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Elo rating system



 
 
The Elo rating system is a method for calculating the relative skill levels of players in two-player games such as chess
Chess

Chess is a recreational and competitive game played between two Player . Sometimes called Western chess or international chess to distinguish it from History of chess and other chess variants, the current form of the game emerged in Southern Europe during the second half of the 15th century after evolving from similar, much older...
 and Go
Go (board game)

Go is a strategic board game for two players. It is known as w?iq? in Chinese , or in Japanese, and baduk in Korean language ....
.






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The Elo rating system is a method for calculating the relative skill levels of players in two-player games such as chess
Chess

Chess is a recreational and competitive game played between two Player . Sometimes called Western chess or international chess to distinguish it from History of chess and other chess variants, the current form of the game emerged in Southern Europe during the second half of the 15th century after evolving from similar, much older...
 and Go
Go (board game)

Go is a strategic board game for two players. It is known as w?iq? in Chinese , or in Japanese, and baduk in Korean language ....
. It is named after its creator Arpad Elo
Árpád Élo

File:ArpadElo.jpgArpad Emrick Elo is the creator of the Elo rating system for two-player games such as chess. Born in Hungary, he moved to the United States with his parents as a child in 1913....
 (1903–1992, born as Élo Árpád), a Hungarian
Hungary

Hungary , officially in English the Republic of Hungary , is a landlocked country in the Carpathian Basin of Central Europe, bordered by Austria, Slovakia, Ukraine, Romania, Serbia, Croatia, and Slovenia....
-born American
United States

The United States of America is a Federal government constitutional republic comprising U.S. state and a federal district. The country is situated mostly in central North America, where its Contiguous United States and Washington, D.C., the Capital districts and territories, lie between the Pacific Ocean and Atlantic Oceans, Borders of the U...
 physics
Physics

Physics is the natural science which examines basic concepts such as energy, force, and spacetime and all that derives from these, such as mass, charge, matter and its Motion ....
 professor.

The Elo system was invented as an improved chess rating system, but today it is also used in many other games. It is also used as a rating system for multiplayer competition in a number of computer games, and has been adapted to team sports including association football, American college football and basketball, and Major League Baseball
Major League Baseball

Major League Baseball is the highest level of play in American professional baseball. Specifically, Major League Baseball refers to the organization that operates the National League and the American League, by means of a joint organizational structure that has developed gradually between them since 1903 ....
.

History


Arpad Elo was a master-level chess player and an active participant in the United States Chess Federation
United States Chess Federation

The United States Chess Federation is a non-profit organization, the governing chess organization within the United States, and one of the federations of the F?d?ration Internationale des ?checs....
 (USCF) from its founding in 1939. The USCF used a numerical ratings system, devised by Kenneth Harkness
Kenneth Harkness

Kenneth Harkness was a chess organizer.He was born in Glasgow, Scotland. He was Executive Directors of the United States Chess Federation of the United States Chess Federation from 1952 to 1959....
, to allow members to track their individual progress in terms other than tournament wins and losses. The Harkness system was reasonably fair, but in some circumstances gave rise to ratings which many observers considered inaccurate. On behalf of the USCF, Elo devised a new system with a more statistical
Statistics

Statistics is a Mathematics pertaining to the collection, analysis, interpretation or explanation, and presentation of data. It also provides tools for prediction and forecasting based on data....
 basis.

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 golf
Golf

Golf is a sport in which players using many types of Golf club including wood , iron , and putter , attempt to hit golf ball into each hole on a golf course in the lowest possible number of strokes....
 tournament might be worth an arbitrarily chosen five times as many points as winning a lesser tournament.

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
Normal distribution

The normal distribution, also called the Gaussian distribution, is an important family of continuous probability distributions, applicable in many fields....
 random variable
Random variable

In mathematics, random variables are used in the study of Randomness and probability. They were developed to assist in the analysis of Game of chance, stochastic events, and the results of experiment by capturing only the mathematical properties necessary to answer probability questions....
. Although a player might perform significantly better or worse from one game to the next, Elo assumed that the mean value of the performances of any given player changes only slowly over time. Elo thought of a player's true skill as the mean of that player's performance random variable.

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 standard deviation
Standard deviation

In statistics, standard deviation is a simple measure of the variability or statistical dispersion of a data set. A low standard deviation indicates that all of the data points are very close to the same value , while high standard deviation indicates that the data are ?spread out? over a large range of values....
 to his performance, he made a simplifying assumption to the contrary.

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 Mark Glickman, have proposed using more sophisticated statistical machinery to estimate the same variables. On the other hand, the computational simplicity of the Elo system has proven to be one of its greatest assets. With the aid of a pocket calculator, an informed chess competitor can calculate to within one point what his next officially published rating will be, which helps promote a perception that the ratings are fair.

