The Elo rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess. It is named after its creator Arpad Elo, a Hungarian-American physics professor.
The Elo system was invented as an improved chess-rating system over the previously used Harkness system, but is also used as a rating system in association football, American football, baseball, basketball, pool, table tennis, various board games and esports, and more recently large language models.
The difference in the ratings between two players serves as a predictor of the outcome of a match. Two players with equal ratings who play against each other are expected to score an equal number of wins. A player whose rating is 100 points greater than their opponent's is expected to score 64%; if the difference is 200 points, then the expected score for the stronger player is 76%.
A player's Elo rating is represented by a number which may change depending on the outcome of rated games played. After every game, the winning player takes points from the losing one. The difference between the ratings of the winner and loser determines the total number of points gained or lost after a game. If the higher-rated player wins, then only a few rating points will be taken from the lower-rated player. However, if the lower-rated player scores an upset win, many rating points will be transferred. The lower-rated player will also gain a few points from the higher rated player in the event of a draw. This means that this rating system is self-correcting. Players whose ratings are too low or too high should, in the long run, do better or worse correspondingly than the rating system predicts and thus gain or lose rating points until the ratings reflect their true playing strength.
Elo ratings are comparative only, and are valid only within the rating pool in which they were calculated, rather than being an absolute measure of a player's strength.
Arpad Elo was a master-level chess player and an active participant in the United States Chess Federation (USCF) from its founding in 1939.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
The World Chess Championship is played to determine the world champion in chess. The current world champion is Ding Liren, who defeated his opponent Ian Nepomniachtchi in the 2023 World Chess Championship. Magnus Carlsen, the previous world champion, declined to defend his title. The first event recognized as a world championship was the 1886 match between the two leading players in the world, Wilhelm Steinitz and Johannes Zukertort. Steinitz won, becoming the first world champion.
An Internet chess server (ICS) is an external server that provides the facility to play, discuss, and view the board game of chess over the Internet. The term specifically refers to facilities for connecting players through a variety of graphical chess clients located on each user's computer. In the 1970s, one could play correspondence chess in a PLATO System program called 'chess3'. Several users used chess3 regularly; often a particular user would make several moves per day, sometimes with several games simultaneously in progress.
Stockfish is a free and open-source chess engine, available for various desktop and mobile platforms. It can be used in chess software through the Universal Chess Interface. Stockfish has consistently ranked first or near the top of most chess-engine rating lists and, as of April 2023, is the strongest CPU chess engine in the world. Its estimated Elo rating is around 3550 (CCRL 40/15). It has won the Top Chess Engine Championship 14 times and the Chess.com Computer Chess Championship 19 times.
Multiplayer environments are thought to increase and prolongate active participation in robot-aided rehabilitation. We expect that environments linking patients with their spouses will particularly foster active participation. Thus, we developed two multip ...