Elo rating system
The Elo rating system is a method for calculating the relative skill levels of players in two-player games such as
"Elo" is often written in capital letters (ELO), but it is not an
Elo was originally invented as an improved chess rating system although it is used in many games today. It is also used as a rating system for competitive multi-player play in a number of
History
Arpad Elo was a master-level chess player and an active participant in the
Elo's system replaced earlier systems of competitive rewards with a system based on statistical estimation. Rating systems for many sports award points in accordance with subjective evaluations of the 'greatness' of certain achievements. For example, winning an important
A statistical endeavor, by contrast, uses a model that relates the game results to underlying variables representing the ability of each player.
Elo's central assumption was that the chess performance of each player in each game is a normally distributed
A further assumption is necessary, because chess performance in the above sense is still not measurable. One cannot look at a sequence of moves and say, "That performance is 2039." Performance can only be inferred from wins, draws and losses. Therefore, if a player wins a game, he is assumed to have performed at a higher level than his opponent for that game. Conversely if he loses, he is assumed to have performed at a lower level. If the game is a draw, the two players are assumed to have performed at nearly the same level.
Elo did not specify exactly how close two performances ought to be to result in a draw as opposed to a win or loss. And while he thought it likely that each player might have a different
To simplify computation even further, Elo proposed a straightforward method of estimating the variables in his model ("i.e.," the true skill of each player). One could calculate relatively easily, from tables, how many games a player is expected to win based on a comparison of his rating to the ratings of his opponents. If a player won more games than he was expected to win, his rating would be adjusted upward, while if he won fewer games than expected his rating would be adjusted downward. Moreover, that adjustment was to be in exact linear proportion to the number of wins by which the player had exceeded or fallen short of his expected number of wins.
From a modern perspective, Elo's simplifying assumptions are not necessary because computing power is inexpensive and widely available. Moreover, even within the simplified model, more efficient estimation techniques are well known. Several people, most notably
Implementing Elo's scheme
The USCF implemented Elo's suggestions in 1960, and the system quickly gained recognition as being both fairer and more accurate than the Harkness system. Elo's system was adopted by FIDE in 1970. Elo described his work in some detail in the book "The Rating of Chessplayers, Past and Present", published in 1978.
Subsequent statistical tests have shown that chess performance is almost certainly not normally distributed. Weaker players have significantly greater winning chances than Elo's model predicts. Therefore, both the USCF and FIDE have switched to formulas based on the
Different ratings systems
The phrase "Elo rating" is often used to mean a player's chess rating as calculated by FIDE. However, this usage is confusing and often misleading, because Elo's general ideas have been adopted by many different organizations, including the USCF (before FIDE), the
Instead one may refer to the organization granting the rating, e.g. "As of August 2002,
FIDE ratings
For top players, the most important rating is their
The following analysis of the January 2006 FIDE rating list gives a rough impression of what a given FIDE rating means:
* 19743 players have a rating above 2200, and are usually associated with the
* 1868 players have a rating between 2400 and 2499, most of whom have either the IM or the GM title.
* 563 players have a rating between 2500 and 2599, most of whom have the GM title
* 123 players have a rating between 2600 and 2699, all (but one) of whom have the GM title
* 18 players have a rating between 2700 and 2799
* Only 4 players (
The highest ever FIDE rating was 2851, which Garry Kasparov had on the July 1999 and January 2000 lists.
In the whole history of FIDE rating system, only 48 players (to October 2007), sometimes called "Super-grandmasters", have achieved a peak rating of 2700 or more.
Performance rating
A "performance rating" is a hypothetical rating that would result from the games of a single event only. A performance rating for an event is calculated by taking (1) the rating of each player beaten and adding 400, (2) the rating of each player lost to and subtracting 400, (3) the rating of each player drawn, and (4) summing these figures and dividing by the number of games played.
FIDE tournament categories
Live ratings
Although Live ratings are unofficial, interest arose in Live ratings in August/September 2008 when five different players took the "Live" #1 ranking. [Anand lost #1 to Morozevich ( [http://www.chessbase.com/newsdetail.asp?newsid=4860 Chessbase, August 24 2008] ), then regained it, then Carlsen took #1 ( [http://www.chessbase.com/newsdetail.asp?newsid=4892 Chessbase, September 5 2008] ), then Ivanchuk ( [http://www.chessbase.com/newsdetail.asp?newsid=4901 Chessbase, September 11 2008] ), and finally Topalov ( [http://www.chessbase.com/newsdetail.asp?newsid=4908 Chessbase, September 13 2008] )]
The unofficial live ratings are published and maintained by Hans Arild Runde at http://chess.liverating.org . Only players over 2700 are covered.
