Data published by hypothesess.com, 6 November 2026. The data as JSON.

Read the article: Elo vs Glicko-2: Glicko-2 catches a change in strength faster only when it is unsure of the player

Elo vs Glicko-2, simulated: Glicko-2 catches a change in strength faster only when it is unsure of the player

Our own simulation, run on 2026-11-06 (sim.py, results.json beside this page). One test player of true strength 1500 plays opponents of known, fixed strength drawn evenly from 1300 to 1700. At game 0 the player's true strength jumps by 200 points, to 1700. Each game is decided by the Elo expected score of the true strengths, the same generator for both systems. We count the

games until the player's rating first comes within 50 points of 1700; the figure is the median of 2,000 runs. Elo uses FIDE's three K values. Glicko-2 follows Glickman's 2022 worked example (one game per rating period, as Lichess rates; system constant tau = 0.5; starting volatility 0.06), with three starting states: a settled player (rating deviation 50), a new player (rating deviation 350), and a player back from a break (rating deviation 50 grown by 24 idle periods).

What we found

What this does not show

One opponent pool (1300 to 1700), one jump size (200 points), one game per rating period, tau 0.5. Longer rating periods and a larger tau let Glicko-2 react faster to a settled player's change; we did not vary them. Catching up is not the same as predicting results better: we measured the lag, not the prediction error.