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arXiv · 2203.14567

Achieving the Highest Possible Elo Rating

Abstract

Elo rating systems measure the approximate skill of each competitor in a game or sport. A competitor's rating increases when they win and decreases when they lose. Increasing one's rating can be difficult work; one must hone their skills and consistently beat the competition. Alternatively, with enough money you can rig the outcome of games to boost your rating. This paper poses a natural question for Elo rating systems: say you manage to get together $n$ people (including yourself) and acquire enough money to rig $k$ games. How high can you get your rating, asymptotically in $k$? In this setting, the people you gathered aren't very interested in the game, and will only play if you pay them to. This paper resolves the question for $n=2$ up to constant additive error, and provide close upper and lower bounds for all other $n$, including for $n$ growing arbitrarily with $k$. There is a phase transition at $n=k^{1/3}$: there is a huge increase in the highest possible Elo rating from $n=2$ to $n=k^{1/3}$, but (depending on the particular Elo system used) little-to-no increase for any higher $n$. Past the transition point $n>k^{1/3}$, the highest possible Elo is at least $Θ(k^{1/3})$. The corresponding upper bound depends on the particular system used, but for the standard Elo system, is $Θ(k^{1/3}\log(k)^{1/3})$.

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BibTeXRIS

Rikhav Shah. 2024-04-15. Achieving the Highest Possible Elo Rating. https://arxiv.org/abs/2203.14567

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