two ways to achieve higher rating floors other than under the standard scheme presented above If a player has achieved the rating of Original Life Master their rating floor is set at 2200 The achievement of this title is unique in that no other recognized USCF title will result in a new floor For players with ratings below 2000 winning a cash prize of 2 000 or more raises that player s rating floor to the closest 100 point level that would have disqualified the player for participation in the tournament For example if a player won 4 000 in a 1750 and under tournament they would now have a rating floor of 1800 Theory editPairwise comparisons form the basis of the Elo rating methodology 20 Elo made references to the papers of Good 21 David 22 Trawinski and David 23 and Buhlman and Huber 24 Mathematical details edit Performance is not measured absolutely it is inferred from wins losses and draws against other players Players ratings depend on the ratings of their opponents and the results scored against them The difference in rating between two players determines an estimate for the expected score between them Both the average and the spread of ratings can be arbitrarily chosen The USCF initially aimed for an average club player to have a rating of 1500 and Elo suggested scaling ratings so that a difference of 200 rating points in chess would mean that the stronger player has an expected score basically an expected average score of approximately 0 75 A player s expected score is their probability of winning plus half their probability of drawing Thus an expected score of 0 75 could represent a 75 chance of winning 25 chance of losing and 0 chance of drawing On the other extreme it could represent a 50 chance of winning 0 chance of losing and 50 chance of drawing The probability of drawing as opposed to having a decisive result is not specified in the Elo system Instead a draw is considered half a win and half a loss In practice since the true strength of each player is unknown the expected scores are calculated using the player s current ratings as follows If player A has a rating of R A displaystyle R mathsf A nbsp and player B a rating of R B displaystyle R mathsf B nbsp the exact formula using the logistic curve with base 10 25 for the expected score of player A is E A 1 1 10 R B R A 400 displaystyle E mathsf A frac 1 1 10 R mathsf B R mathsf A 400 nbsp Similarly the expected score for player B is E B 1 1 10 R A R B 400 displaystyle E mathsf B frac 1 1 10 R mathsf A R mathsf B 400 nbsp This could also be expressed by E A Q A Q A Q B displaystyle E mathsf A frac Q mathsf A Q mathsf A Q mathsf B nbsp and E B Q B Q A Q B displaystyle E mathsf B frac Q mathsf B Q mathsf A Q mathsf B nbsp where Q A 10 R A 400 displaystyle Q mathsf A 10 R mathsf A 400 nbsp and Q B 10 R B 400 displaystyle Q mathsf B 10 R mathsf B 400 nbsp Note that in the latter case the same denominator applies to both expressions and it is plain that E A E B 1 displaystyle E mathsf A E mathsf B 1 nbsp This means that by studying only the numerators we find out that the expected score for player A is Q A Q B displaystyle Q mathsf A Q mathsf B nbsp times the expected score for player B It then follows that for each 400 rating points of advantage over the opponent the expected score is magnified ten times in comparison to the opponent s expected score When a player s actual tournament scores exceed their expected scores the Elo system takes this as evidence that player s rating is too low and needs to be adjusted upward Similarly when a player s actual tournament scores fall short of their expected scores that player s rating is adjusted downward Elo s original suggestion which is still widely used was a simple linear adjustment proportional to the amount by which a player over performed or under performed their expected score The maximum possible adjustment per game called the K factor was set at K 16 displaystyle K 16 nbsp for masters and K 32 displaystyle K 32 nbsp for weaker players Suppose player A again with rating R A displaystyle R mathsf A nbsp was expected to score E A displaystyle E mathsf A nbsp points but actually scored S A displaystyle S mathsf A nbsp points The formula for updating that player s rating is R A R A K S A E A displaystyle R mathsf A R mathsf A K cdot S mathsf A E mathsf A nbsp 1 This update can be performed after each game or each tournament or after any suitable rating period An example may help to clarify Suppose player A has a rating of 1613 and plays in a five round tournament They lose to a player rated 1609 draw with a player rated 1477 defeat a player rated 1388 defeat a player rated 1586 and lose to a player rated 1720 The player s actual score is 0 0 5 1 1 0 2 5 The expected score calculated according to the formula above was 0 51 0 69 0 79 0 54 0 35 2 88 Therefore the player s new rating is 1613 32 2 5 2 88 1601 assuming that a K factor of 32 is used Equivalently each game the player can be said to have put an ante of K times their expected score for the game into a pot the opposing player does likewise and the winner collects the full pot of value K in the event of a draw the players split the pot and receive 1 2 K displaystyle tfrac 1 2 K nbsp points each Note that while two wins two losses and one draw may seem like a par score it is worse than expected for player A because their opponents were lower rated on average Therefore player A is slightly penalized If player A had scored two wins one loss and two draws for a total score of three points that would have been slightly better than expected and the player s new rating would have been 1613 32 3 2 88 1617 This updating procedure is at the core of the ratings used by FIDE USCF Yahoo Games the Internet Chess Club ICC and the Free Internet Chess Server FICS However each organization has taken a different route to deal with the uncertainty inherent in the ratings particularly the ratings of newcomers and to deal with the problem of ratings inflation deflation New players are assigned provisional ratings which are adjusted more drastically than established ratings The principles used in these rating systems can be used for rating other competitions for instance international football matches Elo ratings have also been applied to games without the possibility of draws and to games in which