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
Fédération Internationale des Échecs

The F?d?ration Internationale des ?checs or World Chess Federation is an international organization that connects the various national chess federations around the world and acts as the Sport governing body of international chess competition....
 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 logistic distribution
Logistic distribution

In probability theory and statistics, the logistic distribution is a continuous probability distribution.Its cumulative distribution function is the logistic function, which appears in logistic regression and feedforward neural networks....
. However, in deference to Elo's contribution, both organizations are still commonly said to use "the Elo system".

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 Internet Chess Club
Internet Chess Club

The Internet Chess Club is a commercial Internet chess server devoted to the play and discussion of chess and chess variants. ICC currently has over 30,000 subscribing members, and there are typically around 2,500 members logged on at any given time, including many internationally titled players....
 (ICC), Yahoo!
Yahoo!

Yahoo! Inc. is an United States public company corporation with headquarters in Sunnyvale, California, , and provides Internet services worldwide....
 Games, and the now defunct Professional Chess Association
Professional Chess Association

The Professional Chess Association , which existed between 1993 and 1996, was a rival organisation to FIDE, the international chess organization....
 (PCA). Each organization has a unique implementation, and none of them precisely follows Elo's original suggestions. It would be more accurate to refer to all of the above ratings as Elo ratings, and none of them as the Elo rating.

Instead one may refer to the organization granting the rating, e.g. "As of August 2002, Gregory Kaidanov
Gregory Kaidanov

Gregory Kaidanov is a Grandmaster of chess.As of April 2007, his Elo rating was 2587, making him the # 9 player in the US and the 179th-highest rated player in the world....
 had a FIDE rating of 2638 and a USCF rating of 2742." It should be noted that the Elo ratings of these various organizations are not always directly comparable. For example, someone with a FIDE rating of 2500 will generally have a USCF rating near 2600 and an ICC rating in the range of 2500 to 3100.

FIDE ratings


For top players, the most important rating is their FIDE rating. FIDE issues a ratings list four times a year.

The following analysis of the January 2006 FIDE rating list gives a rough impression of what a given FIDE rating means:
  • 17171 players have a rating between 2200 and 2399, and are usually associated with the Candidate Master
    Candidate Master

    The Candidate Master title is awarded by the world chess governing body, F?d?ration Internationale des ?checs . CM ranks below the titles of FIDE Master, International Master and Grandmaster ....
     title.
  • 1868 players have a rating between 2400 and 2499, most of whom have either the IM
    International Master

    The title International Master is awarded to outstanding chess players by the world chess organization F?d?ration Internationale des ?checs. The title is open to both men and women....
     or the GM
    International Grandmaster

    The title Grandmaster is awarded to extremely strong chess masters by the world chess organization FIDE. Apart from "World Chess Championship", Grandmaster is the highest title a chess player can attain....
     title.
  • 563 players have a rating between 2500 and 2599, most of whom have the GM
    International Grandmaster

    The title Grandmaster is awarded to extremely strong chess masters by the world chess organization FIDE. Apart from "World Chess Championship", Grandmaster is the highest title a chess player can attain....
     title
  • 123 players have a rating between 2600 and 2699, all (but one) of whom have the GM
    International Grandmaster

    The title Grandmaster is awarded to extremely strong chess masters by the world chess organization FIDE. Apart from "World Chess Championship", Grandmaster is the highest title a chess player can attain....
     title
  • 18 players have a rating between 2700 and 2799
  • Only 4 players (Garry Kasparov
    Garry Kasparov

    Garry Kasparov is a Russian former World Chess Champion, regarded by many as Methods for comparing top chess players throughout history. He is also a writer and political activist....
    , Vladimir Kramnik
    Vladimir Kramnik

    Vladimir Borisovich Kramnik is a Russian chess International Grandmaster. He was Classical World Chess Championship 2000 from 2000 to 2006, and undisputed World Chess Champion from 2006 to 2007....
    , Veselin Topalov
    Veselin Topalov

    Veselin Topalov is a Bulgarian chess International Grandmaster and former FIDE world chess champion.Topalov became the FIDE World Chess Champion by winning the FIDE World Chess Championship 2005....
     and Viswanathan Anand
    Viswanathan Anand

    Viswanathan Anand is an Indian chess International Grandmaster and the current World Chess Championship.Anand won the FIDE World Chess Championship in 2000, at a time when the world title was split....
    ) have ever exceeded a rating of 2800, and only Topalov does in the latest (January 2009) list.


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"
International Grandmaster

The title Grandmaster is awarded to extremely strong chess masters by the world chess organization FIDE. Apart from "World Chess Championship", Grandmaster is the highest title a chess player can attain....
, have achieved a peak rating of 2700 or more.

