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asgard-ai-platformasgard-ai-platform/skills/algo-rank-elo/SKILL.md

algo-rank-elo

Skill238 starsChanged 6 months agoMITView on GitHub

Implement Elo rating system to rank items or players from pairwise comparison outcomes. Use this skill when the user needs to rank items from head-to-head matchups, build a competitive rating system, or evaluate relative quality from comparison data — even if they say 'player rating', 'ranking from comparisons', or 'competitive scoring system'.

The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 3 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈3

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

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  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When you have absolute scores, not pairwise comparisons (use direct ranking)

    line 23
  2. Distinctive:

    When team dynamics matter more than individual skill (use TrueSkill)

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  3. Very specific:

    Update: R_A_new = R_A + K × (S_A - E_A)

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  4. Distinctive:

    Check: total rating points conserved (zero-sum).

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  5. Very specific:

    Run python scripts/elo.py --verify to execute built-in sanity tests.

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≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

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Files
SKILL.md

Elo Rating System

Overview

Elo assigns numerical ratings that update after each pairwise comparison. Winner gains points, loser loses points. The amount exchanged depends on expected vs actual outcome. Originally for chess, now used for sports, games, and A/B preference testing. Update runs in O(1) per match.

When to Use

Trigger conditions:

  • Ranking items from pairwise comparison data (A vs B outcomes)
  • Building competitive rating systems for games or sports
  • Crowdsourced quality evaluation through pairwise preferences

When NOT to use:

  • When you have absolute scores, not pairwise comparisons (use direct ranking)
  • When team dynamics matter more than individual skill (use TrueSkill)

Algorithm

IRON LAW: Elo Assumes Each Matchup Is Independent and Stationary
Rating changes are based on surprise: beating a higher-rated opponent
gains more points than beating a lower-rated one. K-factor controls
update speed: high K (32) = volatile, fast adaptation. Low K (16) =
stable, slow adaptation. Choose K based on how quickly skill changes.

Phase 1: Input Validation

Initialize all participants at base rating (typically 1500). Collect match results: winner, loser (or draw). Gate: Valid match data, no self-matches.

Phase 2: Core Algorithm

  1. Expected score: E_A = 1 / (1 + 10^((R_B - R_A)/400))
  2. Actual score: S_A = 1 (win), 0.5 (draw), 0 (loss)
  3. Update: R_A_new = R_A + K × (S_A - E_A)
  4. Process all matches sequentially (order matters for sequential Elo)

Phase 3: Verification

Check: total rating points conserved (zero-sum). Rating distribution is reasonable (no extreme values from data errors). Gate: Ratings conserved, top-ranked items pass sanity check.

Phase 4: Output

Return sorted ratings with confidence indicators.

Output Format

{
  "ratings": [{"id": "player_A", "rating": 1720, "matches": 50, "wins": 35, "losses": 15}],
  "metadata": {"k_factor": 32, "initial_rating": 1500, "total_matches": 500}
}

Examples

Sample I/O

Input: Player A (1500) beats Player B (1500), K=32 Expected: E_A = 0.5, S_A = 1. R_A_new = 1500 + 32×(1-0.5) = 1516. R_B_new = 1484.

Edge Cases

InputExpectedWhy
1500 beats 2000Large rating gain (~29 pts at K=32)Huge upset, large surprise
2000 beats 1500Small rating gain (~3 pts at K=32)Expected outcome, minimal surprise
Draw between equalsNo changeExpected outcome exactly matches actual

Gotchas

  • K-factor selection: Too high = ratings oscillate. Too low = slow to reflect actual skill changes. Use variable K: higher for new participants, lower for established ones.
  • Order dependence: Sequential Elo ratings depend on match processing order. For batch processing, use iterative Elo or Bradley-Terry model.
  • Inflation/deflation: In open systems where participants enter/leave, average rating can drift. Use rating floors or periodic calibration.
  • Not designed for teams: Standard Elo is for 1v1. For teams, average team ratings or use TrueSkill which models individual contribution within teams.
  • Rating ≠ win probability: A 200-point rating gap implies ~76% expected win rate, but actual outcomes depend on context, form, and luck.

Scripts

ScriptDescriptionUsage
scripts/elo.pyUpdate Elo ratings (single match or batch) with zero-sum verificationpython scripts/elo.py --help

Run python scripts/elo.py --verify to execute built-in sanity tests.

References

  • For Bradley-Terry model (batch Elo), see references/bradley-terry.md
  • For variable K-factor strategies, see references/variable-k.md

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