the result can also have a quantity small big margin in addition to the quality win loss See Go rating with Elo for more See also Hubbert curve Suggested modification edit In 2011 after analyzing 1 5 million FIDE rated games Jeff Sonas demonstrated according to the Elo formula two players having a rating difference of X actually have a true difference more like X 5 6 Likewise you can leave the rating difference alone and divide by 480 instead of 400 Since the Elo formula is incorrectly overestimating the stronger player s win probability they re losing points for winning because their real win rate is under what the formula predicts Likewise weaker players gain points for losing When the modification is applied observed win rates deviate less than 0 1 away from prediction while traditional Elo can be 4 off the predicted rate 26 Most accurate distribution model edit The first mathematical concern addressed by the USCF was the use of the normal distribution They found that this did not accurately represent the actual results achieved particularly by the lower rated players Instead they switched to a logistic distribution model which the USCF found provided a better fit for the actual results achieved 27 citation needed FIDE also uses an approximation to the logistic distribution 12 Most accurate K factor edit The second major concern is the correct K factor used The chess statistician Jeff Sonas believes that the original K 10 displaystyle K 10 nbsp value for players rated above 2400 is inaccurate in Elo s work If the K factor coefficient is set too large there will be too much sensitivity to just a few recent events in terms of a large number of points exchanged in each game And if the K value is too low the sensitivity will be minimal and the system will not respond quickly enough to changes in a player s actual level of performance Elo s original K factor estimation was made without the benefit of huge databases and statistical evidence Sonas indicates that a K factor of 24 for players rated above 2400 may be more accurate both as a predictive tool of future performance and also more sensitive to performance 28 Certain Internet chess sites seem to avoid a three level K factor staggering based on rating range For example the ICC seems to adopt a global K 32 except when playing against provisionally rated players The USCF which makes use of a logistic distribution as opposed to a normal distribution formerly staggered the K factor according to three main rating ranges K factor Used for players with ratings K 32 displaystyle K 32 nbsp below 2100K 24 displaystyle K 24 nbsp between 2100 and 2400K 16 displaystyle K 16 nbsp above 2400Currently the USCF uses a formula that calculates the K factor based on factors including the number of games played and the player s rating The K factor is also reduced for high rated players if the event has shorter time controls 14 FIDE uses the following ranges 29 K factor Used for players with ratings K 40 displaystyle K 40 nbsp for a player new to the rating list until the completion of events with a total of 30 games and for all players until their 18th birthday as long as their rating remains under 2300 K 20 displaystyle K 20 nbsp for players who have always been rated under 2400 K 10 displaystyle K 10 nbsp for players with any published rating of at least 2400 and at least 30 games played in previous events Thereafter it remains permanently at 10 FIDE used the following ranges before July 2014 30 K factor Used for players with ratings K 30 displaystyle K 30 nbsp was 25 for a player new to the rating list until the completion of events with a total of 30 games 31 K 15 displaystyle K 15 nbsp for players who have always been rated under 2400 K 10 displaystyle K 10 nbsp for players with any published rating of at least 2400 and at least 30 games played in previous events Thereafter it remains permanently at 10 The gradation of the K factor reduces rating change at the top end of the rating range reducing the possibility for rapid rise or fall of rating for those with a rating high enough to reach a low K factor In theory this might apply equally to online chess players and over the board players since it is more difficult for all players to raise their rating after their rating has become high and their K factor consequently reduced However when playing online 2800 players can more easily raise their rating by simply selecting opponents with high ratings on the ICC playing site a grandmaster may play a string of different opponents who are all rated over 2700 32 In over the board events it would only be in very high level all play all events that a player would be able to engage that number of 2700 opponents In a normal open Swiss paired chess tournament frequently there would be many opponents rated less than 2500 reducing the ratings gains possible from a single contest for a high rated player Formal derivation for win loss games edit The above expressions can be now formally derived by exploiting the link between the Elo rating and the stochastic gradient update in the logistic regression 33 34 If we assume that the game results are binary that is only a win or a loss can be observed the problem can be addressed via logistic regression where the games results are dependent variables the players ratings are independent variables and the model relating both is probabilistic the probability of the player A displaystyle mathsf A nbsp winning the game is modeled as Pr A wins s r A B s r 1 1 10 r s displaystyle Pr mathsf A textrm wins sigma r mathsf A B quad sigma r frac 1 1 10 r s nbsp where r A B R A R B displaystyle r mathsf A B R mathsf A R mathsf B nbsp denotes the difference of the players ratings and we use a scaling factor s 400 displaystyle s 400 nbsp and by law of total probability Pr B wins 1 s r A B s r A B displaystyle Pr mathsf B textrm wins 1 sigma r mathsf A B sigma r mathsf A B nbsp The log loss is then calculated as ℓ log s r A B if A wins log s r A B if B wins displaystyle ell begin cases log sigma r mathsf A B amp textrm if mathsf A textrm wins log sigma r mathsf A B amp textrm if mathsf B textrm wins end cases nbsp and using the stochastic gradient descent the log loss is minimized as follows R A R A h d ℓ d R A displaystyle R mathsf A leftarrow R mathsf A eta frac textrm d ell textrm d R