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Elo

The Elo rating system is a method for calculating the relative skill levels of players in zero-sum games. It was devised by Arpad Elo in the 1950s and became widely adopted in chess, where it has served as the standard for rating players and tracking performance across events. Over time, the model has been applied to many other games and online platforms.

Basic mechanics: Each player has a numerical rating. Before a matchup, a player’s expected score is E

Applications and interpretation: Elo ratings measure relative strength within a defined population. They are not absolute

Limitations: The method assumes relatively stable skill and independent results; it can be affected by rating

=
1
/
(1
+
10^((R_opponent
−
R_player)/400)).
After
the
game,
the
rating
is
updated
with
R_new
=
R_old
+
K
×
(S
−
E),
where
S
is
the
actual
score
(1
for
a
win,
0.5
for
a
draw,
0
for
a
loss)
and
K
is
a
factor
that
controls
how
quickly
ratings
change.
K-values
vary
by
organization
and
by
player
status,
commonly
ranging
from
10
to
40.
The
system
is
designed
so
that
stronger
players
tend
to
gain
more
rating
points
than
weaker
players
lose.
skill
levels
and
are
sensitive
to
the
size
and
quality
of
the
rating
pool.
Ratings
are
dynamic,
reflecting
recent
performance;
new
players
typically
start
with
a
provisional
rating
and
adjust
as
they
play
more
games.
Variants
such
as
Glicko
and
TrueSkill
extend
the
model
by
incorporating
uncertainty
or
different
scoring
approaches.
inflation
or
deflation
and
does
not
account
for
performance
variability
within
individuals.
Despite
limitations,
the
Elo
system
remains
widely
used
for
ranking
players
in
chess
and
many
other
competitive
activities.