Rating Summaries are assigned to many physical games and provide more detailed information about the content in a game and its context. You can find rating summaries when you conduct a ratings search on this site or download our mobile app.

Not yet assigned a final ESRB rating. Appears only in advertising, marketing and promotional materials related to a physical (e.g., boxed) video game that is expected to carry an ESRB rating, and should be replaced by a game's rating once it has been assigned.


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Review 2024 Veterans disability compensation rates. Use our compensation benefits rate tables to find your monthly payment amount. We base your monthly payment amount on your disability rating and details about your dependent family members.

Find the dependent status in the left column that best describes you. Then look for your disability rating in the top row. Your basic monthly rate is where your dependent status and disability rating meet.

Go to the compensation rates for your disability rating. On the Basic monthly rates table, find the amount for your disability rating and dependent status. This is your basic monthly rate.

We assign you a disability rating based on the severity of your disability. We express this rating as a percentage, representing how much your disability decreases your overall health and ability to function.

Tip: Look for your highest disability rating (or highest combined rating) in the left column, and your next lowest disability rating in the top row. Your combined rating is the number where the 2 intersect on the chart, rounded to the nearest 10%.

Then, we look across from the 50 in the left column and down from the 30 in the top row to find the number that appears where the left column and top row meet. This is the combined value of the 2 ratings.


If you have 2 disabilities

We round that combined value to the nearest 10% to find your combined disability rating. We round combined values ending in 1 to 4 down, and those ending in 5 to 9 up.

The Elo[a] rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess. It is named after its creator Arpad Elo, a Hungarian-American physics professor.

The Elo system was invented as an improved chess-rating system over the previously used Harkness system,[1] but is also used as a rating system in association football, American football, baseball, basketball, pool, table tennis, various board games and esports, and more recently large language models.

The difference in the ratings between two players serves as a predictor of the outcome of a match. Two players with equal ratings who play against each other are expected to score an equal number of wins. A player whose rating is 100 points greater than their opponent's is expected to score 64%; if the difference is 200 points, then the expected score for the stronger player is 76%.

A player's Elo rating is represented by a number which may change depending on the outcome of rated games played. After every game, the winning player takes points from the losing one. The difference between the ratings of the winner and loser determines the total number of points gained or lost after a game. If the higher-rated player wins, then only a few rating points will be taken from the lower-rated player. However, if the lower-rated player scores an upset win, many rating points will be transferred. The lower-rated player will also gain a few points from the higher rated player in the event of a draw. This means that this rating system is self-correcting. Players whose ratings are too low or too high should, in the long run, do better or worse correspondingly than the rating system predicts and thus gain or lose rating points until the ratings reflect their true playing strength.

Arpad Elo was a master-level chess player and an active participant in the United States Chess Federation (USCF) from its founding in 1939.[2] The USCF used a numerical ratings system, devised by Kenneth Harkness, to allow members to track their individual progress in terms other than tournament wins and losses. The Harkness system was reasonably fair, but in some circumstances gave rise to ratings which many observers considered inaccurate. On behalf of the USCF, Elo devised a new system with a more sound statistical basis.[3] At about the same time, Gyrgy Karoly and Roger Cook independently developed a system based on the same principles for the New South Wales Chess Association.[4]

To simplify computation even further, Elo proposed a straightforward method of estimating the variables in his model (i.e., the true skill of each player). One could calculate relatively easily from tables how many games players would be expected to win based on comparisons of their ratings to those of their opponents. The ratings of a player who won more games than expected would be adjusted upward, while those of a player who won fewer than expected would be adjusted downward. Moreover, that adjustment was to be in linear proportion to the number of wins by which the player had exceeded or fallen short of their expected number.[5]

From a modern perspective, Elo's simplifying assumptions are not necessary because computing power is inexpensive and widely available. Several people, most notably Mark Glickman, have proposed using more sophisticated statistical machinery to estimate the same variables. On the other hand, the computational simplicity of the Elo system has proven to be one of its greatest assets. With the aid of a pocket calculator, an informed chess competitor can calculate to within one point what their next officially published rating will be, which helps promote a perception that the ratings are fair.

The USCF implemented Elo's suggestions in 1960,[6] and the system quickly gained recognition as being both fairer and more accurate than the Harkness rating system. Elo's system was adopted by the World Chess Federation (FIDE) in 1970.[7] Elo described his work in detail in The Rating of Chessplayers, Past and Present, first published in 1978.[8]

The phrase "Elo rating" is often used to mean a player's chess rating as calculated by FIDE. However, this usage may be confusing or misleading because Elo's general ideas have been adopted by many organizations, including the USCF (before FIDE), many other national chess federations, the short-lived Professional Chess Association (PCA), and online chess servers including the Internet Chess Club (ICC), Free Internet Chess Server (FICS), Lichess, Chess.com, and Yahoo! Games. Each organization has a unique implementation, and none of them follows Elo's original suggestions precisely.

Instead one may refer to the organization granting the rating. For example: "As of August 2002, Gregory Kaidanov had a FIDE rating of 2638 and a USCF rating of 2742." The Elo ratings of these various organizations are not always directly comparable, since Elo ratings measure the results within a closed pool of players rather than absolute skill.

FIDE, however, calculates performance rating by means of the formula Performance rating = Average of Opponents' Ratings + d p , {\displaystyle {\text{Performance rating}}={\text{Average of Opponents' Ratings}}+d_{p},} where Rating Difference d p {\displaystyle d_{p}} is based on a player's tournament percentage score p {\displaystyle p} , which is then used as the key in a lookup table where p {\displaystyle p} is simply the number of points scored divided by the number of games played. Note that, in case of a perfect or no score d p {\displaystyle d_{p}} is 800. 2351a5e196

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