Performance rating
Performance Rating is a hypothetical rating that would result from the games of a single event only. Some chess organizations use the "algorithm of 400" to calculate performance rating. According to this algorithm, 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, however, calculates performance rating by means of the formula: Opponents' Rating Average + Rating Difference. Rating Difference is based on a player's tournament percentage score , which is then used as the key in a lookup table. is simply the number of points scored devided by the number of games played. Note that, in case of a perfect or no score is indeterminate. The full table can be found in the online. A simplified version of this table looks like this:

FIDE tournament categories

FIDE classifies tournaments into categories according to the average rating of the players. Each category is 25 rating points wide. Category 1 is for an average rating of 2251 to 2275, category 2 is 2276 to 2300, etc. The highest rated tournaments have been Category 21, with an average from 2751 to 2775. The top categories are as follows:

CategoryMeaning
15Average rating is in range 2601 to 2625
16Average rating is in range 2626 to 2650
17Average rating is in range 2651 to 2675
18Average rating is in range 2676 to 2700
19Average rating is in range 2701 to 2725
20Average rating is in range 2726 to 2750
21Average rating is in range 2751 to 2775


Live ratings


FIDE updates its ratings list every three months. In contrast, the unofficial "Live ratings" calculate the change in players' ratings after every game. These Live ratings are based on the previously published FIDE ratings, so a player's Live rating is intended to correspond to what the FIDE rating would be if FIDE was to issue a new list that day.

Although Live ratings are unofficial, interest arose in Live ratings in August/September 2008 when five different players took the "Live" #1 ranking.

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 United States Chess Federation
United States Chess Federation

The United States Chess Federation is a non-profit organization, the governing chess organization within the United States, and one of the federations of the F?d?ration Internationale des ?checs....
 (USCF) uses its own classification of players:
  • 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. The average tournament player's rating in the USCF from 1400-1500. Class B and higher is generally considered extremely competitive and the USCF establishes a rating floor. A floor is your current rating minus 200 rating points. For instance, once someone has reached a rating of 1600, they can never fall below 1400 for rating and competition purposes. (To protect the integrity of big tournaments and combat sandbagging).

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 on (Ne) plus the number of games the player completed in a tournament (m).


Ratings of computers


Since 2005–2006, human-computer chess matches
Human-computer chess matches

This article documents the progress of significant Human-computer chess matches.Computer chess were first able to beat strong chess players in the late 1980s....
 have demonstrated that chess computers are stronger than the strongest human players. However ratings of computers are difficult to quantify. There have been too few games under tournament conditions to give computers or software engines an accurate rating. Also, for chess engines, the rating is dependent on the machine a program runs on.

For some ratings estimates, see Chess Engines rating lists.

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 logistic curve) for the expected score of Player A is

Similarly the expected score for Player B is

This could also be expressed by

and

where and . Note that the same denominator applies to both expressions. This means that by studying only the numerators, we find out that player A has about times greater chance of winning as player B. It then follows that for each 400 rating points of advantage over the opponent, the chance of winning is magnified ten times in comparsion to the opponent's chance of winning.

Also 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 K-value) was set at K = 16 for masters and K = 32 for weaker players.

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 to 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, and FICS. However, each organization has taken a different route to deal with the uncertainty inherent in the ratings, particularly the ratings of newcomers, and to deal with the problem of ratings inflation/deflation. New players are assigned provisional ratings, which are adjusted more drastically than established ratings, and various methods (none completely successful) have been devised to inject points into the rating system so that ratings from different eras are roughly comparable.

The principles used in these rating systems can be used for rating other competitions—for instance, international football
Football (soccer)

Association football, more commonly known as football or soccer, is a team sport played between two teams of eleven players, and is widely considered to be the most popular sport in the world....
 matches.

Elo ratings have also been applied to games without the possibility of draw
Draw (chess)

In chess, a draw is one of the possible outcomes of a game, the others being a win for White and a win for Black . Traditionally, in tournaments a draw is worth a half point to each player, while a win is worth one point to the victor and none to the loser....
s, and to games in which the result can also have a quantity (small/big margin) in addition to the quality (win/loss). See go rating with Elo
Go ranks and ratings

Skill in the traditional go is measured by a number of different national, regional and online ranking and rating systems. Traditionally, go rankings have been measured using a system of dan rank and kyu ranks....
 for more.

See also: Hubbert curve
Hubbert curve

The Hubbert curve projects the rate of oil production over time, and is the main component of Hubbert peak theory. It was first proposed by geophysicist M....
 for the similarity between the derivative of the logistic curve and the normal distribution
Normal distribution

The normal distribution, also called the Gaussian distribution, is an important family of continuous probability distributions, applicable in many fields....
.