United States Chess Federation ratings
The
*2400 and above: Senior Master
*2200 - 2399: Master
*2000 - 2199: Expert
*1800 - 1999: Class A
*1600 - 1799: Class B
*1400 - 1599: Class C
*1200 - 1399: Class D
*1000 - 1199: Class E
In general, 1000 is considered a bright beginner. A regular competitive chess player might be rated at approximately 1750.
The "K factor", in the USCF rating system, can be estimated by dividing 800 by the effective number of games a player's rating is based (Ne) plus the number of games the player completed in a tournament (m). [ [http://math.bu.edu/people/mg/ratings/approx/approx.html "Approximating Formulas for the USCF Rating System"] ,
Ratings of computers
Since 2005-2006,
For some ratings estimates, see
Theory
Mathematical details
Performance can't be measured absolutely; it can only be inferred from wins and losses. Ratings therefore have meaning only relative to other ratings. Therefore, both the average and the spread of ratings can be arbitrarily chosen. Elo suggested scaling ratings so that a difference of 200 rating points in chess would mean that the stronger player has an "expected score" of approximately 0.75, and the USCF initially aimed for an average club player to have a rating of 1500.
A player's "expected score" is his probability of winning plus half his probability of drawing. Thus an expected score of 0.75 could represent a 75% chance of winning, 25% chance of losing, and 0% chance of drawing. On the other extreme it could represent a 50% chance of winning, 0% chance of losing, and 50% chance of drawing. The probability of drawing, as opposed to having a decisive result, is not specified in the Elo system. Instead a draw is considered half a win and half a loss.
If Player A has true strength and Player B has true strength , the exact formula (using the
:
Similarly the expected score for Player B is
:
Note that . In practice, since the true strength of each player is unknown, the expected scores are calculated using the player's current ratings.
When a player's actual tournament scores exceed his expected scores, the Elo system takes this as evidence that player's rating is too low, and needs to be adjusted upward. Similarly when a player's actual tournament scores fall short of his expected scores, that player's rating is adjusted downward. Elo's original suggestion, which is still widely used, was a simple linear adjustment proportional to the amount by which a player overperformed or underperformed his expected score. The maximum possible adjustment per game (sometimes called the
Supposing Player A was expected to score points but actually scored points. The formula for updating his rating is
:
This update can be performed after each game or each tournament, or after any suitable rating period. An example may help clarify. Suppose Player A has a rating of 1613, and plays in a five-round tournament. He loses to a player rated 1609, draws with a player rated 1477, defeats a player rated 1388, defeats a player rated 1586, and loses to a player rated 1720. His actual score is (0 + 0.5 + 1 + 1 + 0) = 2.5. His expected score, calculated according the formula above, was (0.506 + 0.686 + 0.785 + 0.539 + 0.351) = 2.867. Therefore his new rating is (1613 + 32· (2.5 − 2.867)) = 1601.
Note that while two wins, two losses, and one draw may seem like a par score, it is worse than expected for Player A because his opponents were lower rated on average. Therefore he is slightly penalized. If he had scored two wins, one loss, and two draws, for a total score of three points, that would have been slightly better than expected, and his new rating would have been (1613 + 32· (3 − 2.867)) = 1617.
This updating procedure is at the core of the ratings used by FIDE, USCF, Yahoo! Games, the ICC,
The principles used in these rating systems can be used for rating other competitions—for instance, international football matches.
Elo ratings have been also applied to games without the possibility of draws, and to games in which the result can have also a quantity (small/big margin) in addition to the quality (win/loss). See go rating with Elo for more.
See also:
Mathematical issues
There are three main mathematical concerns relating to the original work of Professor Elo, namely the correct curve, the correct K-factor, and the provisional period crude calculations.
