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The Elo system for rating chess players, also used in other games and sports, was adopted by the World Chess Federation over four decades ago. Although not without controversy, it is accepted as generally reliable and provides a method for…
In this manuscript, we concentrate on a specific type of covariates, which we call statistically enhanced, for modeling tennis matches for men at Grand slam tournaments. Our goal is to assess whether these enhanced covariates have the…
The Elo rating system, which was originally proposed by Arpad Elo for chess, has become one of the most important rating systems in sports, economics and gaming nowadays. Its original formulation is based on two-player zero-sum games, but…
The Elo rating system is a highly successful ranking algorithm for games of skill where, by construction, one team wins and the other loses. A primary limitation of the original Elo algorithm is its inability to predict information beyond a…
This paper introduces a score-driven rating system, a generalization of the classical Elo rating system that employs the score, i.e. the gradient of the log-likelihood, as the updating mechanism for player and team ratings. The proposed…
The Elo rating system is a popular and widely adopted method for measuring the relative skill levels of players or teams in various sports and competitions. It assigns players numerical ratings and dynamically updates them based on game…
We present a mathematically rigorous Quality-of-Service (QoS) metric which relates the achievable quality of service metric (QoS) for a real-time analytics service to the server energy cost of offering the service. Using a new iso-QoS…
The Elo algorithm, renowned for its simplicity, is widely used for rating in sports tournaments and other applications. However, despite its widespread use, a detailed understanding of the convergence characteristics of the Elo algorithm is…
This work is concerned with the rating of players/teams in face-to-face games with three possible outcomes: loss, win, and draw. This is one of the fundamental problems in sport analytics, where the very simple and popular, non-trivial…
We introduce a novel system of matching and scoring players in tournaments, called Multi-Tier Tournaments, illustrated by chess and based on the following rules: 1. Players are divided into skill-based tiers, based on their Elo ratings. 2.…
In this note, I introduce Estimated Performance Rating (PR$^e$), a novel system for evaluating player performance in sports and games. PR$^e$ addresses a key limitation of the Tournament Performance Rating (TPR) system, which is undefined…
Sports tracking data are the high-resolution spatiotemporal observations of a competitive event. The growing collection of these data in professional sport allows us to address a fundamental problem of modern sport: how to attribute value…
Probabilistic properties of tennis scoring systems are examined and compared with best-of-K systems. A model, where each player has his/her own probability of winning his/her service point and which remains invariant for the duration of the…
The spread in the use of tracking systems in sport has made fine-grained spatiotemporal analysis a primary focus of an emerging sports analytics industry. Recently publicized tracking data for men's professional tennis allows for the first…
Many environments assign several Elo ratings to the same agent: a chess player has classical, rapid, and blitz ratings; an online platform may rate by time control, mode, or format; an evaluator may rate performance across tasks or roles.…
This paper presents an Elo-based rating system for programming contests, specifically Topcoder's Single Round Matches (SRMs). We introduce a logarithmic rank-based performance metric that allows single-round, multi-player contest results to…
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…
Today, the deployment of Web services in many enterprise applications has gained much attention. Service network inhibits certain common properties as they arise spontaneously and are subject to high fluctuation. The objective of consumer…
From the viewpoint of networks, a ranking system for players or teams in sports is equivalent to a centrality measure for sports networks, whereby a directed link represents the result of a single game. Previously proposed network-based…
One of the main goals of online competitive games is increasing player engagement by ensuring fair matches. These games use rating systems for creating balanced match-ups. Rating systems leverage statistical estimation to rate players'…