mathsf A nbsp R B R B h d ℓ d R B displaystyle R mathsf B leftarrow R mathsf B eta frac textrm d ell textrm d R mathsf B nbsp where h displaystyle eta nbsp is the adaptation step Since d d r log s r log 10 s s r displaystyle frac textrm d textrm d r log sigma r frac log 10 s sigma r nbsp d r A B d R A 1 displaystyle frac textrm d r mathsf A B textrm d R mathsf A 1 nbsp and d r A B d R B 1 displaystyle frac textrm d r mathsf A B textrm d R mathsf B 1 nbsp the adaptation is then written as follows R A R A K s r A B if A wins R A K s r A B if B wins displaystyle R mathsf A leftarrow begin cases R mathsf A K sigma r mathsf A B amp textrm if mathsf A textrm wins R mathsf A K sigma r mathsf A B amp textrm if mathsf B textrm wins end cases nbsp which may be compactly written as R A R A K S A E A displaystyle R mathsf A leftarrow R mathsf A K S mathsf A E mathsf A nbsp where K h log 10 s displaystyle K eta log 10 s nbsp is the new adaptation step which absorbs h displaystyle eta nbsp and s displaystyle s nbsp S A 1 displaystyle S mathsf A 1 nbsp if A displaystyle mathsf A nbsp wins and S A 0 displaystyle S mathsf A 0 nbsp if B displaystyle mathsf B nbsp wins and the expected score is given by E A s r A B displaystyle E mathsf A sigma r mathsf A B nbsp Analogously the update for the rating R B displaystyle R mathsf B nbsp is R B R B K S B E B displaystyle R mathsf B leftarrow R mathsf B K S mathsf B E mathsf B nbsp Formal derivation for win draw loss games edit Since the very beginning the Elo rating has been also used in chess where we observe wins losses or draws and to deal with the latter a fractional score value S A 0 5 displaystyle S mathsf A 0 5 nbsp is introduced We note however that the scores S A 1 displaystyle S mathsf A 1 nbsp and S A 0 displaystyle S mathsf A 0 nbsp are merely indicators to the events when the player A displaystyle mathsf A nbsp wins or loses the game It is therefore not immediately clear what is the meaning of the fractional score Moreover since we do not specify explicitly the model relating the rating values R A displaystyle R mathsf A nbsp and R B displaystyle R mathsf B nbsp to the probability of the game outcome we cannot say what the probability of the win the loss or the draw is To address these difficulties and to derive the Elo rating in the ternary games we will define the explicit probabilistic model of the outcomes Next we will minimize the log loss via stochastic gradient Since the loss the draw and the win are ordinal variables we should adopt the model which takes their ordinal nature into account and we use the so called adjacent categories model which may be traced to the Davidson s work 35 Pr A wins s r A B k displaystyle Pr mathsf A textrm wins sigma r mathsf A B kappa nbsp Pr B wins s r A B k displaystyle Pr mathsf B textrm wins sigma r mathsf A B kappa nbsp Pr A draws k s r A B k s r A B k displaystyle Pr mathsf A textrm draws kappa sqrt sigma r mathsf A B kappa sigma r mathsf A B kappa nbsp where s r k 10 r s 10 r s k 10 r s displaystyle sigma r kappa frac 10 r s 10 r s kappa 10 r s nbsp and k 0 displaystyle kappa geq 0 nbsp is a parameter Introduction of a free parameter should not be surprising as we have three possible outcomes and thus an additional degree of freedom should appear in the model In particular with k 0 displaystyle kappa 0 nbsp we recover the model underlying the logistic regression Pr A wins s r A B 0 10 r A B s 10 r A B s 10 r A B s 1 1 10 r A B s displaystyle Pr mathsf A textrm wins sigma r mathsf A B 0 frac 10 r mathsf A B s 10 r mathsf A B s 10 r mathsf A B s frac 1 1 10 r mathsf A B s nbsp where s s 2 displaystyle s s 2 nbsp Using the ordinal model defined above the log loss is now calculated as ℓ log s r A B k if A wins log s r A B k if B wins log k 1 2 log s r A B k 1 2 log s r A B k if A draw displaystyle ell begin cases log sigma r mathsf A B kappa amp textrm if mathsf A textrm wins log sigma r mathsf A B kappa amp textrm if mathsf B textrm wins log kappa frac 1 2 log sigma r mathsf A B kappa frac 1 2 log sigma r mathsf A B kappa amp textrm if mathsf A textrm draw end cases nbsp which may be compactly written as ℓ S A 1 2 D log s r A B k S B 1 2 D log s r A B k D log k displaystyle ell S mathsf A frac 1 2 D log sigma r mathsf A B kappa S mathsf B frac 1 2 D log sigma r mathsf A B kappa D log kappa nbsp where S A 1 displaystyle S mathsf A 1 nbsp iff A displaystyle mathsf A nbsp wins S B 1 displaystyle S mathsf B 1 nbsp iff B displaystyle mathsf B nbsp wins and D 1 displaystyle D 1 nbsp iff A displaystyle mathsf A nbsp draws As before we need the derivative of log s r k displaystyle log sigma r kappa nbsp which is given by d d r log s r k 2 log 10 s 1 g r k displaystyle frac textrm d textrm d r log sigma r kappa frac 2 log 10 s 1 g r kappa nbsp where g r k 10 r s k 2 10 r s k 10 r s displaystyle g r kappa frac 10 r s kappa 2 10 r s kappa 10 r s nbsp Thus the derivative of the log loss with respect to the rating R A displaystyle R mathsf A nbsp is given by d d R A ℓ 2 log 10 s S A 0 5 D 1 g r A B k S B 0 5 D g r A B k 2 log 10 s S A 0 5 D g r A B k displaystyle begin aligned frac textrm d textrm d R mathsf A ell amp frac 2 log 10 s left S mathsf A 0 5D 1 g r mathsf A B kappa S mathsf B 0 5D g r mathsf A B kappa right amp frac 2 log 10 s left S mathsf A 0 5D g r mathsf A B kappa right end aligned nbsp where we used the relationships S A S B D 1 displaystyle S mathsf A S mathsf B D 1 nbsp and g r k 1 g r k displaystyle g r kappa 1 g r kappa nbsp Then the stochastic gradient descent applied to minimize the log loss yields the following update for the rating R A displaystyle R mathsf A nbsp R A R A K S A g r A B k displaystyle R mathsf A leftarrow R mathsf A K hat S mathsf A g r mathsf A B kappa nbsp where K 2 h log 10 s displaystyle K 2 eta log 10 s nbsp and S A S A 0 5 D displaystyle hat S mathsf A S mathsf A 0 5D nbsp Of course S A 1 displaystyle hat S mathsf A 1 nbsp if A displaystyle textsf A nbsp wins S A 0 5 displaystyle hat S mathsf A 0 5 nbsp if A displaystyle textsf A nbsp draws and S A 0 displaystyle hat S mathsf A 0 nbsp if A displaystyle textsf A nbsp loses To recognize the origin in the model proposed by Davidson this update is called an Elo Davidson rating 34 The update for R B displaystyle R mathsf B nbsp is derived in the same manner as R B R B K S B g r B A