Most accurate distribution model
The first major mathematical concern addressed by both FIDE and the USCF was the use of the
Most accurate K-factor
The second major concern is the correct "K-factor" used. The chess statistician
Elo's original K-factor estimation, was based without the benefit of huge databases and statistical evidence. Sonas indicates that a K-factor of 24 (for players rated above 2400) may be more accurate both as a predictive tool of future performance, and also more sensitive to performance. [A key Sonas article is [http://www.chessbase.com/newsdetail.asp?newsid=562 Jeff Sonas: "The Sonas Rating Formula — Better than Elo?"]
Certain Internet chess sites seem to avoid a three-level K-factor staggering based on rating range. For example the ICC seems to adopt a global K=32 except when playing against provisionally rated players. The USCF (which makes use of a logistic distribution as opposed to a normal distribution) have staggered the K-factor according to three main rating ranges of:
* Players below 2100 -> K factor of 32 used
* Players between 2100 and 2400 -> K factor of 24 used
* Players above 2400 -> K factor of 16 used
FIDE uses the following ranges:
* K = 25 for a player new to the rating list until he has completed events with a total of at least 30 games.
* K = 15 as long as a player's rating remains under 2400.
* K = 10 once a player's published rating has reached 2400, and he has also completed events with a total of at least 30 games. Thereafter it remains permanently at 10.
In over-the-board chess, the staggering of K-factor is important to ensure minimal inflation at the top end of the rating spectrum. This assumption might in theory apply equally to an online chess server, as well as a standard over-the-board chess organisation such as FIDE or USCF. In theory, it would make it harder for players to get the much higher ratings, if their K-factor sensitivity was lessened from 32 to 16 for example, when they get over 2400 rating. However, the ICC's help on K-factors indicates [ [http://www.chessclub.com/help/k-factor ICC Help: k-factor ] ] that it may simply be the choosing of opponents that enables 2800+ players to further increase their rating quite easily. This would seem to hold true, for example, if one analysed the games of a GM on the ICC: one can find a string of games of opponents who are all over 3100. In over-the-board chess, it would only be in very high level all-play-all events that this player would be able to find a steady stream of 2700+ opponents – in at least a category 15+ FIDE event. A category 10 FIDE event would mean players are restricted in rating between 2476 to 2500. However, if the player entered normal Swiss-paired open over-the-board chess tournaments, he would likely meet many opponents less than 2500 FIDE on a regular basis. A single loss or draw against a player rated less than 2500 would knock the GM's FIDE rating down significantly.
Even if the K-factor was 16, and the player defeated a 3100+ player several games in a row, his rating would still rise quite significantly in a short period of time, due to the speed of blitz games, and hence the ability to play many games within a few days. The K-factor would arguably only slow down the increases that the player achieves after each win. The evidence given in the ICC K-factor article relates to the auto-pairing system, where the maximum ratings achieved are seen to be only about 2500. So it seems that random-pairing as opposed to selective pairing is the key for combatting rating inflation at the top end of the rating spectrum, and possibly only to a much lesser extent, a slightly lower K-factor for a player >2400 rating.
Practical issues
Game activity versus protecting one's rating
In general the Elo system has increased the competitive climate for chess and inspired players for further study and improvement of their game.Fact|date=March 2008 However, in some cases ratings can discourage game activity for players who wish to "protect their rating".
Examples:
#They may choose their events or opponents more carefully where possible.
#If a player is in a
#Junior players, who may have high provisional ratings, and who should really be practicing as much as possible,Fact|date=March 2008 might play less than they would, because of rating concerns.
In these examples, the rating "agenda" can sometimes conflict with the agenda of promoting chess activity and rated games. [ [http://www.chesscafe.com/text/skittles176.pdf A Parent's Guide to Chess] "Skittles", Don Heisman, Chesscafe.com, August 4, 2002]
Some of the clash of agendas between game activity, and rating concerns is also seen on many servers onlineFact|date=March 2008 which have implemented the Elo system. For example, the higher rated players, being much more selective in who they play, results often in those players lurking around, just waiting for "overvalued" opponents to try and challenge.Fact|date=March 2008 Such players may feel discouraged of course from playing any significantly lower rated players again for rating concerns. And so, this is one possible anti-activity/anti-social aspect of the Elo rating system which needs to be understood.Fact|date=March 2008 The agenda of points scoring can interfere with playing with abandon, and just for fun.Fact|date=March 2008
Interesting from the perspective of preserving high Elo ratings versus promoting rated game activity is a recent proposal by British Grandmaster
The Elo system when applied to casual online servers has at least two other major practical issues that need tackling when Elo is applied to the context of online chess server ratings. These are engine abuse and selective pairing.Fact|date=March 2008
Chess engines
The first and most significant issue is players making use of chess engines to inflate their ratings. This is particularly an issue for
Selective pairing
A more subtle issue is related to pairing. When players can choose their own opponents, they can choose opponents with minimal risk of losing, and maximum reward for winning. Such a luxury of being able to hand-pick your opponents is not present in Over-the-Board Elo type calculations, and therefore this may account strongly for the ratings on the ICC using Elo which are well over 2800.
