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algo-rank-elo算法排名 elo

Agent Skill

algo-rank-elo 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

367

周安装

15

GitHub Stars

125

下载量

119
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:algo-rank-elo(算法排名 elo)
来源仓库:https://github.com/asgard-ai-platform/skills
仓库路径:skills/algo-rank-elo
安装命令:
npx skills add https://github.com/asgard-ai-platform/skills --skill algo-rank-elo
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/asgard-ai-platform/skills --skill algo-rank-elo

简介

algo-rank-elo 根据成对比较结果动态更新项目或玩家评级。

  • 适用于竞技游戏、A/B测试偏好排序等需要相对排名的场景。
  • 每次比较后按预期与实际结果调整分数,实现实时排名更新。
  • 安装命令:npx skills add https://github.com/asgard-ai-platform/skills --skill algo-rank-elo
  • 需输入成对胜负数据,不支持绝对评分直接转换

SKILL.md

Elo Rating System

Overview

Elo assigns numerical ratings that update after each pairwise comparison. Winner gains points, loser loses points. The amount exchanged depends on expected vs actual outcome. Originally for chess, now used for sports, games, and A/B preference testing. Update runs in O(1) per match.

When to Use

Trigger conditions:

  • Ranking items from pairwise comparison data (A vs B outcomes)
  • Building competitive rating systems for games or sports
  • Crowdsourced quality evaluation through pairwise preferences

When NOT to use:

  • When you have absolute scores, not pairwise comparisons (use direct ranking)
  • When team dynamics matter more than individual skill (use TrueSkill)

Algorithm

IRON LAW: Elo Assumes Each Matchup Is Independent and Stationary
Rating changes are based on surprise: beating a higher-rated opponent
gains more points than beating a lower-rated one. K-factor controls
update speed: high K (32) = volatile, fast adaptation. Low K (16) =
stable, slow adaptation. Choose K based on how quickly skill changes.

Phase 1: Input Validation

Initialize all participants at base rating (typically 1500). Collect match results: winner, loser (or draw). Gate: Valid match data, no self-matches.

Phase 2: Core Algorithm

  1. Expected score: E_A = 1 / (1 + 10^((R_B - R_A)/400))
  2. Actual score: S_A = 1 (win), 0.5 (draw), 0 (loss)
  3. Update: R_A_new = R_A + K × (S_A - E_A)
  4. Process all matches sequentially (order matters for sequential Elo)

Phase 3: Verification

Check: total rating points conserved (zero-sum). Rating distribution is reasonable (no extreme values from data errors). Gate: Ratings conserved, top-ranked items pass sanity check.

Phase 4: Output

Return sorted ratings with confidence indicators.

Output Format

{
  "ratings": [{"id": "player_A", "rating": 1720, "matches": 50, "wins": 35, "losses": 15}],
  "metadata": {"k_factor": 32, "initial_rating": 1500, "total_matches": 500}
}

Examples

Sample I/O

Input: Player A (1500) beats Player B (1500), K=32 Expected: E_A = 0.5, S_A = 1. R_A_new = 1500 + 32×(1-0.5) = 1516. R_B_new = 1484.

Edge Cases

InputExpectedWhy
1500 beats 2000Large rating gain (~29 pts at K=32)Huge upset, large surprise
2000 beats 1500Small rating gain (~3 pts at K=32)Expected outcome, minimal surprise
Draw between equalsNo changeExpected outcome exactly matches actual

Gotchas

  • K-factor selection: Too high = ratings oscillate. Too low = slow to reflect actual skill changes. Use variable K: higher for new participants, lower for established ones.
  • Order dependence: Sequential Elo ratings depend on match processing order. For batch processing, use iterative Elo or Bradley-Terry model.
  • Inflation/deflation: In open systems where participants enter/leave, average rating can drift. Use rating floors or periodic calibration.
  • Not designed for teams: Standard Elo is for 1v1. For teams, average team ratings or use TrueSkill which models individual contribution within teams.
  • Rating ≠ win probability: A 200-point rating gap implies ~76% expected win rate, but actual outcomes depend on context, form, and luck.

Scripts

ScriptDescriptionUsage
scripts/elo.pyUpdate Elo ratings (single match or batch) with zero-sum verificationpython scripts/elo.py --help

Run python scripts/elo.py --verify to execute built-in sanity tests.

References

  • For Bradley-Terry model (batch Elo), see references/bradley-terry.md
  • For variable K-factor strategies, see references/variable-k.md

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

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能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.21%
按下载量换算44

Claude

27.54%
按下载量换算33

Cursor

20.61%
按下载量换算25

Gemini CLI

10.53%
按下载量换算13

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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