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 normal distribution
Normal distribution

The normal distribution, also called the Gaussian distribution, is an important family of continuous probability distributions, applicable in many fields....
. They found that this did not accurately represent the actual results achieved by particularly the lower rated players. Instead they switched to a logistical distribution
Logistic distribution

In probability theory and statistics, the logistic distribution is a continuous probability distribution.Its cumulative distribution function is the logistic function, which appears in logistic regression and feedforward neural networks....
 model, which seemed to provide a better fit for the actual results achieved.

Most accurate K-factor

The second major concern is the correct "K-factor" used. The chess statistician Jeff Sonas
Jeff Sonas

Jeff Sonas is a statistician who invented the Chessmetrics system for rating chess players, which is intended as an improvement on the Elo rating system....
 reckons that the original K=10 value (for players rated above 2400) is inaccurate in Elo's work. If the K-factor coefficient is set too large, there will be too much sensitivity to winning, losing or drawing, in terms of the large number of points exchanged. Too low a K-value, and the sensitivity will be minimal, and it would be hard to achieve a significant number of points for winning, etc.

Elo's original K-factor estimation was made 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.

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 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. However, in some cases ratings can discourage game activity for players who wish to "protect their rating".

Examples:

  1. They may choose their events or opponents more carefully where possible.
  2. If a player is in a Swiss tournament, and loses a couple of games in a row, they may feel the need to abandon the tournament in order to avoid any further rating "damage".
  3. Junior players, who may have high provisional ratings, and who should really be practicing as much as possible, 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.

Some of the clash of agendas between game activity, and rating concerns is also seen on many servers online 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 to challenge. 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. The agenda of points scoring can interfere with playing with abandon, and just for fun.

Interesting from the perspective of preserving high Elo ratings versus promoting rated game activity is a recent proposal by British Grandmaster John Nunn
John Nunn

John Denis Martin Nunn is one of England's strongest chess players, and once belonged to the world's top ten. He was twice world champion in chess problem solving....
 regarding qualifiers based on Elo rating for a World championship model. Nunn highlights in the section on "Selection of players", that players not only be selected by high Elo ratings, but also their rated game activity. Nunn clearly separates the "activity bonus" from the Elo rating, and only implies using it as a tie-breaking mechanism.

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.

Chess engines

The first and most significant issue is players making use of chess engines
List of chess engines

A chess engine is a computer program that can play the game of chess....
 to inflate their ratings. This is particularly an issue for correspondence chess
Correspondence chess

Correspondence chess is chess played by various forms of long-distance correspondence, usually through a correspondence chess server, through e-mail or by the postal system; less common methods which have been employed include fax and homing pigeon....
 style servers and organizations, where making use of a wide variety of engines within the same game is entirely possible. This would make any attempts to conclusively prove that someone is cheating quite futile. Blitz
Blitz chess

Fast chess, also known as blitz chess, sudden death, speed chess, bullet chess and rapid chess, is a type of chess game in which each side is given less time to make their moves than under the normal tournament time controls of 60?180 minutes per player....
 servers such as the Free Internet Chess Server
Free Internet Chess Server

The Free Internet Chess Server is a volunteer-run Internet chess server. It was organized as a free alternative to the Internet Chess Club , after that site began charging for membership....
 or the Internet Chess Club
Internet Chess Club

The Internet Chess Club is a commercial Internet chess server devoted to the play and discussion of chess and chess variants. ICC currently has over 30,000 subscribing members, and there are typically around 2,500 members logged on at any given time, including many internationally titled players....
 attempt to minimize engine bias by clear indications that engine use is not allowed when logging on to their server.

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 Greatest chess player of all time
Greatest chess player of all time

This article examines a number of methodologies that have been suggested for the task of comparing top chess players throughout history, particularly the question of comparing the greatest players of different eras....
.) It would be convenient if a FIDE rating of 2500 meant the same thing in 2005 that it meant in 1975. If the ratings suffer from inflation, then a modern rating of 2500 means less than a historical rating of 2500, while if the ratings suffer from deflation, the reverse will be true. Unfortunately, even among people who would like ratings from different eras to "mean the same thing", intuitions differ sharply as to whether a given rating should represent a fixed absolute skill or a fixed relative performance.

Those who believe in absolute skill (including FIDE) 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
The deflation can be shown via the following simplified example. Suppose there are four 1500-rated players: A, B, C, D, all established players with stable ratings. To make the calculations easy, we will assume that we will calculate rating changes under the old Elo formula with K=32. Elo recognized that simply having an improving player causes deflation.