Particular examples of 2800+ rated players choosing opponents with minimal risk and maximum possibility of rating gain include: choosing computers that they know they can beat with a certain strategy; choosing opponents that they think are over-rated; or avoiding playing strong players who are rated several hundred points below them, but may hold chess titles such as IM or GM. In the category of choosing over-rated opponents, new-entrants to the rating system who have played less than 50 games are in theory a convenient target as they may be overrated in their provisional rating. The ICC compensates for this issue by assigning a lower K-factor to the established player if they do win against a new rating entrant. The K-factor is actually a function of the number of rated games played by the new entrant.
Elo therefore must be treated as a bit of fun when applied in the context of online server ratings. Indeed the ability to choose one's own opponents can have great fun value also for spectators watching the very highest rated players. For example they can watch very strong GM's challenge other very strong GMs who are also rated over 3100. Such opposition, which the highest level players online would play in order to maintain their rating, would often be much stronger opponents than if they did play in an Open tournament which is run by Swiss pairings. Additionally it does help ensure that the game histories of those with very high ratings will often be with opponents of similarly high level ratings.
Therefore, Elo ratings online still provide a useful mechanism for providing a rating based on the opponent's rating. Its overall credibility, however, needs to be seen in the context of at least the above two major issues described — engine abuse, and selective pairing of opponents.
The ICC has also recently introduced "auto-pairing" ratings which are based on random pairings, but with each win in a row ensuring a statistically much harder opponent who has also won x games in a row. With potentially hundreds of players involved, this creates some of the challenges of a major large Swiss event which is being fiercely contested, with round winners meeting round winners. This approach to pairing certainly maximizes the rating risk of the higher-rated participants, who may face very stiff opposition from players below 3000 for example. This is a separate rating in itself, and is under "1-minute" and "5-minute" rating categories. Maximum ratings achieved over 2500 are exceptionally rare.
Ratings inflation and deflation
The primary goal of Elo ratings is to accurately predict game results between contemporary competitors, and FIDE ratings perform this task relatively well. A secondary, more ambitious goal is to use ratings to compare players between different eras. (See also
Those who believe in absolute skill (including FIDE [ [http://www.fide.com/official/handbook.asp?level=B0212 FIDE Online. FIDE Handbook: Chess rules ] ] ) would prefer modern ratings to be higher on average than historical ratings, if grandmasters nowadays are in fact playing better chess. By this standard, the rating system is functioning perfectly if a modern 2500-rated player and a 2500-rated player of another era would have equal chances of winning, were it possible for them to play. The advent of strong chess computers allows a somewhat objective evaluation of the absolute playing skill of past chess masters, based on their recorded games.
Those who believe in relative performance would prefer the median rating (or some other benchmark rank) of all eras to be the same. By one relative performance standard, the rating system is functioning perfectly if a player in the twentieth percentile of world rankings has the same rating as a player in the twentieth percentile used to have. Ratings should indicate approximately where a player stands in the chess hierarchy of his own era.
The average FIDE rating of top players has been steadily climbing for the past twenty years, which is inflation (and therefore undesirable) from the perspective of relative performance. However, it is at least plausible that FIDE ratings are not inflating in terms of absolute skill. Perhaps modern players are better than their predecessors due to a greater knowledge of openings and due to computer-assisted tactical training.
In any event, both camps can agree that it would be undesirable for the average rating of players to decline at all, or to rise faster than can be reasonably attributed to generally increasing skill. Both camps would call the former deflation and the latter inflation. Not only do rapid inflation and deflation make comparison between different eras impossible, they tend to introduce inaccuracies between more-active and less-active contemporaries.
