I had long conversation with AI
It has begun
It not about bots it’s about system not only here, not only in chess .
That kind of systems here elo is like money and has to be balanced, it “promotes” ordinary people(50% win rate and if you have to much you will be punished until you go down to 50% .
if you have to much you will be punished until you go down to 50%
Ah, da holy 50% win rate nobody can escape
I’m not saying nobody but statistically is like that,check your opponents if you are not titled player.
Last thing to mention:
50% win rate is like flip coins: tail,head random results not related to your knowledge .
To get proper elo here you need to start playing with
fide in real clubs and get real ratings otherwise you will be here like Don Kichot from M.Cervantes book.
50% win rate is like flip coins: tail,head random results not related to your knowledge .
I just dont understand why these 50% are considered some sacred value, it is simply one of the outcomes of a particular rating estimation algorithm, while you keep studying chess faster and better than your opponents do within the same chess community your win rate is higher than 50%
To get proper elo here you need to start playing with fide in real clubs and get real ratings
There is no such a thing as "proper elo" or "real elo", as a member of different chess communities you have different ratings that show your rank within these communities and are valid within these communities only, there is no absolute chess rating
In Elo it’s about inflation and deflation.
Explanation
Elo Inflation and Why Non-Titled Players Are Deflated on Chess.com
1. What Elo inflation is
Elo inflation is the long-term upward drift of average ratings in a closed rating system, even when the true playing strength of the population does not increase at the same rate.
In practice:
This effect is well documented in both FIDE and online chess platforms, and it is stronger online.
2. Why Elo inflation happens
a) Continuous influx of new players
b) Asymmetric player exit
c) High game volume and fast time controls
d) Knowledge inflation without scale recalibration
Result: rating mass accumulates at higher levels.
3. How rating inflation is corrected (in general)
Rating systems apply corrections system-wide, not per player.
1) K-factor reduction
2) Lower starting ratings
3) Global re-centering (deflation)
4) Floors and caps
5) Glicko / Glicko-2 systems
6) Separate rating pools
4. Why Chess.com deflates
non-titled players
This is the key question.
Titled players are the rating anchor
Grandmasters and other titled players:
If non-titled players drift upward unchecked:
Deflating non-titled players preserves the anchor.
Non-titled players generate almost all inflation
Statistically:
This group:
Titled players:
Inflation is produced below, not at the top.
Rating protection for titled players is necessary
Chess.com:
If a GM could lose large rating chunks to random 2300 NT players:
It is statistically safer to:
➡️ compress and deflate the mass
➡️ than destabilize the elite
Deflation is gradual, not punitive
Deflation does not mean:
It means:
The player experiences:
All alternatives are worse
Other options:
Deflating non-titled players is:
5. The hard truth
If you are not titled, the system treats you as part of the statistical mass, not as a calibration reference.
This is not punishment.
It is scale maintenance.
6. What this means in practice
If you want, next we can:
That’s where rating system engineering really begins ♟️
One of the conclusion:
Unrated players are nesesery because of money,they can buy membership and keep the game alive,
but they are big problem for elo ratings(more than cheaters)
so they have to be under control like sheeps.
Another one is anty cheating system for unrated players is not nesesery if proper deflation algorithms working,
they will find cheaters(or generaly non ordinary players),
isloate them by using bots and let them play with strong opponents with low elo
(bots consume their elo and disappear and if non ordinary players are strong cheaters they will be banned and disappear together with selected bots).
There is different situation for titled players but this is another story.
I had long conversation with AI about bots playing online not only cheating people in short AI created pdf .If you want read and comment , without being rude 😁.
A Detailed Analysis of the Chess.com Rating System, Player Categories, and Bot Usage for
Extreme Skill Cases
1. Introduction
Chess.com uses Elo/Glicko-based ranking to stabilize win rates around 50% for normal players.
This document focuses on the 'Extreme Skill' group, such as smurfs, speedrunners, and Youtuber
experiments, and explains how bots are used to handle scenarios where human opponents are
insufficient.
2. Normal Players (Casual)
- Approximately 50% win rate.
- Normal matchmaking pools.
- Never matched with bots.
- Provisional rating adjusts quickly in early games to stabilize player skill perception.
3. Titled Players
- Includes GMs, IMs, FMs, CMs, WGM, etc.
- More flexible matchmaking and win rate tolerance.
- Sometimes face human or bot opponents based on pool needs.
- Used as anchors for rating stability and marketing purposes.
4. Extreme Skill / Smurf / Speedrunner Group
Characteristics:
- Very high skill but playing on a new or low-rated account.
- Often used for speedrun attempts or Youtuber experiments.
- Extreme disparity between real skill and provisional rating (., 2500 real skill starting at 100 Elo).
Problems in Normal Matchmaking:
- Very few human opponents exist at the appropriate skill level.
- Provisional rating system imposes a ceiling (~1600-1800) to stabilize pool perception.
- Win streaks would otherwise rapidly distort rating for new accounts.System Solution:
- Bots are introduced to simulate human opponents proportionally to the player's skill.
- Bots allow continuous rating growth without ceiling in this special mode.
- Normal players are unaffected; bots only appear for extreme skill cases.
- Player can maintain high win rate in practice or experiment without destabilizing casual pool.
Behavior Examples:
- Consistent streaks against simulated opponents.
- Opponents behaving like human players, but calibrated to prevent rating inflation in normal
matchmaking.
- Used to test strategies, openings, or for speedrun content.
5. Player Categories and Bot Usage Diagram
Diagram Explanation:
- Casual Players: normal matchmaking, no bots, ~50% win rate.
- Titled Players: flexible matchmaking, may face bots occasionally.
- Extreme Skill / Smurf / Speedrunners: bots introduced only when human opponents are
insufficient, no ceiling, rating grows naturally.
6. Conclusion
Bots on Chess.com exist **only for extreme skill cases** to handle scenarios where there are
insufficient human opponents.
This ensures fair gameplay for normal players, maintains rating stability, and allows high-skill
experiments or speedruns without artificially limiting rating growth.