Elo Rating
EverydayElo Rating System
A method for calculating the relative skill level of players in competitive games, where ratings rise or fall based on match outcomes weighted by the opponent's own rating.
Definition
The Elo rating system assigns every player a numerical rating that estimates their relative skill, then updates that number after every match based on the actual result compared to what the rating predicted. Beat someone rated higher than you, and your rating jumps more than beating someone rated lower, the system is built around surprise, not just wins and losses.
Originally developed for chess by Arpad Elo, the same underlying formula now shows up in esports rankings, sports forecasting models, and various matchmaking systems. Convert between rating scales or estimate outcome probabilities with the Elo Rating Converter.
Formula
Expected Score: E_A = 1 รท (1 + 10^((R_B โ R_A) รท 400))
New Rating: R_Aโฒ = R_A + K ร (S_A โ E_A)
Where R_A and R_B are the current ratings of the two players, S_A is the actual result (1 for a win, 0.5 for a draw, 0 for a loss), and K is a constant that controls how much a single result moves the rating.
Worked Example
Player A is rated 1600, Player B is rated 1400. Player A's expected score is 1 รท (1 + 10^((1400โ1600)/400)) โ 0.76, a roughly 76% predicted win chance given the rating gap. If Player A wins with a K-factor of 32, their new rating becomes 1600 + 32 ร (1 โ 0.76) โ 1608, a small gain since a win was already the likely outcome.
Key Things to Know
- The formula is zero-sum between the two players. Whatever rating one player gains, the opponent loses the equivalent amount, keeping the overall rating pool balanced across a large player base.
- A 400-point gap corresponds to roughly a 10-to-1 predicted win probability, which is why Elo differences of a few hundred points already represent a large practical skill gap.
- The K-factor is a deliberate trade-off between stability and responsiveness. A system tuned to react quickly to recent form will also swing more on a single unusual result than one built for long-term stability.
- Elo assumes transitive skill, meaning if A tends to beat B and B tends to beat C, the model assumes A tends to beat C too, real-world matchups don't always follow this cleanly, which is one of the system's known limitations.
Frequently Asked Questions