k displaystyle R mathsf B leftarrow R mathsf B K hat S mathsf B g r mathsf B A kappa nbsp where r B A R B R A r A B displaystyle r mathsf B A R mathsf B R mathsf A r mathsf A B nbsp We note that E S A Pr A wins 0 5 Pr A draws s r A B k 0 5 k s r A B k s r A B k g r A B k displaystyle begin aligned E hat S mathsf A amp Pr mathsf A text wins 0 5 Pr mathsf A text draws amp sigma r mathsf A B kappa 0 5 kappa sqrt sigma r mathsf A B kappa sigma r mathsf A B kappa amp g r mathsf A B kappa end aligned nbsp and thus we obtain the rating update may be written as R A R A K S A E A displaystyle R mathsf A leftarrow R mathsf A K hat S mathsf A E mathsf A nbsp where E A E S A displaystyle E mathsf A E hat S mathsf A nbsp and we obtained practically the same equation as in the Elo rating except that the expected score is given by E A g r A B k displaystyle E mathsf A g r mathsf A B kappa nbsp instead of E A s r A B displaystyle E mathsf A sigma r mathsf A B nbsp Of course as noted above for k 0 displaystyle kappa 0 nbsp we have g r 0 s r displaystyle g r 0 sigma r nbsp and thus the Elo Davidson rating is exactly the same as the Elo rating However this is of no help to understand the case when the draws are observed we cannot use k 0 displaystyle kappa 0 nbsp which would mean that the probability of draw is null On the other hand if we use k 2 displaystyle kappa 2 nbsp we have g r 2 10 r s 1 10 r s 2 10 r s 1 1 10 r s s r displaystyle g r 2 frac 10 r s 1 10 r s 2 10 r s frac 1 1 10 r s sigma r nbsp which means that using k 2 displaystyle kappa 2 nbsp the Elo Davidson rating is exactly the same as the Elo rating 34 Practical issues editGame activity versus protecting one s rating edit In some cases the rating system can discourage game activity for players who wish to protect their rating 36 In order to discourage players from sitting on a high rating a 2012 proposal by British Grandmaster John Nunn for choosing qualifiers to the chess world championship included an activity bonus to be combined with the rating 37 Beyond the chess world concerns over players avoiding competitive play to protect their ratings caused Wizards of the Coast to abandon the Elo system for Magic the Gathering tournaments in favour of a system of their own devising called Planeswalker Points 38 39 Selective pairing edit This section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed January 2017 Learn how and when to remove this template message A more subtle issue is related to pairing When players can choose their own opponents they can choose opponents with minimal risk of losing and maximum reward for winning Particular examples of players rated 2800 choosing opponents with minimal risk and maximum possibility of rating gain include choosing opponents that they know they can beat with a certain strategy choosing opponents that they think are overrated or avoiding playing strong players who are rated several hundred points below them but may hold chess titles such as IM or GM In the category of choosing overrated opponents new entrants to the rating system who have played fewer than 50 games are in theory a convenient target as they may be overrated in their provisional rating The ICC compensates for this issue by assigning a lower K factor to the established player if they do win against a new rating entrant The K factor is actually a function of the number of rated games played by the new entrant Therefore Elo ratings online still provide a useful mechanism for providing a rating based on the opponent s rating Its overall credibility however needs to be seen in the context of at least the above two major issues described engine abuse and selective pairing of opponents The ICC has also recently introduced auto pairing ratings which are based on random pairings but with each win in a row ensuring a statistically much harder opponent who has also won x games in a row With potentially hundreds of players involved this creates some of the challenges of a major large Swiss event which is being fiercely contested with round winners meeting round winners This approach to pairing certainly maximizes the rating risk of the higher rated participants who may face very stiff opposition from players below 3000 for example This is a separate rating in itself and is under 1 minute and 5 minute rating categories Maximum ratings achieved over 2500 are exceptionally rare Ratings inflation and deflation edit nbsp Graphs of probabilities and Elo rating changes for K 16 and 32 of expected outcome solid curve and unexpected outcome dotted curve vs initial rating difference For example player A starts with a 1400 rating and B with 1800 in a tournament using K 32 brown curves The blue dash dot line denotes the initial rating difference of 400 1800 1400 The probability of B winning the expected outcome is 0 91 intersection of black solid curve and blue line if this happens A s rating decreases by 3 intersection of brown solid curve and blue line to 1397 and B s increases by the same amount to 1803 Conversely the probability of A winning the unexpected outcome is 0 09 intersection of black dotted curve and blue line if this happens A s rating increases by 29 intersection of brown dotted curve and blue line to 1429 and B s decreases by the same amount to 1771 The term inflation applied to ratings is meant to suggest that the level of playing strength demonstrated by the rated player is decreasing over time conversely deflation suggests that the level is advancing For example if there is inflation a modern rating of 2500 means less than a historical rating of 2500 while the reverse is true if there is deflation Using ratings to compare players between different eras is made more difficult when inflation or deflation are present See also Comparison of top chess players throughout history Analyzing FIDE rating lists over time Jeff Sonas suggests that inflation may have taken place since about 1985 40 Sonas looks at the highest rated players rather than all rated players and acknowledges that the changes in the distribution of ratings could have been caused by an increase of the standard of play at the highest levels but looks for other causes as well The number of people with ratings over 2700 has increased Around 1979 there was only one active player Anatoly Karpov with a rating this high In 1992 