Now, player A improves his chess skills 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. If A, B, C and D are now in a tournament where they play 10 games against each opponent, A will win 22.5 of the 30 games. Players B, C and D will win 12.5 of their games. After the tournament, the players are given a new rating:

,

where W equals the number of wins and We equals the expected number of wins. Because prior to the tournament, all players had the same rating, they were expected to score 50%, so . Player A has a new rating of,

so player A won 240 points, due to his increased chess skill. For B, C, D, the new rating is , so they all lost 80 points, even though their chess skill remained the same. It can be shown that if these four players continue playing games, without changing their chess skills, their final ratings will be
A: 1700
B: 1433
C: 1433
D: 1433,
so players B, C and D will have a lower rating, even if their skills did not decrease; the system is deflating.

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. 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.

Exponential variant


In many computer role-playing games, the played game character has an experience (which can be compared to the rating of a chess player), which grows exponentially as the character evolves (while the Elo rating of a chess player grows linear as the player evolves). Therefore, in a morpg with pairwise battles, it can be a desirable feature to have an experience attached to each character which resembles the Elo rating of a chess player, but grows exponentially to better match the experience of a character in other rpg's.

Let's call a character's experience , and define it as

where would be the Elo rating of the character. We then have a bijection
Bijection

In mathematics, a bijection, or a bijective function is a function f from a set X to a set Y with the property that, for every y in Y, there is exactly one x in X such that f = y....
 between and , where . Notice that the experience will always be positive, while the rating can be any real number. Imagine we have two characters, A and B, with the experiences and . In a battle between A and B, the expected score of player A can be calculated using the exact formula

So, we have

and the corresponding expression for player B that is

When the battle is over, by using the formula for updating the rating of a character, we can also update the expereince of the character:

where . A low K values corresponds to an F values close to 1. However, while the K value is lower for stronger chess players, the F value is often left unchanged, to enable the system to be more dynamic (which is a requirement for making a game fun). In opposite to a chess player, a character of a single player rpg is made to evolve through out the entire game, as he encounters new and better items, develops his skills, learns new spells, etc. In a morpg on the other hand, the creators often continuously develop the games and create new patches, such as in World of Warcraft
World of Warcraft

World of Warcraft, often referred to as WoW, is a massively multiplayer online role-playing game . It is Blizzard Entertainment's fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994 in video gaming....
. As each patch is released, the environment of the game is changed; this makes the game more chaotic.

For low F values, the formula for updating the experience can be approximately estimated by

where . Using players A and B as referrals again, and inserting the formula for the expected score, we can substitute and obtain

Now, since = 1 at win, but 0 at loss, the experience gain is
Single player rpg's

In many single player rpg's, the character gets an experience boost when killing an enemy (i.e. a battle win). Since the character, A, often is considered to have much higher experience than an enemy, B, the experience gain when killing the enemy can be simplified to

An even simpler version of this would be to let the character's experience be the sum of the experience of all enemies it has killed (i.e. having = 1).

At death, many rpg's just let the player start over from the last visited status checkpoint
Saved game

A saved game is a piece of computer file management information about the progress of a player character in a video game. This saved game can be reloaded later, so the player can continue where he or she had stopped....
. Having a single player rpg where the character loses experience each time it is killed would not be that sensible; firstly the chance of winning a battle is drastically decreased when fighting against more than one enemy at a time, hence making the expected score misleading. Besides, if the character would have it's experience decreased at each death, the average experience gain over a longer period of time would be around zero, which is not suitable for a single player rpg.

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.
  • Harkness System, invented by Kenneth Harkness
    Kenneth Harkness

    Kenneth Harkness was a chess organizer.He was born in Glasgow, Scotland. He was Executive Directors of the United States Chess Federation of the United States Chess Federation from 1952 to 1959....
    , who published it in 1956. It was used by the USCF from 1950 to 1960 and by some other organizations.
  • British Chess Federation Rating System, published in 1958.
  • Correspondence Chess League of America Rating System.
  • Glicko rating system
    Glicko rating system

    The Glicko rating system and the Glicko-2 rating system are similar to the Elo rating system: a method for assessing a player's strength in games of skill such as chess....
  • Chessmetrics
    Chessmetrics

    Chessmetrics is a system for rating chess players devised by Jeff Sonas. It is intended as an improvement over the Elo rating system....
  • In November 2005, the Xbox Live
    Xbox Live

    Xbox Live is an Internet Multiplayer video game and digital media delivery service created and operated by Microsoft. It is currently the only online gaming service that charges users a fee to play multiplayer gaming....
     online gaming service proposed the ranking system that is an extension of Glickman's system
    Glicko rating system

    The Glicko rating system and the Glicko-2 rating system are similar to the Elo rating system: a method for assessing a player's strength in games of skill such as chess....
     to multi-player and multi-team games.


