Related papers: Empirical parameterization of the Elo Rating Syste…
The Elo rating system has been recognised as an effective method for modelling students and items within adaptive educational systems. The existing Elo-based models have the limiting assumption that items are only tagged with a single…
Real-world competitive games, such as chess, go, or StarCraft II, rely on Elo models to measure the strength of their players. Since these games are not fully transitive, using Elo implicitly assumes they have a strong transitive component…
This article discusses in detail the rating system that won the kaggle competition "Chess Ratings: Elo vs the rest of the world". The competition provided a historical dataset of outcomes for chess games, and aimed to discover whether novel…
We suggest an improvement of the Elo rating system. Whereas Elo's theoretical background remains unaffected, we significantly change the way in which rating values are adjusted. It turns out that the modified system behaves much more…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
It was recently observed that Elo ratings fail at preserving transitive relations among strategies and therefore cannot correctly extract the transitive component of a game. We provide a characterization of transitive games as a weak…
Accurate estimation of question difficulty and prediction of student performance play key roles in optimizing educational instruction and enhancing learning outcomes within digital learning platforms. The Elo rating system is widely…
Rating strategies in a game is an important area of research in game theory and artificial intelligence, and can be applied to any real-world competitive or cooperative setting. Traditionally, only transitive dependencies between strategies…
Evaluation has traditionally focused on ranking candidates for a specific skill. Modern generalist models, such as Large Language Models (LLMs), decidedly outpace this paradigm. Open-ended evaluation systems, where candidate models are…
Benchmarks for the evaluation of model performance play an important role in machine learning. However, there is no established way to describe and create new benchmarks. What is more, the most common benchmarks use performance measures…
High-dimensional predictive models, those with more measurements than observations, require regularization to be well defined, perform well empirically, and possess theoretical guarantees. The amount of regularization, often determined by…
ELO rating system is proposed by Arpad Elo, a Hungarian-American physics professor. Originally, it was proposed for the ranking system of chess players, but it was soon adapted to many other zero-sum sports fields like football, baseball,…
Hypothesis testing via e-variables can be framed as a sequential betting game, where a player each round picks an e-variable. A good player's strategy results in an effective statistical test that rejects the null hypothesis as soon as…
In competitive games, strength ratings like Elo are widely used to quantify player skill and support matchmaking by accounting for skill disparities better than simple win rate statistics. However, scalar ratings cannot handle complex…
The Elo rating system has been used world wide for individual sports and team sports, as exemplified by the European Go Federation (EGF), International Chess Federation (FIDE), International Federation of Association Football (FIFA), and…
Assessing and comparing player skill in online multiplayer gaming environments is essential for fair matchmaking and player engagement. Traditional ranking models like Elo and Glicko-2, designed for two-player games, are insufficient for…
Matchmaking connects multiple players to participate in online player-versus-player games. Current matchmaking systems depend on a single core strategy: create fair games at all times. These systems pair similarly skilled players on the…
This work reconciles two perspectives on the Elo ranking that coexist in the literature: the practitioner's view as a heuristic feedback rule, and the statistician's view as online maximum likelihood estimation via stochastic gradient…
Marking and feedback are essential features of teaching and learning, across the overwhelming majority of educational settings and contexts. However, it can take a great deal of time and effort for teachers to mark assessments, and to…
ICC's current ranking system does not adequately account for key contextual factors such as home advantage, toss impact and scheduling imbalances; leading to inconsistencies in team evaluation in Test cricket. This study develops an…