The most straightforward attempt to avoid rating inflation/deflation is to have each game end in an equal transaction of rating points. If the winner gains N rating points, the loser should drop by N rating points. The intent is to keep the average rating constant, by preventing points from entering or leaving the system.
Unfortunately, this simple approach typically results in rating deflation, as the USCF was quick to discover.
A common misconception is that rating points enter the system every time a previously unrated player gets an initial rating and that likewise rating points leave the system every time someone retires from play. Players generally believe that since most players are significantly better at the end of their careers than at the beginning, that as they tend to take more points away from the system than they brought in, the system deflates as a result. This is a fallacy and is easily shown. If a system is deflated, players will have strengths higher than their ratings. But if they take points out of the system EQUAL TO their strength when they leave the system, no inflation or deflation will result.
Rather, in the "basic form" of the Elo system, the cause of deflation is the fact that players improve. The cause of inflation is that their strength relative to their rating will tend to decline over time with age. Since most players improve early in their career, the system tends to deflate at that time. Inflation doesn't occur until much later in a player's career. Many players will quit before this natural process occurs, which would return points to the system. The net result over time is deflation.
Example
Both of these misconceptions can be shown incorrect via the following example:
Let's consider the following example, which is a little contrived to make it simple. However, the principles remain the same in other pools irrespective of the level of complexity.
Suppose there are four 1500-rated players: A, B, C, D. They are all established players. Their ratings are stable. To make the calculations easy, we will assume that we will calculate rating changes under the old Elo formula with K=32. Suppose that they are the only four players in the rating pool. The average rating of the pool is, therefore, 1500.
Elo recognized that simply having an improving player causes deflation.
Let's suppose that A decides to study for a while. As a result, his strength increases to a degree that on average he scores 3 out of 4 against B, C, and D. These odds represent roughly a 200 rating point spread.
What we would want the pool to do is this: Since B, C, and D are the same strength as before, their ratings should stay at 1500. A should see his rating go toward 1700.
That is, their performances indicate a strength relative to where they started of 1500 for B, C, and D and 1700 for A.
Let's suppose that they play 10 rated games against each opponent (30 total.) B, C, and D score 50% against each other, but only 25% against A, exactly as outlined above. That means B, C, and D win 12.5 games each, and A wins 22.5 games. For example, on average, B wins 5 of the 10 games against C, 5 of the 10 games against D, and 2.5 of the games against A.
What are their ratings (assuming for ease that we rate this as 1 event) at the end of these encounters? (This example is simplified, but illustrates the point, and the principles hold true even if we treat it as several events.)
The rating formula is:
:(W-We) x 32 + Rating old = Rating new,
where W equals the number of wins and We equals the expected number of wins.
Since all players started at 1500, we expect them all to score 50%. The winning expectancy, We, therefore = 15 for all the players.
For B, C, D:
:(12.5-15.0) x 32 +1500 = 1420
12.5 points, for B for example, is 5 points against C, 5 against D, and 2.5 against A.
For A:
:(22.5 - 15.0) x 32 + 1500 = 1740
What is the average rating of the pool? (1420 + 1420 + 1420 +1740)/4 = 1500.
Hmm...exactly the same as before.
Yet, B, C, D are all rated "lower" than their actual skill level of 1500. And even if A loses his "40 extra" points back to the pool fairly evenly in another series of games, we would see:
:A: 1700 :B: 1433 :C: 1433 :D: 1433
That is, 75% of the players in the pool would be deflated, by 67 points each, even though the average rating of the entire pool is unchanged.
