# On the Limitations of Elo: Real-World Games, are Transitive, not Additive

arXiv: https://arxiv.org/abs/2206.12301 · HTML: https://mlsanity.com/paper/2206.12301/

## Key facts

- Cited by 23 papers in the map (data through 14 Oct 2026).
- Builds on 16 of its 45 references that are in the map.
- First posted on arXiv 21 Jun 2022.

## Builds on (most cited first, 16 of 16)

- [Convex optimization](https://mlsanity.com/paper/2106.01946/) (2021)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [StarCraft II: A New Challenge for Reinforcement Learning](https://mlsanity.com/paper/1708.04782/) (2017)
- [A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning](https://mlsanity.com/paper/1711.00832/) (2017)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [Emergent Complexity via Multi-Agent Competition](https://mlsanity.com/paper/1710.03748/) (2017)
- [Open-ended Learning in Symmetric Zero-sum Games](https://mlsanity.com/paper/1901.08106/) (2019)
- [From Motor Control to Team Play in Simulated Humanoid Football](https://mlsanity.com/paper/2105.12196/) (2021)
- [Real World Games Look Like Spinning Tops](https://mlsanity.com/paper/2004.09468/) (2020)
- [α-Rank: Multi-Agent Evaluation by Evolution](https://mlsanity.com/paper/1903.01373/) (2019)
- [Re-evaluating Evaluation](https://mlsanity.com/paper/1806.02643/) (2018)
- [EigenGame: PCA as a Nash Equilibrium](https://mlsanity.com/paper/2010.00554/) (2020)
- [Measuring the Non-Transitivity in Chess](https://mlsanity.com/paper/2110.11737/) (2021)
- [Competing Against Equilibria in Zero-Sum Games with Evolving Payoffs](https://mlsanity.com/paper/1907.07723/) (2019)
- [Estimating α-Rank by Maximizing Information Gain](https://mlsanity.com/paper/2101.09178/) (2021)
- [Learning to Identify Top Elo Ratings: A Dueling Bandits Approach](https://mlsanity.com/paper/2201.04480/) (2022)

## Built on by (most cited first, 23 of 23)

- [A General Theoretical Paradigm to Understand Learning from Human Preferences](https://mlsanity.com/paper/2310.12036/) (2023)
- [Nash Learning from Human Feedback](https://mlsanity.com/paper/2312.00886/) (2023)
- [Direct Nash Optimization: Teaching Language Models to Self-Improve with General Preferences](https://mlsanity.com/paper/2404.03715/) (2024)
- [Elo Uncovered: Robustness and Best Practices in Language Model Evaluation](https://mlsanity.com/paper/2311.17295/) (2023)
- [Prediction-Powered Ranking of Large Language Models](https://mlsanity.com/paper/2402.17826/) (2024)
- [Beyond Bradley-Terry Models: A General Preference Model for Language Model Alignment](https://mlsanity.com/paper/2410.02197/) (2024)
- [A Survey on Self-play Methods in Reinforcement Learning](https://mlsanity.com/paper/2408.01072/) (2024)
- [Jackpot! Alignment as a Maximal Lottery](https://mlsanity.com/paper/2501.19266/) (2025)
- [Robust Reinforcement Learning from Human Feedback for Large Language Models Fine-Tuning](https://mlsanity.com/paper/2504.03784/) (2025)
- [Evaluating Agents using Social Choice Theory](https://mlsanity.com/paper/2312.03121/) (2023)
- [When Judgment Becomes Noise: How Design Failures in LLM Judge Benchmarks Silently Undermine Validity](https://mlsanity.com/paper/2509.20293/) (2025)
- [Stackelberg Learning from Human Feedback: Preference Optimization as a Sequential Game](https://mlsanity.com/paper/2512.16626/) (2025)
- [Evaluation of Large Language Models via Coupled Token Generation](https://mlsanity.com/paper/2502.01754/) (2025)
- [Re-evaluating Open-ended Evaluation of Large Language Models](https://mlsanity.com/paper/2502.20170/) (2025)
- [Data-Centric Human Preference with Rationales for Direct Preference Alignment](https://mlsanity.com/paper/2407.14477/) (2024)
- [ContraSolver: Self-Alignment of Language Models by Resolving Internal Preference Contradictions](https://mlsanity.com/paper/2406.08842/) (2024)
- [Soft Condorcet Optimization for Ranking of General Agents](https://mlsanity.com/paper/2411.00119/) (2024)
- [Ordinal Potential-based Player Rating](https://mlsanity.com/paper/2306.05366/) (2023)
- [Is Elo Rating Reliable? A Study Under Model Misspecification](https://mlsanity.com/paper/2502.10985/) (2025)
- [Strength Estimation and Human-Like Strength Adjustment in Games](https://mlsanity.com/paper/2502.17109/) (2025)
- [Online Self-Preferring Language Models](https://mlsanity.com/paper/2405.14103/) (2024)
- [Inclusion Arena: An Open Platform for Evaluating Large Foundation Models with Real-World Apps](https://mlsanity.com/paper/2508.11452/) (2025)
- [Transitivity Meets Cyclicity: Explicit Preference Decomposition for Dynamic Large Language Model Alignment](https://mlsanity.com/paper/2605.17342/) (2026)

## Abstract (arXiv)

Real-world competitive games, such as chess, go, or StarCraft II, rely on Elo models to measure the strength of their players. Since these games are not fully transitive, using Elo implicitly assumes they have a strong transitive component that can correctly be identified and extracted. In this study, we investigate the challenge of identifying the strength of the transitive component in games. First, we show that Elo models can fail to extract this transitive component, even in elementary transitive games. Then, based on this observation, we propose an extension of the Elo score: we end up with a disc ranking system that assigns each player two scores, which we refer to as skill and consistency. Finally, we propose an empirical validation on payoff matrices coming from real-world games played by bots and humans.