Viswanathan Anand was only the 8th player in chess history to reach the 2700 mark at that point of time 41 This increased to 15 players by 1994 33 players had a 2700 rating in 2009 and 44 as of September 2012 The current benchmark for elite players lies beyond 2800 One possible cause for this inflation was the rating floor which for a long time was at 2200 and if a player dropped below this they were struck from the rating list As a consequence players at a skill level just below the floor would only be on the rating list if they were overrated and this would cause them to feed points into the rating pool 40 In July 2000 the average rating of the top 100 was 2644 By July 2012 it had increased to 2703 41 Using a strong chess engine to evaluate moves played in games between rated players Regan and Haworth analyze sets of games from FIDE rated tournaments and draw the conclusion that there had been little or no inflation from 1976 to 2009 42 In a pure Elo system each game ends in an equal transaction of rating points If the winner gains N rating points the loser will drop by N rating points This prevents points from entering or leaving the system when games are played and rated However players tend to enter the system as novices with a low rating and retire from the system as experienced players with a high rating Therefore in the long run a system with strictly equal transactions tends to result in rating deflation 43 In 1995 the USCF acknowledged that several young scholastic players were improving faster than the rating system was able to track As a result established players with stable ratings started to lose rating points to the young and underrated players Several of the older established players were frustrated over what they considered an unfair rating decline and some even quit chess over it 44 Combating deflation edit Because of the significant difference in timing of when inflation and deflation occur and in order to combat deflation most implementations of Elo ratings have a mechanism for injecting points into the system in order to maintain relative ratings over time FIDE has two inflationary mechanisms First performances below a ratings floor are not tracked so a player with true skill below the floor can only be unrated or overrated never correctly rated Second established and higher rated players have a lower K factor New players have a K 40 which drops to K 20 after 30 played games and to K 10 when the player reaches 2400 29 The current system in the United States includes a bonus point scheme which feeds rating points into the system in order to track improving players and different K values for different players 44 Some methods used in Norway for example differentiate between juniors and seniors and use a larger K factor for the young players even boosting the rating progress by 100 for when they score well above their predicted performance 45 Rating floors in the United States work by guaranteeing that a player will never drop below a certain limit This also combats deflation but the chairman of the USCF Ratings Committee has been critical of this method because it does not feed the extra points to the improving players A possible motive for these rating floors is to combat sandbagging i e deliberate lowering of ratings to be eligible for lower rating class sections and prizes 44 Ratings of computers edit Human computer chess matches between 1997 Deep Blue versus Garry Kasparov and 2006 demonstrated that chess computers are capable of defeating even the strongest human players However chess engine ratings are difficult to quantify due to variable factors such as the time control and the hardware the program runs on and also the fact that chess is not a fair game The existence and magnitude of the first move advantage in chess becomes very important at the computer level Beyond some skill threshold an engine with White should be able to force a draw on demand from the starting position even against perfect play simply because White begins with too big an advantage to lose compared to the small magnitude of the errors it is likely to make Consequently such an engine is more or less guaranteed to score at least 25 even against perfect play Differences in skill beyond a certain point could only be picked up if openings are selected to give positions that are only barely not lost for one side Because of these factors ratings depend on pairings and the openings selected 46 Published engine rating lists such as CCRL are based on engine only games on standard hardware configurations and are not directly comparable to FIDE ratings For some ratings estimates see Chess engine Ratings Use outside of chess editOther board and card games edit Go The European Go Federation adopted an Elo based rating system initially pioneered by the Czech Go Federation Backgammon The popular First Internet Backgammon Server FIBS calculates ratings based on a modified Elo system New players are assigned a rating of 1500 with the best humans and bots rating over 2000 The same formula has been adopted by several other backgammon sites such as Play65 DailyGammon GoldToken and VogClub VogClub sets a new player s rating at 1600 The UK Backgammon Federation uses the FIBS formula for its UK national ratings 47 Scrabble National Scrabble organizations compute normally distributed Elo ratings except in the United Kingdom where a different system is used The North American Scrabble Players Association has the largest rated population of active members numbering about 2 000 as of early 2011 Lexulous also uses the Elo system Despite questions of the appropriateness of using the Elo system to rate games in which luck is a factor trading card game manufacturers often use Elo ratings for their organized play efforts The DCI formerly Duelists Convocation International used Elo ratings for tournaments of Magic The Gathering and other Wizards of the Coast games However the DCI abandoned this system in 2012 in favor of a new cumulative system of Planeswalker Points chiefly because of the above noted concern that Elo encourages highly rated players to avoid playing to protect their rating 38 39 Pokemon USA uses the Elo system to rank its TCG organized play competitors 48 Prizes for the top players in various regions included holidays and world championships invites until