E is an expected game score, not a uniquely determined win probability when draws are possible. A win scores 1, a draw 0.5 and a loss 0. The page uses an uncapped logistic difference divided by 400; official FIDE table probabilities and rating-period rules are not applied. This is an illustrative logistic Elo model. Auto uses K=40 below 2100, K=20 below 2400 and K=10 otherwise. It does not implement official FIDE player-history K rules, probability tables, standard/rapid scope, rating-period rounding or the 400-point cap. Tournament steps are sequential examples, not an official rating-period update.

The Mathematics of Expected Score

E is an expected game score, not a uniquely determined win probability when draws are possible. A win scores 1, a draw 0.5 and a loss 0. The page uses an uncapped logistic difference divided by 400; official FIDE table probabilities and rating-period rules are not applied.

K-Factor: Stability vs. Responsiveness

This is an illustrative logistic Elo model. Auto uses K=40 below 2100, K=20 below 2400 and K=10 otherwise. It does not implement official FIDE player-history K rules, probability tables, standard/rapid scope, rating-period rounding or the 400-point cap. Tournament steps are sequential examples, not an official rating-period update.

Elo Beyond Chess: Team Sports and Online Games

Elo's elegance — requiring only win/draw/loss outcomes and current ratings — made it ideal for adoption beyond chess. FIFA uses an Elo-variant for national team rankings that assigns match weights by tournament importance and adjusts for goal difference. The NFL has used Elo-based power ratings for forecasting since the 1980s, and FiveThirtyEight's NFL Elo model achieved notable prediction accuracy. Video game multiplayer matchmaking systems in League of Legends, Dota 2, and most competitive games use Elo or TrueSkill (a Bayesian extension that handles team games and accounts for uncertainty). The key insight that made Elo extensible: any zero-sum game with binary outcomes (win/loss) or ordered outcomes (win/draw/loss) can be modeled with the same expected-score framework, with the K-factor and scale constant tuned to the specific game's competitive environment. The main limitation of classic Elo for team sports is that it treats teams as single players — individual performance variance is averaged out, and roster changes require manual adjustment.