Chess rating system

A chess rating system is a system used in chess to estimate the strength of a player, based on their performance versus other players. They are used by organizations such as FIDE, the US Chess Federation (USCF or US Chess), International Correspondence Chess Federation, and the English Chess Federation. Most of the systems are used to recalculate ratings after a tournament or match but some are used to recalculate ratings after individual games. Popular online chess sites such as Chess.com, Lichess, and Internet Chess Club also implement rating systems. In almost all systems, a higher number indicates a stronger player. In general, players' ratings go up if they perform better than expected and down if they perform worse than expected. The magnitude of the change depends on the rating of their opponents. The Elo rating system is currently the most widely used (though it has many variations and improvements). The Elo-like ratings systems have been adopted in many other contexts, such as other games like Go, in online competitive gaming, and in dating apps.[1]

The first modern rating system was used by the Correspondence Chess League of America in 1939. Soviet player Andrey Khachaturov proposed a similar system in 1946.[2] The first one that made an impact on international chess was the Ingo system in 1948. The USCF adopted the Harkness system in 1950. Shortly after, the British Chess Federation started using a system devised by Richard W. B. Clarke. The USCF switched to the Elo rating system in 1960, which was adopted by FIDE in 1970.[3]

  1. ^ "Tinder matchmaking is more like Warcraft than you might think - Kill Screen". 2017-08-19. Archived from the original on 2017-08-19. Retrieved 2024-02-04. According to Tinder CEO Jonathan Badeen, Tinder uses a variation of ELO scoring to determine how you rank among the site's userbase, and therefore, which profiles to suggest to you and whose queues your profile shows up in.
  2. ^ (Hooper & Whyld 1992:332)
  3. ^ (Hooper & Whyld 1992:332)