the 2011 2012 season where awards were based on a system of Championship Points their rationale being the same as the DCI s for Magic The Gathering Similarly Decipher Inc used the Elo system for its ranked games such as Star Trek Customizable Card Game and Star Wars Customizable Card Game Athletic sports edit The Elo rating system is used in the chess portion of chess boxing In order to be eligible for professional chess boxing one must have an Elo rating of at least 1600 as well as competing in 50 or more matches of amateur boxing or martial arts American college football used the Elo method as a portion of its Bowl Championship Series rating systems from 1998 to 2013 after which the BCS was replaced by the College Football Playoff Jeff Sagarin of USA Today publishes team rankings for most American sports which includes Elo system ratings for college football The use of rating systems was effectively scrapped with the creation of the College Football Playoff in 2014 participants in the CFP and its associated bowl games are chosen by a selection committee In other sports individuals maintain rankings based on the Elo algorithm These are usually unofficial not endorsed by the sport s governing body The World Football Elo Ratings is an example of the method applied to men s football 49 In 2006 Elo ratings were adapted for Major League Baseball teams by Nate Silver then of Baseball Prospectus 50 Based on this adaptation both also made Elo based Monte Carlo simulations of the odds of whether teams will make the playoffs 51 In 2014 Beyond the Box Score an SB Nation site introduced an Elo ranking system for international baseball 52 In tennis the Elo based Universal Tennis Rating UTR rates players on a global scale regardless of age gender or nationality It is the official rating system of major organizations such as the Intercollegiate Tennis Association and World TeamTennis and is frequently used in segments on the Tennis Channel The algorithm analyzes more than 8 million match results from over 800 000 tennis players worldwide On May 8 2018 Rafael Nadal having won 46 consecutive sets in clay court matches had a near perfect clay UTR of 16 42 53 In pool an Elo based system called Fargo Rate is used to rank players in organized amateur and professional competitions 54 One of the few Elo based rankings endorsed by a sport s governing body is the FIFA Women s World Rankings based on a simplified version of the Elo algorithm which FIFA uses as its official ranking system for national teams in women s football From the first ranking list after the 2018 FIFA World Cup FIFA has used Elo for their FIFA World Rankings 55 In 2015 Nate Silver editor in chief of the statistical commentary website FiveThirtyEight and Reuben Fischer Baum produced Elo ratings for every National Basketball Association team and season through the 2014 season 56 57 In 2014 FiveThirtyEight created Elo based ratings and win projections for the American professional National Football League 58 The English Korfball Association rated teams based on Elo ratings to determine handicaps for their cup competition for the 2011 12 season An Elo based ranking of National Hockey League players has been developed 59 The hockey Elo metric evaluates a player s overall two way play scoring AND defense in both even strength and power play penalty kill situations Rugbyleagueratings com uses the Elo rating system to rank international and club rugby league teams Video games and online games edit Many video games use modified Elo systems in competitive gameplay The MOBA game League of Legends used an Elo rating system prior to the second season of competitive play 60 The Esports game Overwatch the basis of the unique Overwatch League professional sports organization uses a derivative of the Elo system to rank competitive players with various adjustments made between competitive seasons 61 World of Warcraft also previously used the Glicko 2 system to team up and compare Arena players but now uses a system similar to Microsoft s TrueSkill 62 The game Puzzle Pirates uses the Elo rating system to determine the standings in the various puzzles This system is also used in FIFA Mobile for the Division Rivals modes The browser game Quidditch Manager uses the Elo rating to measure a team s performance 63 Another recent game to start using the Elo rating system is AirMech using Elo 64 ratings for 1v1 2v2 and 3v3 random team matchmaking RuneScape 3 used the Elo system in the rerelease of the bounty hunter minigame in 2016 65 Mechwarrior Online instituted an Elo system for its new Comp Queue mode effective with the Jun 20 2017 patch 66 Age of Empires II DE is using the Elo system for its Leaderboard and matchmaking with new players starting at Elo 1000 67 Few video games use the original Elo rating system According to Lichess an online chess server the Elo system is outdated with Glicko 2 now being used by many chess organizations 68 PlayerUnknown s Battlegrounds is one of the few video games that utilizes the very first Elo system In Guild Wars Elo ratings are used to record guild rating gained and lost through guild versus guild battles In 1998 an online gaming ladder called Clanbase 69 was launched which used the Elo scoring system to rank teams The initial K value was 30 but was changed to 5 in January 2007 then changed to 15 in July 2009 70 The site later went offline in 2013 71 A similar alternative site was launched in 2016 under the name Scrimbase 72 which also used the Elo scoring system for ranking teams Since 2005 Golden Tee Live has rated players based on the Elo system New players start at 2100 with top players rating over 3000 73 Despite many video games using different systems for matchmaking it is common for players of ranked video games to refer to all matchmaking ratings as Elo Other usage edit The Elo rating system has been used in soft biometrics 74 which concerns the identification of individuals using human descriptions Comparative descriptions were utilized alongside the Elo rating system to provide robust and discriminative relative measurements permitting accurate identification The Elo rating system has also been used in biology for assessing male dominance hierarchies 75 and in automation and computer vision for fabric inspection 76 Moreover online judge sites are also using Elo rating