šŸ”§ HOBBY Ā· the workbench of projects Ā· kept by THE MAKER

THE ELO RATING ā—§ 2D Ā· ā— 3D Ā· ā—† 4D Ā· ◐ shadow Ā· šŸ‘¶ TAP

How do you turn a run of wins and losses into a single skill number? The ELO system, born in chess and now everywhere from ping-pong to matchmaking, says a rating GAP predicts a win probability by a logistic curve: 400 points of lead means about 91% to win. Beat someone stronger and your rating jumps; lose to someone weaker and it drops hard. Slide the gap and read the odds.

ā—† LITā–² AMBER
ā—§ THE MEASURE Ā· 2D
◍ SKILL AS A NUMBER · 3D · the odds from the gap
ā—† THE FOURTH Ā· 4D Ā· a tesseract turns
◐ THE SHADOW Ā· one dimension down
šŸ‘¶ THE TODDLER CORNER — one fat tap
rating gap
expected score
win: +
logistic

ā—† LIT — exact / checkable

The Elo expected score is E = 1/(1 + 10^(−Δ/400)), a logistic function of the rating difference Δ: equal ratings give 0.5, +200 gives ~0.76, +400 gives ~0.91. After a game the update is R′ = R + K·(S − E) where S is the actual result (1/0.5/0) and K the sensitivity — so beating a higher-rated opponent (low E) gains the most. A fail-loud self-check throws unless Δ=0 gives 0.5 and Δ=400 gives ~0.909. ◆ real rating theory, node-verified.

ā–² AMBER — the figure

Elo assumes a stable logistic skill model and independent games; real skill drifts, and the 400/base-10 scaling is a convention (Glicko/TrueSkill refine it). The number is a MODEL of relative strength, not an absolute measure.

HOBBY: a thing you make for no reason is the most honest thing you make.  ā€” THE MAKER
David Lee Wise / ROOT0 / TriPod LLC  Ā·  the workbench, with AVAN