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Sports Model Interactive

Elo Rating System

Dynamic skill ratings that update based on game outcomes. Used for team/player strength estimation and win probability calculations.

๐Ÿ“Š The Elo Formula

Expected Score

E_A = 1 / (1 + 10^((R_B - R_A) / 400))

The expected probability of Team A winning based on rating difference.

Rating Update

R'_A = R_A + K ร— (S_A - E_A)

New rating = Old rating + K ร— (Actual result - Expected result). K controls volatility.

Team Ratings

Team A Above Average
1500
1200 1800
1500
Team B Average
1400
1200 1800
1400

K-Factor

K-Factor 32
8 64

Higher K = more volatility. NBA uses ~20, Chess uses 16-32.

Win Probabilities

64.0%
Team A Win Probability
36.0%
Team B Win Probability

Rating Changes After Game

If Team A Wins:
Team A: +11.5
Team B: 11.5
If Team B Wins:
Team A: -20.5
Team B: +20.5

Season Simulation

๐Ÿ€ Pricing Applications

Win Probability

Convert rating difference directly to moneyline odds. No additional modeling needed.

100 pts diff โ‰ˆ 64% vs 36%

Spread Estimation

Each 25 Elo points โ‰ˆ 1 point spread in basketball. Calibrate per sport.

100 Elo โ‰ˆ 4.0 pts

Player Projections

Adjust player projections based on opponent team Elo. Stronger opponents = lower stats.

โœ… Key Takeaways

  • โ€ข 400-point difference = 90% vs 10% win probability
  • โ€ข K-factor controls rating volatility
  • โ€ข Zero-sum: winner gains what loser loses
  • โ€ข Great for relative strength estimation
  • โ€ข Can extend with margin of victory
  • โ€ข FiveThirtyEight uses Elo for all major sports

Pricing Models & Frameworks Tutorial

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