One could even have them play just once and, having X win 1 (instead of 0.62 !), decide to update the ratings. Now, one could have them play only 10 times and, having X score 6 wins (instead of 6.2 !), decide to update the ratings accordingly. If we have players X and Y play each other a hundred times and see that X beats Y 58 times, that could be indicative that their rating difference is a bit too high and we'd rather adjust them. In our previous X against Y example, a value of 0.62 for We would mean X should beat Y 62 times out of a hundred. We is the specific win-expectancy (probability), R1 is the players current rating, and R2 the opponents current rating. This specific probability of winning is calculated using the formula below: Player X's rating would then be representative of how likely it is he or she would beat another player Y who has another given rating. The idea is that a more skilled player will have a higher probability of beating a less skilled one and ratings reflect that probability. The following is an edited and updated version of Bruno's description of the ELO rating system.ĭeveloped by Arpad Elo in the early 1960's, ELO is based on a probabilistic approach. ASL Player Ratings use the ELO rating methodology as implemented by Bruno Nitrosso on his Area site (see: ).
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