![]() ![]() ![]() 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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