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\"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
$ npx -y skills add charlieviettq/awesome-agent-skill --skill algo-rank-elo --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/algo-rank-eloContext preview
The summary Claude sees to decide when to auto-load this skill.
\"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
name: "\"algo-rank-elo\"" description: "\"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'.\"." allowed-tools: Bash, Read, Write, Edit, Glob, Grep
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.
**Trigger conditions:**
**When NOT to use:**
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.
Initialize all participants at base rating (typically 1500). Collect match results: winner, loser (or draw). **Gate:** Valid match data, no self-matches.
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)
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.
Return sorted ratings with confidence indicators.
{
"ratings": [{"id": "player_A", "rating": 1720, "matches": 50, "wins": 35, "losses": 15}],
"metadata": {"k_factor": 32, "initial_rating": 1500, "total_matches": 500}
}**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.
| Input | Expected | Why | |-------|----------|-----| | 1500 beats 2000 | Large rating gain (~29 pts at K=32) | Huge upset, large surprise | | 2000 beats 1500 | Small rating gain (~3 pts at K=32) | Expected outcome, minimal surprise | | Draw between equals | No change | Expected outcome exactly matches actual |
| Script | Description | Usage | |--------|-------------|-------| | `scripts/elo.py` | Update Elo ratings (single match or batch) with zero-sum verification | `python scripts/elo.py --help` |
Run `python scripts/elo.py --verify` to execute built-in sanity tests.
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