# Pickleball Rating System v2.0 - Quick Reference ## Match Outcome Calculation ### Singles Match ``` Outcome = Points Scored by Player / Total Points in Match ``` **Example:** Player scores 11 points, opponent scores 9 points - Total = 20 points - Outcome = 11 / 20 = 0.55 ### Doubles Match: Effective Opponent ``` Effective Opponent Rating = Opponent 1 Rating + Opponent 2 Rating - Teammate Rating ``` **Example:** - Opponents: 1500, 1500 - Teammate: 1500 - Effective: 1500 + 1500 - 1500 = 1500 (neutral) **With strong teammate:** - Opponents: 1500, 1500 - Teammate: 1600 - Effective: 1500 + 1500 - 1600 = 1400 (weaker-seeming opponent) **With weak teammate:** - Opponents: 1500, 1500 - Teammate: 1400 - Effective: 1500 + 1500 - 1400 = 1600 (stronger-seeming opponent) ## Rating Update Distribution (Doubles Only) After computing the team's rating change (via Glicko-2), distribute to each partner: ``` Change for Player 1 = Team Change × (RD₁² / (RD₁² + RD₂²)) Change for Player 2 = Team Change × (RD₂² / (RD₁² + RD₂²)) ``` **Example:** Team gains +30 points - Alice: RD = 100 (established) - Bob: RD = 150 (newer) ``` Total Weight = 100² + 150² = 10,000 + 22,500 = 32,500 Change for Alice = +30 × (10,000 / 32,500) ≈ +9.2 Change for Bob = +30 × (22,500 / 32,500) ≈ +20.8 ``` Bob gets more despite the team's shared success because his rating is less certain. ## Expected Point Win Probability For a player rated R_player vs opponent rated R_opponent: ``` P(win point) = 1 / (1 + 10^((R_opponent - R_player) / 400)) ``` **Examples:** | Player | Opponent | Difference | P(Win Point) | |--------|----------|-----------|--------------| | 1500 | 1500 | 0 | 0.500 (50%) | | 1600 | 1500 | -100 | 0.640 (64%) | | 1400 | 1500 | +100 | 0.360 (36%) | | 1700 | 1500 | -200 | 0.759 (76%) | ## Glicko-2 Parameter Meanings | Parameter | Symbol | Range | Meaning | |-----------|--------|-------|---------| | **Rating** | r | 400–2400 | Skill estimate. 1500 = average | | **Rating Deviation** | d | 30–350 | Uncertainty. Lower = more confident | | **Volatility** | σ | 0.03–0.30 | Consistency. Higher = more erratic | ### Initial Values for New Players - Rating: 1500 - RD: 350 (very uncertain) - Volatility: 0.06 ### After ~30 Matches (Established) - Rating: varies (1300–1700 typical) - RD: 50–100 (fairly confident) - Volatility: 0.04–0.08 ## V2 Changes Summary ### What Changed from V1 | Aspect | v1.0 | v2.0 | |--------|------|------| | **Match Outcome** | Arbitrary tanh(margin) formula | Performance ratio (points/total) | | **Expected Difficulty** | Ignored | Accounted for (point-based Elo) | | **Team Rating** | Simple average | Not used directly | | **Effective Opponent** | Not personalized | R_opp1 + R_opp2 - R_teammate | | **RD Distribution** | weight = 1/d² | weight = d² (FIXED) | | **Effect of high RD** | Slower updates (wrong) | Faster updates (correct) | | **Ratings** | Separate singles/doubles | Prepared for unified rating | ### Why This Matters 1. **More Fair to Uncertain Ratings** — New/returning players now update faster, converging to their true skill more quickly. 2. **Accounts for Teammate Strength** — In doubles, carrying a weak partner is rewarded; being carried by a strong partner is appropriately devalued. 3. **Performance Measured vs Expectations** — A 1500-rated player barely beating a 1400-rated player is underperformance; the system now reflects that. 4. **Theoretically Grounded** — Every formula has a clear mathematical justification, not just "this seemed reasonable." ## Common Questions ### Q: Why does my doubles rating change seem weird? A: In v2.0, your effective opponent depends on your teammate's rating. Winning with a strong teammate is less impressive than winning with a weak teammate (even if the score is identical). ### Q: Should I play more singles or more doubles? A: In v1.0, they were separate. In v2.0 (coming), they'll be consolidated into one rating. Either way contributes equally to your skill estimate. ### Q: What if my rating is really high/low? A: The system works at any rating. The formulas scale appropriately. You might face extreme "effective opponents" in doubles with huge rating imbalances, but that's realistic. ### Q: How long until my rating stabilizes? A: Roughly 30–50 matches to reach RD ~100. After that, rating changes slow down (you're confident in the estimate) but still respond to actual performance. ### Q: Can I lose rating by winning? A: Only in the (rare) case where you dramatically underperform expectations. For example, a 1600-rated player barely beating a 1300-rated player might lose 1–2 points because they underperformed what a 1600-rated player should do against a 1300-rated player. --- **See `rating-system-v2.tex` for the complete technical report with derivations and detailed examples.**