system or its derivatives For example Topcoder is using a modified version based on normal distribution 77 while Codeforces is using another version based on logistic distribution 78 79 80 The Elo rating system has also been noted in dating apps such as in the matchmaking app Tinder which uses a variant of the Elo rating system 81 The YouTuber Marques Brownlee and his team used Elo rating system when they let people to vote between digital photos taken with different smartphone models launched in 2022 82 The Elo rating system has also been used in U S revealed preference college rankings such as those by the digital credential firm Parchment 83 84 85 References in the media editThe Elo rating system was featured prominently in The Social Network during the algorithm scene where Mark Zuckerberg released Facemash In the scene Eduardo Saverin writes mathematical formulas for the Elo rating system on Zuckerberg s dormitory room window Behind the scenes the movie claims the Elo system is employed to rank girls by their attractiveness The equations driving the algorithm are shown briefly written on the window 86 however they are slightly incorrect citation needed See also editBradley Terry model Chess rating system other chess rating systems Elo hell Glicko rating system the rating methods developed by Mark GlickmanNotes edit This is written as Elo not ELO and is usually pronounced as ˈ iː l oʊ or ˈ ɛ l oʊ in English The original name Elo is pronounced ˈeːloː in Hungarian References editNotes edit a b Elo Arpad E August 1967 The Proposed USCF Rating System Its Development Theory and Applications PDF Chess Life XXII 8 242 247 Redman Tim July 2002 Remembering Richard Part II PDF Illinois Chess Bulletin Archived PDF from the original on 2020 06 30 Retrieved 2020 06 30 Elo Arpad E March 5 1960 The USCF Rating System PDF Chess Life USCF XIV 13 2 Elo 1986 p 4 Elo Arpad E June 1961 The USCF Rating System A Scientific Achievement PDF Chess Life USCF XVI 6 160 161 About the USCF United States Chess Federation Archived from the original on 2008 09 26 Retrieved 2008 11 10 Elo 1986 Preface to the First Edition Elo 1986 Elo 1986 ch 8 73 Glickman Mark E and Jones Albyn C Rating the chess rating system 1999 Chance 12 2 21 28 Glickman Mark E 1995 A Comprehensive Guide to Chess Ratings A subsequent version of this paper appeared in the American Chess Journal 3 pp 59 102 a b FIDE Rating Regulations effective from 1 July 2017 FIDE Online fide com Report FIDE Archived from the original on 2019 11 27 Retrieved 2017 09 09 Elo 1986 p159 a b The US Chess Rating system PDF Report April 24 2017 Archived PDF from the original on 7 February 2020 Retrieved 16 February 2020 via glicko net Anand lost No 1 to Morozevich Chessbase August 24 2008 Archived 2008 09 10 at the Wayback Machine then regained it then Carlsen took No 1 Chessbase September 5 2008 Archived 2012 11 09 at the Wayback Machine then Ivanchuk Chessbase September 11 2008 Archived 2008 09 13 at the Wayback Machine and finally Topalov Chessbase September 13 2008 Archived 2008 09 15 at the Wayback Machine Administrator FIDE Chess Rating calculators Chess Rating change calculator ratings fide com Archived from the original on 2017 09 28 Retrieved 2017 09 28 US Chess Federation Archived 2012 06 18 at the Wayback Machine USCF Glossary Quote a player who competes in over 300 games with a rating over 2200 Archived 2013 03 08 at the Wayback Machine from The United States Chess Federation Approximating Formulas for the US Chess Rating System Archived 2019 11 04 at the Wayback Machine United States Chess Federation Mark Glickman April 2017 Elo 1986 ch 1 12 Good I J 1955 On the Marking of Chessplayers The Mathematical Gazette 39 330 292 296 doi 10 2307 3608567 JSTOR 3608567 S2CID 158885108 David H A 1959 Tournaments and Paired Comparisons Biometrika 46 1 2 139 149 doi 10 2307 2332816 JSTOR 2332816 Trawinski B J David H A 1963 Selection of the Best Treatment in a Paired Comparison Experiment Annals of Mathematical Statistics 34 1 75 91 doi 10 1214 aoms 1177704243 Buhlmann Hans Huber Peter J 1963 Pairwise Comparison and Ranking in Tournaments The Annals of Mathematical Statistics 34 2 501 510 doi 10 1214 aoms 1177704161 Elo 1986 p 141 ch 8 4 amp Logistic probability as a rating basis The Elo rating system correcting the expectancy tables 30 March 2011 Elo 1986 ch 8 73 A key Sonas article is Sonas Jeff The Sonas rating formula better than Elo chessbase com Archived from the original on 2005 03 05 Retrieved 2005 05 01 a b FIDE Rating Regulations effective from 1 July 2014 FIDE Online fide com Report FIDE 2014 07 01 Archived from the original on 2014 07 01 Retrieved 2014 07 01 FIDE Rating Regulations valid from 1 July 2013 till 1 July 2014 FIDE Online fide com Report 2013 07 01 Archived from the original on 2014 07 15 Retrieved 2014 07 01 Changes to Rating Regulations FIDE Online fide com Press release FIDE 2011 07 21 Archived from the original on 2012 05 13 Retrieved 2012 02 19 K factor Chessclub com ICC Help 2002 10 18 Archived from the original on 2012 03 13 Retrieved 2012 02 19 Kiraly F Qian Z 2017 Modelling Competitive Sports Bradley Terry Elo Models for Supervised and On Line Learning of Paired Competition Outcomes arXiv 1701 08055 stat ML a b c Szczecinski Leszek Djebbi Aymen 2020 09 01 Understanding draws in Elo rating algorithm Journal of Quantitative Analysis in Sports 16 3 211 220 doi 10 1515 jqas 2019 0102 ISSN 1559 0410 S2CID 219784913 Davidson Roger R 1970 On Extending the Bradley Terry Model to Accommodate Ties in Paired Comparison Experiments Journal of the American Statistical Association 65 329 317 328 doi 10 2307 2283595 ISSN 0162 1459 JSTOR 2283595 A Parent s Guide to Chess Archived 2008 05 28 at the Wayback Machine Skittles Don Heisman Chesscafe com August 4 2002 Chess News The Nunn Plan for the World Chess Championship ChessBase com 8 June 2005 Archived from the original on 2011 11 19 Retrieved 2012 02 19 a b Introducing Planeswalker Points September 6 2011 Archived from the original on September 30 2011 Retrieved September 9 2011 a b Getting to the Points September 9 2011 Archived from the original on October 18 2016 Retrieved September 9 2011 a b Jeff Sonas 27 July 2009 Rating inflation its causes and possible cures chessbase com Archived from the original on 23 November 2013 Retrieved 27 August 2009 