Practical approaches
Because of the significant difference in timing of when inflation and deflation occur, and in order to combat deflation, most implementations of Elo ratings have a mechanism for injecting points into the system in order to maintain relative ratings over time. FIDE has two inflationary mechanisms. First, performances below a "ratings floor" are not tracked, so a player with true skill below the floor can only be unrated or overrated, never correctly rated. Second, established and higher-rated players have a lower K-factor. [http://www.fide.com/official/handbook.asp?level=B0210 FIDE Online. FIDE Handbook: Chess rules ] ] There is no theoretical reason why these should provide a proper balance to an otherwise deflationary scheme; perhaps they over-correct and result in net inflation beyond the playing population's increase in absolute skill. On the other hand, there is no obviously superior alternative. In particular, on-line game rating systems have seemed to suffer at least as many inflation/deflation headaches as FIDE, despite alternative stabilization mechanisms. Other chess rating systems * Ingo system, designed by Anton Hoesslinger, published in 1948. Starting in West Germany in 1948, it was used in Germany as official rating system of the German Chess Federation until 1992 when it was replaced by an Elo based rating system. It influenced some other rating systems. Elo ratings in other games National The popular In other sports, individuals maintain rankings based on the Elo algorithm. These are usually unofficial, not endorsed by the sport's governing body. The In the strategy game Various online roleplaying-games (MMORPGs) use Elo ratings for player-vs-player (PVP) rankings. In Trading-card game manufacturers often use Elo ratings for their organized play efforts. The DCI (formerly Duelists' Convocation International) uses Elo ratings for tournaments of and other games of [http://www.foosballrankings.com FoosballRankings.com] has applied the Elo Rating System to the game of foosball by offering a free Elo ranking tool that can be used in [http://weewar.com/ WeeWar] uses a modified Elo Rating System to rank the players of its online turn based strategy game. The only difference is that rankings are unaffected by a draw. [http://e4e6.com/toto TotoScacco] uses a modified Elo rating system to rank the players of its guess-the-results game, where one has to predict the results of top chess events. [http://goldentee.com Golden Tee Golf] uses an ELO rating system. Generally, any rating of 3000 or higher, the player is considered one of the elite of the game. This player usually places top 3 in tournaments on a regular basis A rating of 2900-2999, this player will generally score in the top 5 with top 3 finishes about 60% of the time. A rating between 2750-2900, this player will score top 10 on a regular basis with a top 5 finish 40-50% of the time and a top 3 finish 20% of the time. A rating of 2750 and below, the player will generally finish in the top 20 on a regular basis, the top 10 on a 40%-50% basis, the top 5 on a 15% basis and will finish in the top 3 on a 5% basis. * Notes References * Citation External links * [http://ratings.fide.com/toplist.phtml/ Official FIDE Rating List]
* Harkness System, invented by
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* [http://www.facebook.com/apps/application.php?id=8842269614 Conquest]
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surname1=Elo|given1=Arpad|authorlink1=Arpad Elo
title=The Rating of Chessplayers, Past and Present
year=1978
publisher=Arco
ID=ISBN 0-668-04721-6
* [http://chess.eusa.ed.ac.uk/Chess/Trivia/AlltimeList.html All Time Rankings] - lists the top 10 from 1970 to 1997
* [http://chess.liverating.org/ Unofficial Live Top List]
* [http://www.chessbase.com/newsdetail.asp?newsid=1160 Arpad Emre Elo – 100th anniversary]
* [http://gobase.org/rating/elo.html GoBase.org: Introduction to the Elo Rating System]
* [http://citeseer.nj.nec.com/context/344636/0 Citations for Elo, A.E. 1978. The Ratings of Chess Players: Past and Present.]
* [http://math.bu.edu/people/mg/research/index.html Mark Glickman's research page, with a number of links to technical papers on chess rating systems]
* [http://remi.coulom.free.fr/Bayesian-Elo/ Bayesian Elo Rating]
* http://chess.about.com/library/weekly/aa03a25.htm
* [http://www.foosline.com Professional foosball players are ranked using Elo. Includes interesting adjustments for doubles.]
* [http://www.eloratings.net A site that ranks national soccer teams using Elo methods]
* [http://www.swahili.it/bao/matokeo.php?lng=en An attempt to apply ELO rating to Bao]
* [http://gemma.ujf.cas.cz/~cieply/GO/gor.html EGF Official Ratings]
* [http://www.chessbase.com/newsdetail.asp?newsid=562 Jeff Sonas: "The Sonas Rating Formula — Better than Elo?"]
* [http://www.benoni.de/schach/elo/index_e.html Elo query with world ranking list and historical development since 1990]
* [http://www.scrabble-assoc.com/ratings/ National Scrabble Association ratings]
* [http://tournaments.tantrix.co.uk/ratings/rating.shtml The Elo-rating system used for Tantrix]
* [http://www.elorating.com Popular Elo rating system for Age of Empires 3 computer game]
* [http://www.us-squash.org/ratings/ US Squash National Rankings]
* [http://www.chessrankings.com/ Chess Rankings Website uses Elo to rank players online.]
* [http://www.cafefroid.com/ratings/ Elo ratings applied to race car drivers.]