Daniel Piper v Daniel Hoey (Sat 15 Jun 2024)
Match won by Daniel Hoey. Result: 10-15,8-15,17-15,10-15.
Starting level for
Daniel Piper:
98, level confidence: 51%.
Starting level for
Daniel Hoey:
81, level confidence: 74%. Set manually.
Daniel Piper to win as he is currently playing
21% better than Daniel Hoey.
Daniel Hoey won 75% of the games and 57% of the points.
This
games result would be expected if he was better by around 25%.
This
points result would be expected if he was better by around 33% (PAR scoring).
These are weighted and combined to calculate that Daniel Hoey played
28% better than Daniel Piper in this match.
Special case for levels < 100 as these are often players who are new to the game and getting better fast. Levels can change quickly for these players and a default level increase of 1 has been added to both players for playing another match.
Without any limiting, both players would need to be adjusted by 24%. The level change for Daniel Hoey has been limited to an increase of 15% to
93. The level change for Daniel Piper has been limited to a decrease of 5% to
93.
Increase level confidence due to one more match played. Daniel Hoey: 82%, Daniel Piper: 63%.
Reduce level confidence based on how much adjustment is needed. Daniel Hoey: 73%, Daniel Piper: 57%.
Final level for Daniel Piper:
93, level confidence: 57%.
Final level for Daniel Hoey:
93, level confidence: 73%.
Notes
- This calculation is done in two main parts; first work out the adjustment needed to match the results
and then apply damping. This means that levels should always be 'about right' but the time taken
to get there or the volatility is dependent on the damping.
- A level also has 'level confidence' which drops if players haven't played for a long time or have had
enexpected results. As low confidence levels adjust more quickly than high confidence levels, it allows
these players to find their level more quickly without impacting their opponent's level too much.
- Point scores are used as well as game scores for accuracy - particularly important for 3-0 results -
though we can work with game scores only too, albeit with more damping.
- Mismatched players are allowed for - you don't have to hammer your opponent. See explanation above
if this applies to this match.
- The section on damping is where we still have some options. We have recently made a change to damp
league matches more than tournament matches and box matches even more than that. This gives added
weight to the more important matches.
- There are occasional, very small adjustments made to all players to keep the averages constant which
are not covered here.
- You don't get a bonus just for winning - if you want to go up you have to play better
than expected against your opponent.
- We have spent more than 5 years fine tuning the level calculations based on tens of thousands of match results
and a great deal of feedback from players, team captains and coaches. It's the most usable and accurate
ranking system there is in any sport, let alone squash.
- For a more complete explanation of how levels are calculated (on which this system is based) see the help file
here.
- If you have thoughts/opinions on the above or any feedback on the way levels are calculated or updated,
please contact us.
We welcome all feedback, although we are keen squash players ourselves and would pefer to be on-court than
in front of a screen so please be patient and please do try to see if your question has already been
answered on the help page. We are unable to
answer questions about hard anyone played in their match - we only get to see the results - and if your
level didn't increase as expected please make sure you've looked at the above explanation before
contacting us. If you want to go up the levels, train harder, listen to your coach and win more points.
Or just be incredibly talented!