Elo ratings in other games

National Scrabble
Scrabble

Scrabble is a word game in which two to four players score points by forming words from individual lettered tiles on a game board marked with a 15-by-15 grid....
 organizations compute normally-distributed Elo ratings except in the United Kingdom
United Kingdom

The United Kingdom of Great Britain and Northern Ireland, commonly known as the United Kingdom , the UK or Britain,is a sovereign state located off the northwestern coast of continental Europe....
, where a different system is used. The North American National Scrabble Association
National Scrabble Association

The National SCRABBLE Association was created in 1978 by Selchow & Righter, then the makers of Scrabble®, to promote their game. It has coordinated local clubs and Scrabble tournaments in North America, including the National Scrabble Championship....
 has the largest rated population, numbering over 11,000 as of early 2006. Lexulous also uses the Elo system.

The popular First Internet Backgammon Server
First Internet Backgammon Server

First Internet Backgammon Server is the earliest backgammon Server on the internet, operating since July 19, 1992.FIBS allows internet users to play backgammon in real-time against other people and tracks player performance using a modified version of the ELO rating system....
 calculates ratings based on a modified Elo system. New players are assigned a rating of 1500, with the best humans and bots rating over 2000. The same formula has been adopted by several other backgammon sites, such as , , and (Vinco Online Games). Vog sets a new player's rating at 1600.

In other sports, individuals maintain rankings based on the Elo algorithm. These are usually unofficial, not endorsed by the sport's governing body. The World Football Elo Ratings
World Football Elo Ratings

The World Football Elo Ratings is a ranking system for men's national teams in football . The method used to rank teams is based upon the Elo rating system method but modified to take various football-specific variables into account....
 rank national teams in men's football (soccer)
Football (soccer)

Association football, more commonly known as football or soccer, is a team sport played between two teams of eleven players, and is widely considered to be the most popular sport in the world....
. Jeff Sagarin
Jeff Sagarin

Jeff Sagarin is an United States sports statistician well-known for his development of a methodology for ranking and rating sports teams in a variety of sports....
 publishes team rankings for American college football and basketball
Basketball

Basketball is a team sport in which two teams of five active players each try to score points against one another by propelling a basketball through a 10 feet  high hoop under organized rules....
, with "Elo chess" being one of the two rankings he presents. In 2006, Elo ratings were adapted for Major League Baseball
Major League Baseball

Major League Baseball is the highest level of play in American professional baseball. Specifically, Major League Baseball refers to the organization that operates the National League and the American League, by means of a joint organizational structure that has developed gradually between them since 1903 ....
 teams by Nate Silver
Nate Silver

Nathaniel Read Silver is an American statistician, journalist, and writer. He resides in Chicago, Illinois.Silver first gained public recognition for inventing PECOTA, a system for forecasting the performance and career development of Major League Baseball players, which he sold to and also manages for Baseball Prospectus....
 of Baseball Prospectus
Baseball Prospectus

Baseball Prospectus, sometimes abbreviated as BP, is a think tank focusing on sabermetrics, the statistical analysis of the sport of baseball....
. Based on this adaptation, Baseball Prospectus also makes Elo-based Monte Carlo
Monte Carlo method

Monte Carlo methods are a class of computational algorithms that rely on repeated random sampling to compute their results. Monte Carlo methods are often used when computer simulation physics and mathematics systems....
 simulations of the odds of whether teams will make the playoffs. Glenn O'Brien publishes team rankings for Hopman Cup
Hopman Cup

The Hopman Cup is an annual international team tennis tournament founded by Paul McNamee and Charlie Fancutt, and held in Perth, Western Australia, Western Australia in early-January each year, which plays mixed teams on a country by country basis....
 using several rating systems, including variants of the Elo rating system. One of the few Elo-based rankings endorsed by a sport's governing body is the FIFA Women's World Rankings
FIFA Women's World Rankings

The FIFA Women's World Rankings for football were introduced in July 2003 as a follow-on to the existing FIFA World Rankings for men. FIFA Women's World Rankings attempt to compare the strength of internationally active teams at any given time....
, based on a simplified version of the Elo algorithm, which FIFA
FIFA

The F?d?ration Internationale de Football Association , commonly known by its acronym, FIFA , is the international sport governing body of association football....
 uses as its official ranking system for national teams in women's football (soccer)
Women's football (soccer)

Women's football is the most prominent team sport for women in few countries, and one of the few women's team sports with women's professional sports....
.

In the strategy game Tantrix
Tantrix

Tantrix is a hexagonal Tile-based game abstract strategy game invented by Mike McManaway from New Zealand. Each of the 56 different Bakelite tiles in the set contains three lines, going from one edge of the tile to another....
 an Elo-rating scored in a tournament changes the overall rating according to the ratio of the games played in the tournament and the overall game count. Every year passed, ratings are deweighted until they completely disappear taken over by the new ratings. In the strategy game Arimaa
Arimaa

Arimaa is a two-player abstract strategy board game that can be played using the same equipment as chess. Arimaa has so far proven to be more difficult for artificial intelligences to play than chess....
 an Elo-type rating system is used. In this rating system, however, there is a second parameter "rating uncertainty", which doubles as the K-factor.

