I am curious about the impact on a player's ELO if they only play in games where there is a set minimum ELO rating.
Let me give a simple example.
Consider a game of pure luck - the entire game is that each player rolls a single dice once and the highest roll wins and lowest roll is last.
After each game ELO is adjusted in the usual way - ratings points 'move' to the winner and away from the loser, with the amount dependent on the relative ELO of the players before the game.
OK, so let's say that you play this game a few times (two player) and get lucky with a few wins in a row such that your ELO increases to 250.
At this point, you only play games that you host, setting the minimum ELO for players to 200. From that point on, your ELO will stay above 200, since the ratings points after each game will switch between the players but that will simply even out over time. Your average ELO will simply be the average ELO of you and your opponents, which will always be at least 200.
In time you have another lucky streak and your ELO rises to 300, and you set the minimum level of your opponents to 250. In this way you can 'ratchet' up your ELO over time simply by ensuring that you always play against people with a similarly high ELO.
Of course, you will need to wait longer and longer for a game because there will be fewer high ELO players, so the method will eventually reach a maximum, but I think it will work until that point.
Is there anything flawed in this logic? That is, for game with a high luck element, you can engineer a high ELO simply by restricting the ELO of your opponents, perhaps through a few steps as I've described.
Let me give a simple example.
Consider a game of pure luck - the entire game is that each player rolls a single dice once and the highest roll wins and lowest roll is last.
After each game ELO is adjusted in the usual way - ratings points 'move' to the winner and away from the loser, with the amount dependent on the relative ELO of the players before the game.
OK, so let's say that you play this game a few times (two player) and get lucky with a few wins in a row such that your ELO increases to 250.
At this point, you only play games that you host, setting the minimum ELO for players to 200. From that point on, your ELO will stay above 200, since the ratings points after each game will switch between the players but that will simply even out over time. Your average ELO will simply be the average ELO of you and your opponents, which will always be at least 200.
In time you have another lucky streak and your ELO rises to 300, and you set the minimum level of your opponents to 250. In this way you can 'ratchet' up your ELO over time simply by ensuring that you always play against people with a similarly high ELO.
Of course, you will need to wait longer and longer for a game because there will be fewer high ELO players, so the method will eventually reach a maximum, but I think it will work until that point.
Is there anything flawed in this logic? That is, for game with a high luck element, you can engineer a high ELO simply by restricting the ELO of your opponents, perhaps through a few steps as I've described.