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elos

Elo ratings, and the plural form ELOs, refer to a family of relative skill scoring systems used to gauge the strength of players in zero-sum games. An ELO is a numeric value assigned to an individual player or team, intended to reflect expected performance against others with established ratings. The term is widely used in chess and has been adopted by many online platforms for a variety of competitive activities. The plural ELOs is commonly seen when discussing the ratings of multiple players or rating lists.

The system was developed by Arpad Elo in the 1960s to improve upon prior rating methods for

How it works: each match produces an actual score (S) of 1 for a win, 0 for

Limitations include reliance on historical results, assumptions of constant skill, sensitivity to rating inflation or deflation,

chess.
It
has
since
become
a
standard
reference
in
chess
organizations
and
has
inspired
adaptations
for
other
games
and
competitive
environments.
While
ELOs
share
a
common
mathematical
foundation,
implementations
vary
in
details
such
as
the
initial
rating,
the
K-factor
used
to
scale
updates,
and
how
draws
are
handled.
a
loss,
and
0.5
for
a
draw.
The
expected
score
(E)
is
calculated
from
the
difference
between
the
players’
ratings,
typically
using
a
logistic
function.
After
a
game,
both
players’
ratings
are
updated
by
a
factor
of
K
times
(S
−
E).
Over
time,
ELOs
converge
toward
a
player’s
demonstrated
performance,
with
larger
K-values
producing
faster
changes.
and
less
responsiveness
for
players
who
compete
infrequently.
Variants
such
as
Glicko
and
TrueSkill
introduce
uncertainty
or
additional
parameters
to
address
some
shortcomings
while
retaining
the
core
idea
of
relative
skill
estimation.