Various online roleplaying-games (MMORPGs) use Elo ratings for player-vs-player (PVP) rankings. In Guild Wars
Guild Wars

Guild Wars is an episodic game series of multiplayer game online role-playing games developed by ArenaNet and published by NCsoft. Three stand-alone episodes and one expansion pack were released in the series from April 2005 to August 2007....
, Elo ratings are used to record guild rating gained and lost through Guild versus Guild battles, which are two-team fights. The K-value, as of December 2006, is 30, but will change to 5 shortly into the year 2007. Vendetta Online
Vendetta Online

Vendetta Online is a Twitch games, science fiction MMORPG developed by Guild Software for the Microsoft Windows, Mac OS X, and Linux operating systems....
 uses Elo ratings to rank the flight combat skill of players when they have agreed to a 1-on-1 duel. World of Warcraft
World of Warcraft

World of Warcraft, often referred to as WoW, is a massively multiplayer online role-playing game . It is Blizzard Entertainment's fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994 in video gaming....
 uses the Elo Rating system when teaming up and comparing Arena players. The game Puzzle Pirates uses the ELO rating system as well to determine the standings in the various puzzles.

Trading-card game manufacturers often use Elo ratings for their organized play efforts. The DCI
Duelists' Convocation International

The DCI is the official sanctioning body for competitive play in Magic: The Gathering and various other games produced by Wizards of the Coast and Avalon Hill....
 (formerly Duelists' Convocation International) uses Elo ratings for tournaments of Magic: The Gathering
Magic: The Gathering

Magic: The Gathering is a collectible card game created by mathematics professor Richard Garfield and introduced in 1993 by Wizards of the Coast....
 and other games of Wizards of the Coast
Wizards of the Coast

Wizards of the Coast is an United States publisher of games, primarily based on fantasy and science fiction themes. Originally a basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by pur...
. Pokémon USA uses the Elo system to rank its TCG organised play competitors. Prizes for the top players in various regions include holidays and world championships invites. Similarly, Decipher, Inc.
Decipher, Inc.

Decipher, Inc. is an USA gaming company based in Norfolk, Virginia, USA. They began with three puzzles called "Decipher" then moved on to party games and Pente sets, but since 1994 produced collectible card game and role-playing games....
 used the Elo system for its ranked games such as Star Trek Customizable Card Game
Star Trek Customizable Card Game

The Star Trek Customizable Card Game is a collectible card game based on the Star Trek universe. The name is commonly abbreviated as STCCG....
 and Star Wars Customizable Card Game
Star Wars Customizable Card Game

Star Wars Customizable Card Game is a collectible card game based on the Star Wars fictional universe. It was created by Decipher, Inc., which also produced Star Trek Customizable Card Game and The Lord of the Rings Trading Card Game....
.

has applied the Elo Rating System to the game of foosball by offering a free Elo ranking tool that can be used in Foosball tournaments and leagues. The ranking tool can even be modified by the players so that they have more control over the math behind it.

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.

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.

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.

  • Age of Empires III
    Age of Empires III

    Age of Empires III is a real-time strategy game developed by Ensemble Studios and published by Microsoft Game Studios. Released on October 18, 2005 in North America and November 4, 2005 in Europe, it is the third game of the Age of Empires series and the sequel to Age of Empires II: The Age of Kings....
  • Age of Mythology
    Age of Mythology

    Age of Mythology , is a mythology-based, real-time strategy Personal computer game developed by Ensemble Studios and published by Microsoft Game Studios....
  • Battlefield Heroes
    Battlefield Heroes

    Battlefield Heroes is a cartoon-style action game currently under development by EA Digital Illusions CE and partnered with Dark Jedi Empire Games, Inc....
     
  • Chaotic Trading Card Game
    Chaotic Trading Card Game

    Chaotic is a Denmark trading card game brought to the United States by Chaotic USA and 4Kids Entertainment, and distributed by TC Digital Games....
  • Close Combat series
  • Command & Conquer 3: Tiberium Wars
    Command & Conquer 3: Tiberium Wars

    Command & Conquer 3: Tiberium Wars is a real-time strategy video game developed and published by Electronic Arts for the Microsoft Windows, Mac OS X and Xbox 360 platforms, and was released internationally in March 2007....
  • Diablo II
    Diablo II

    Diablo II is a sequel to the game Diablo , a dark fantasy-themed action role-playing game in a hack and slash and "Dungeon roaming" style....
  • Duels
    Duels (video game)

    Duels is a free player vs. player browser game. A player's Avatar can either fight another player controlled avatar, or an NPC to gain experience points, gold, and tokens....
  • Gears of War 2
    Gears of War 2

