In 1960, a physics professor named Arpad Elo invented a rating system for chess that became one of the most widely used ranking algorithms in history. Today, Elo powers rankings in video games like Valorant, sports like FIFA, NFL, and even dating apps (Tinder).
The idea is elegant: every player gets a number. When two players compete, the difference between their numbers predicts who should win. After the game, both numbers update — the winner goes up, the loser goes down.
In this project I will implement the Elo rating system in R, apply it to 20,000+ real chess games from Lichess, and test whether the computed ratings can predict who wins.