a b Viswanathan Anand Chessgames com Archived from the original on 2013 03 28 Retrieved 2012 08 14 Regan Kenneth Haworth Guy 2011 08 04 Intrinsic Chess Ratings Proceedings of the AAAI Conference on Artificial Intelligence 25 1 834 839 doi 10 1609 aaai v25i1 7951 ISSN 2374 3468 S2CID 15489049 Archived from the original on 2021 04 20 Retrieved 2021 09 01 Bergersen Per A ELO SYSTEMET in Norwegian Norwegian Chess Federation Archived from the original on 8 March 2013 Retrieved 21 October 2013 a b c A conversation with Mark Glickman 1 Archived 2011 08 07 at the Wayback Machine Published in Chess Life October 2006 issue Elo systemet Norges Sjakkforbund Archived from the original on December 5 2013 Retrieved 2009 08 23 Larry Kaufman Chess Board Options 2021 p 179 Backgammon Ratings Explained results ukbgf com Archived from the original on 2019 11 14 Retrieved 2020 06 01 Play Pokemon Glossary Elo Archived from the original on January 15 2015 Retrieved January 15 2015 Lyons Keith 10 June 2014 What are the World Football Elo Ratings The Conversation Archived from the original on 15 June 2019 Retrieved 3 July 2019 Silver Nate 2006 06 28 Lies Damned Lies We are Elo Archived from the original on 2006 08 22 Retrieved 2023 01 13 Postseason Odds ELO version Baseballprospectus com Archived from the original on 2012 03 07 Retrieved 2012 02 19 Cole Bryan August 15 2014 Elo rankings for international baseball Beyond the Box Score SB Nation Archived from the original on 2 January 2016 Retrieved 4 November 2015 Is Rafa the GOAT of Clay 8 May 2018 Archived from the original on 27 February 2021 Retrieved 22 August 2018 Fargo Rate Retrieved 31 March 2022 Revision of the FIFA Coca Cola World Ranking PDF FIFA June 2018 Archived from the original PDF on 2018 06 12 Retrieved 2020 06 30 Silver Nate Fischer Baum Reuben May 21 2015 How We Calculate NBA Elo Ratings FiveThirtyEight Archived from the original on 2015 05 23 Reuben Fischer Baum and Nate Silver The Complete History of the NBA FiveThirtyEight May 21 2015 2 Archived 2015 05 23 at the Wayback Machine Silver Nate September 4 2014 Introducing NFL Elo Ratings FiveThirtyEight Archived from the original on September 12 2015 Paine Neil September 10 2015 NFL Elo Ratings Are Back FiveThirtyEight Archived from the original on September 11 2015 Hockey Stats Revolution How do teams pick players Hockey Stats Revolution Archived from the original on 2016 10 02 Retrieved 2016 09 29 Matchmaking LoL League of Legends Na leagueoflegends com 2010 07 06 Archived from the original on 2012 02 26 Retrieved 2012 02 19 Welcome to Season 8 of competitive play PlayOverwatch com Blizzard Entertainment Archived from the original on 12 March 2018 Retrieved 11 March 2018 World of Warcraft Europe gt The Arena Wow europe com 2011 12 14 Archived from the original on 2010 09 23 Retrieved 2012 02 19 Quidditch Manager Help and Rules Quidditch Manager com 2012 08 25 Archived from the original on 2013 10 21 Retrieved 2013 10 20 AirMech developer explains why they use Elo Archived from the original on February 17 2015 Retrieved January 15 2015 3 dead link MWO News mwomercs com Archived from the original on 2018 08 27 Retrieved 2017 06 27 Age of Empires II DE Leaderboards Age of Empires 14 November 2019 Archived from the original on 27 January 2022 Retrieved 27 January 2022 Frequently Asked Questions ratings lichess org Archived from the original on 2019 04 02 Retrieved 2020 11 11 Wayback Machine record of Clanbase com Archived from the original on 2017 11 05 Retrieved 2017 10 29 Guild ladder Wiki guildwars com Archived from the original on 2012 03 01 Retrieved 2012 02 19 Clanbase farewell message Archived from the original on 2013 12 24 Retrieved 2017 10 29 Scrimbase Gaming Ladder Archived from the original on 2017 10 30 Retrieved 2017 10 29 Golden Tee Fan Player Rating Page 26 December 2007 Archived from the original on 2014 01 01 Retrieved 2013 12 31 Using Comparative Human Descriptions for Soft Biometrics Archived 2013 03 08 at the Wayback Machine D A Reid and M S Nixon International Joint Conference on Biometrics IJCB 2011 Porschmann et al 2010 Male reproductive success and its behavioural correlates in a polygynous mammal the Galapagos sea lion Zalophus wollebaeki Molecular Ecology 19 12 2574 86 doi 10 1111 j 1365 294X 2010 04665 x PMID 20497325 S2CID 19595719 Tsang et al 2016 Fabric inspection based on the Elo rating method Pattern Recognition 51 378 394 Bibcode 2016PatRe 51 378T doi 10 1016 j patcog 2015 09 022 hdl 10722 229176 Archived from the original on 2020 11 05 Retrieved 2020 05 05 Algorithm Competition Rating System December 23 2009 Archived from the original on September 2 2011 Retrieved September 16 2011 FAQ What are the rating and the divisions Archived from the original on September 25 2011 Retrieved September 16 2011 Rating Distribution Archived from the original on October 13 2011 Retrieved September 16 2011 Regarding rating Part 2 Archived from the original on October 13 2011 Retrieved September 16 2011 Tinder matchmaking is more like Warcraft than you might think Kill Screen Kill Screen 2016 01 14 Archived from the original on 2017 08 19 Retrieved 2017 08 19 The Best Smartphone Camera 2022 YouTube 2022 12 22 Retrieved 2023 01 07 Avery Christopher N Glickman Mark E Hoxby Caroline M Metrick Andrew 2013 02 01 A Revealed Preference Ranking of U S Colleges and Universities The Quarterly Journal of Economics 128 1 425 467 doi 10 1093 qje qjs043 Irwin Neil 4 September 2014 Why Colleges With a Distinct Focus Have a Hidden Advantage The Upshot The New York Times Retrieved 9 May 2023 Selingo Jeffrey J September 23 2015 When students have choices among top colleges which one do they choose The Washington Post Retrieved 9 May 2023 Screenplay for The Social Network Sony Pictures Archived 2012 09 04 at the Wayback Machine p 16 Sources edit Elo Arpad 1986 1st pub 1978 The Rating of Chessplayers Past and Present Second ed New York Arco Publishing Inc ISBN 978 0 668 04721 0 Further reading editHarkness Kenneth 1967 Official Chess Handbook McKay External links editMark Glickman s research page with a number of links to technical papers on chess rating systems Retrieved from https en wikipedia org w index php title Elo rating system amp oldid 1183159551, wikipedia, wiki, book, books, library,

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