    Gears of War 2 is a tactic third-person shooter video game, developed by Epic Games and published by Microsoft Game Studios for Xbox 360. It is the sequel to Gears of War, and was announced by lead designer Cliff Bleszinski during the February 20, 2008 Game Developers Conference....
  • Guild Wars
    Guild Wars

    Guild Wars is an episodic game series of multiplayer game online role-playing games developed by ArenaNet and published by NCsoft. Three stand-alone episodes and one expansion pack were released in the series from April 2005 to August 2007....
  • Guitar Hero III: Legends of Rock
    Guitar Hero III: Legends of Rock

    Guitar Hero III: Legends of Rock is a music video game developed by Neversoft and published by Activision and RedOctane. It is the third main installment in the Guitar Hero, and the fourth title overall....
  • Halo 2
    Halo 2

    Halo 2 is a first-person shooter video game developed by Bungie Studios. Released for the Xbox video game console on November 9, 2004, the game is the second video game title in the Halo and the sequel to 2001's critically-acclaimed Halo: Combat Evolved....
  • iRacing
  • Kiekko.tk
    Kiekko.tk

    Kiekko.tk is a java-based ice hockey game, which has nearly 50,000 active users . The game is developed by Jouko and Mikko Pynn?nen. The game is free to play, but some features such as starting a team have to be paid with either SMS-messages or PayPal....
  • Magic: The Gathering
    Magic: The Gathering

    Magic: The Gathering is a collectible card game created by mathematics professor Richard Garfield and introduced in 1993 by Wizards of the Coast....
  • Pro Cycling Manager Season 2007
    Pro Cycling Manager 2007

    Pro Cycling Manager 2007 is a Sports_game#Management. It is available on PC and PSP. It was released prior to the 2007 Tour de France. The objective of the game is to take control of one of sixty teams in the game and lead them through several seasons as their manager, with duties including signing new riders, training, budgeting and scheduli...
  • Quake III Arena DeFRaG
    DeFRaG

    DeFRaG is a free Mod for id Software's first-person shooter Video game Quake III Arena . The mod is dedicated to player movements and trickjumping.Trickjumping is an integral part of the game allowing a player to jump higher, farther and move faster....
  • Rainbow Six 3: Raven Shield
  • Scrabulous
    Scrabulous

    Lexulous, formerly Scrabulous, is an online word game based on the commercial board game Scrabble. It is run by an Indian company of the same name on the dedicated website at www.lexulous.com, and is also available within the social networking site Facebook....
  • Soldat
    Soldat

    Soldat is a Polish 2D multiplayer game for Microsoft Windows. It is a side-scroller inspired by Liero and Scorched Earth , combined with elements from Counter-Strike and Worms ....
     (Zitro-Stats)
  • StarCraft
    StarCraft

    StarCraft is a military science fiction real-time strategy video game developed by Blizzard Entertainment. The first game of the StarCraft was released for Microsoft Windows on 31 March 1998....
  • Star Wars Customizable Card Game
    Star Wars Customizable Card Game

    Star Wars Customizable Card Game is a collectible card game based on the Star Wars fictional universe. It was created by Decipher, Inc., which also produced Star Trek Customizable Card Game and The Lord of the Rings Trading Card Game....
     (under Decipher's control)
  • Star Wars Battlefront
  • Supreme Commander
    Supreme Commander

    Supreme Commander is a real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games....
     (uses a modified version of Elo)
  • Taikodom
    Taikodom

    Taikodom is a computer game by Brazilian developer Hoplon Infotainment. Considered by the developers to be a Massive Social Game rather than massively multiplayer online role-playing game, Taikodom features a persistent world online outer space environment....
  • Tantrix
    Tantrix

    Tantrix is a hexagonal Tile-based game abstract strategy game invented by Mike McManaway from New Zealand. Each of the 56 different Bakelite tiles in the set contains three lines, going from one edge of the tile to another....
  • Toribash
    Toribash

    Toribash is a turn-based game versus fighting game utilizing ragdoll physics, created by Hampus S?derstr?m , a Swedish software developer. Toribash was a "Best Game Idea" finalist at the 2006 Swedish Game Awards....
  • Unreal Tournament 2004
    Unreal Tournament 2004

    Unreal Tournament 2004, also known as UT2K4 and UT2004, is a futuristic first-person shooter Video game developed by Epic Games and Digital Extremes....
  • Unreal Tournament 3
  • Urban Rivals
    Urban Rivals

    Urban Rivals is a massively multiplayer online virtual trading card game....
  • Warcraft III
  • World of Warcraft
    World of Warcraft

    World of Warcraft, often referred to as WoW, is a massively multiplayer online role-playing game . It is Blizzard Entertainment's fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994 in video gaming....
  • Yahoo Pool

External links

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