true xD...
Uhh.... NOOB needs some help...
It's nice that you play games with longer time controls. when your starting out and want to improve, the number of moves you make isn't as important as the time you think about making them.
That is a cool accomplishment that is less common, but not unheard of for someone just starting out; it might not even be "beginners' luck" or one game being a small sample...
Sometimes one can get a win when unfavored - this is especially true for lower rated players (and especially beginners) because they are more likely to be under-rated from their true ability. Winning versus a 1300 bot after only about 2 months of chess doesn't necessarily mean your friend will necessarily be the next Magnus Carlsen or Bobby Fischer (but it might xD), here are some statistics...
chess.com uses glicko rating but it is super similar to elo. A 1000 player (estimating what a beginning player might be rated) versus a 1300 player (human or bot) still means that the lower rated player will win about 15% of the time on average.
https://www.3dkingdoms.com/chess/elo.htm
An ELO rating is a system developed by mathematician Arpad Elo (mid 20th century) to approximate the relative strengths of players based on the results of their otb games vs other rated players. The basic idea is to calculate the likely result of any game based on the difference between the players' ratings, and then adjust the post-game ratings according to how close the actual result came to the prediction. For example, the most likely result of a game between two players with nearly the same rating would be a draw, so a draw wouldn't change anyone's rating. Of course it's also quite likely (especially for lower rated players) that either may win. In this case, the winner's rating would increase and the loser's drop by the same amount. How much the ratings rise and/or fall is determined by a formula Professor Elo came up with be (and continued to refine) by looking at the results of thousands of games. It took some years to get the formula as accurate as possible--using ratings he approximated to predict the results of tournaments and matches and then checking the actual results against his predictions.
Most games are played between players with different playing strengths, so the amount of rating points added and subtracted change according to how great the difference was before the game. A player rated hundreds of points higher than his/her opponent is expected to win almost all of the time, so they will get a minimal boost, but should they lose a game they will lose (and the opponent gain) a considerable amount. Should the game be drawn the higher-rated player will lose--and the opponent gain--less points. The results should work out so that if the two were to play 100 games the pittance the higher-rated player gets for winning most of them will equal the amount they lose from the few draws and losses.
Ratings are not actually calculated after every game, but rather at the completion of an entire tournament or match. This allows some minor adjustments to be made. A player who has a great tournament will be awarded bonus points (and their opponents will receive "feedback" points in compensation) under the assumption that the successful payer had improved substantially since their last rating and was actually stronger than rated. Also, new players with no rating will play a tournament, and afterward the chess federation doing the rating will add up his opponents' rating, see what the new player's results were, and give them the rating corresponding to that of a player whose rating, after achieving the same result, would not have changed. Once the new player is rated, his rating will be adjusted up or down by a greater amount of points per tournament than the normal player until the newbie has played enough games for his rating to be considered accurate.
The exact details of how these calculations are handled, what the exceptions and adjustments may be and other "tweaks" (high-rated players in the US Chess Federation have a "floor" beneath which their rating may not sink in order to prevent someone from deliberately losing a lot of games at their low-entry-fee local club and tournaments in order to go to a few big-money tournaments and cash in before the next rating list comes out) are determined by the national chess federations, but most closely follow FIDE standards.
elo is a complicated rating system that can be applied to a standard bell-curve in statistics to give percentiles and assess approximate winning odds based on rating. Chess commonly uses it, but so do other rating-based games and even some forms of gambling to approximate gambling odds.
elo is not the easiest thing to explain (even most that kind of know it don't actually know the details of how it is calculated) but basically the ratings are on a calculus curve so that the highest rated players can't get too high and the lowest can't drop too low (also prevents players from farming rating up to GM). The lowest possible is 100, so you can't ever drop below that even if you lose every game you play. On the high end, players like GM Hikaru Nakamura @Hikaru won't gain any points even if they beat us! We are both currently so low that he is expected to win so much that he would gain zero rating points for winning a rated game. In fact, a 3000 rated player (and GM Nakamura is higher than that on chess.com now) gains zero points from winning against a 2200 player and only gains one rating point for winning against a 2300 player!
glicko rating is almost identical to elo, but has a few differences like the formula k-factor (how it determines "unrated" or "provisional" ratings to newer players). Once the ratings stabilize a bit though, elo and glicko are basically the same. Whenever you hear chess rating; just assume it is elo and you'll be correct a lot of the time ![]()
https://en.wikipedia.org/wiki/Elo_rating_system
p.s. "elo" is named from Arpad Elo, the inventor of that rating system.
Haha we're all noobs, and as you know, practice makes perfect