Table Games Calculator

Glicko 2 Calculator

Glicko 2 Calculator

Update a tabletop ladder, chess club, Go club, or board-game league rating with the Glicko-2 rating, rating deviation, volatility, opponent strength, result score, tau, and inactive rating periods.

1Named Glicko-2 Rating Presets
Each preset loads a realistic single-opponent rating-period case. For multiple games in one period, run each opponent separately as a close audit, then use the official multi-opponent sum for final league publication.
2Glicko-2 Rating Inputs
Original Glicko rating scale. Glicko-2 converts it with mu = (rating - 1500) / 173.7178.
Higher RD means less certainty. New players often start near 350.
Common starting volatility is 0.06. It changes slowly unless results are surprising.
Use the opponent rating at the start of the same rating period.
Opponent RD reduces impact through g(phi) when the opponent is uncertain.
Glicko-2 scores a win as 1, a draw as 0.5, and a loss as 0.
Glickman suggests 0.3 to 1.2; smaller tau is more conservative.
Before calculating the game, RD is inflated by phi* = sqrt(phi^2 + periods x sigma^2).
New rating
1662
Rating change +162
New RD
175
Certainty improved
New volatility
0.05999
Tau-limited update
Expected score
24.0%
Versus selected opponent
3Glicko-2 Spec Grid
0.000 Player mu on internal Glicko-2 scale
1.151 Player phi after inactivity inflation
0.953 Opponent RD impact multiplier g(phi)
2.036 Estimated improvement delta on Glicko-2 scale
4Glicko-2 Formula Reference Tables
Official Glicko-2 Update Sequence
StepFormulaMeaningCalculator field
Scale conversionmu = (r - 1500) / 173.7178; phi = RD / 173.7178Moves rating and RD to the Glicko-2 scale.Rating and player RD
Opponent impactg(phi_j) = 1 / sqrt(1 + 3 phi_j^2 / pi^2)Uncertain opponents count a little less.Opponent RD
Expected scoreE = 1 / (1 + exp(-g(phi_j)(mu - mu_j)))Predicted score against the opponent.Opponent rating and RD
Variancev = 1 / (g(phi_j)^2 E(1 - E))Information in the result for one opponent.Result score
Volatility and Rating Deviation Update
ItemFormulaUseOutput
Improvement deltaDelta = v g(phi_j)(s - E)Surprise direction and size of the result.Delta card detail
Volatility solvef(x) = exp(x)(Delta^2 - phi^2 - v - exp(x)) / (2(phi^2 + v + exp(x))^2) - (x - a) / tau^2Iterative root solve for sigma prime.New volatility
Pre-rating RDphi* = sqrt(phi^2 + sigma prime^2)RD after volatility, before the game result.Inactive adjustment
Post-rating RDphi prime = 1 / sqrt(1 / phi*^2 + 1 / v)RD after the information from the game.New RD
Score, Tau, and Inactivity Reference
SettingCommon valueCalculator behaviorTable use
Win score1.0Positive result against expectation raises rating.Board-game ladder win
Draw score0.5Moves rating based on whether draw was above or below expectation.Chess, Go, or match tie
Loss score0.0Negative result against expectation lowers rating.Match loss
Tau0.3 to 1.2Controls how much volatility can move.League policy
Inactive periods0 or moreRating stays fixed while RD rises before next game.Season breaks
Rating Certainty Bands
RD bandCertainty labelTypical profileUpdate feel
Under 60Locked-in ratingVery active ladder playerSmall changes from expected results.
60 to 110Established ratingRegular club playerModerate changes when results surprise.
110 to 220Flexible ratingOccasional or recently returned playerNoticeable movement after one period.
Over 220Provisional ratingNew or long-inactive playerLarge movement is expected.
5Rating Period Tips
Period tip: Keep games from the same rating period together when publishing official ratings; the single-opponent result here is best for auditing a match or explaining one result.
Inactive tip: If a player skips periods, do not change their rating for inactivity alone. Only RD expands, which makes the next played game more responsive.

Until it does not. You feel solid on your ladder. Then one week you are facing opponents who seem out of your league. The next you’re getting stomped by someone you should of beaten comfortabley.

In traditional rating systems this is noise that gets smoothed away using some kind of rigid averaging formula. For Glicko-2, these are data points that tell us something about change and uncertainty. It’s not just keeping track of where you are. It’s also keeping track of how sure it is that it know where you are. For folks who run a league or club that takes their game seriously, that makes all of the difference.

How Glicko-2 Works

Once you know the result, what is your rating, how much deviation did they have, etc., simply plug it into this calculator to do the work for you. It spares you from fighting with Michael Glickman’s original paper full of exponential functions and square roots. Without having to major in stats, you recieve the answer.

Three pillar form the core engine. The first should be obvious: your rating. That’s how strong we estimate you to be on a standardized scale. But RD is the part that catches most casual observer and stops making sense: RD reflects uncertainty. So if you’re a new player just starting out, your RD could be set at 350. It basically conveys no information to the system other than that you exist.

After playing fifty or so games against known quantity, it will decrease to around forty. Now the system believes in your rating for sure. If you’ve got an RD of forty and beat one of your favorites, you’ll get a tiny bump because you were expected to win. If you win at the same game and have an RD of three-hundred, that’s a huge leap, especially when there is plenty of new info in the form of an upset.

There is also a volatility parameter that calculates your potential skill variation across periods. By default, the system says people tend to get better or worse gradually, absent contrary data. It’s governed by tau. If tau is low, then volatility will remain steady, no wild fluctuations due to short-term hot or cold streaks. If tau is high, then it can adapts quickly, but it’ll be vulnerable to variance.

But then there’s the inactivity problem, which is the silent killer of rating integrity. If a player hasn’t played a match in months, his/her RD increase because we are less certain of his or her current strength level. To account for this, the calculator first increases the deviation and only then uses the return game result. That way, a returning player who has been away for a while doesn’t bring an artificially exact rating with him/her when he/she returns, which is probably going to result in a win or blowout. It keeps the ladder ratings intact for all other player who might be facing him/her.

Using the tool is about periods, not specific games. Enter your state just before a block of play and then again afterward. There are handy presets to get you started in some common situations such as a high-rated upset or loss by a novice. This helps show what the algorithm considers when comparing one input to another, depending on context. For example, losing to a better player could actualy increase your rating if your pre-game expectations were low. It seems counterintuitive at first, but it is logically sound.

To explain what happens behind the scenes, I’ve included some of the reference tables in the tool. If you want to make your own back-end database, you can use this as an example of how the numbers flow from scale conversion through to final delta calculation. But if you’re just looking to match players fairly and get good updates, you probably won’t have to run those calculations yourself.

The output cards display both your new rating and expected score going forward, alongside your updated RD and volatility. Those all work together to form a live picture of each player’s relative strength: it’s quicker to respond then an Elo system, but it’s also less volatile than just tracking win-rates. Glicko-2 isn’t something you learn by learning equations. It’s something you learn by understanding uncertainty.

If your ranking can be wrong, then it will be right soon. If someone’s rank represents their current level, rather than an absolute fact, then we don’t expect them to stay ranked there forever. New players stabilize fast. This applies to everyone except the people who actualy get better or worse. The end result is a ladder that responds to changes but never descends into chaos. Your ranking isn’t a fixed badge anymore; it’s alive. This change of mindset is as important than the maths behind it.

Glicko 2 Calculator

Leave a Comment