How competitive games turn results into ratings, per-match stats and win probabilities, and why noise, sample size and context limit what the numbers can say.
See how best-of-1, 3, 5 and 7 series change the chance of an upset, with worked binomial calculations and the assumptions that make real series less tidy.
Compare Glicko and TrueSkill, two rating systems that store how sure they are about each player and handle teams, and see how they differ from plain Elo.
Why unusually good or bad performances in competitive games tend to be followed by more ordinary ones, with a worked example and a simple shrinkage estimate.
Compare single elimination, double elimination, round robin and Swiss formats by games played and how often the strongest team is likely to come out on top.
How live win probability models estimate who is ahead, from pre-match priors to in-game state, with a worked round-score example and notes on calibration.