Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add charlieviettq/awesome-agent-skill --skill algo-rank-elogit clone --depth 1 https://github.com/charlieviettq/awesome-agent-skillWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/charlieviettq/awesome-agent-skill/algo-rank-elo)<a href="https://agentmods.dev/skills/charlieviettq/awesome-agent-skill/algo-rank-elo"><img src="https://agentmods.dev/badge/skills/charlieviettq/awesome-agent-skill/algo-rank-elo/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/charlieviettq/awesome-agent-skill/algo-rank-elo"><img src="https://agentmods.dev/badge/skills/charlieviettq/awesome-agent-skill/algo-rank-elo.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00074 | $0.01033 |
| Opus 5 | $0.00037 | $0.00517 |
| Sonnet 5 | $0.00015 | $0.00207 |
| Haiku 4.5 | $0.00007 | $0.00103 |
Grade A, and why
"algo-rank-elo" scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
94% identical to algo-rank-elo — 8 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Elo Rating System
Overview
Elo assigns numerical ratings that update after each pairwise comparison. Winner gains points, loser loses points. The amount exchanged depends on expected vs actual outcome. Originally for chess, now used for sports, games, and A/B preference testing. Update runs in O(1) per match.
When to Use
Trigger conditions:
- Ranking items from pairwise comparison data (A vs B outcomes)
- Building competitive rating systems for games or sports
- Crowdsourced quality evaluation through pairwise preferences
When NOT to use:
- When you have absolute scores, not pairwise comparisons (use direct ranking)
- When team dynamics matter more than individual skill (use TrueSkill)
Algorithm
IRON LAW: Elo Assumes Each Matchup Is Independent and Stationary
Rating changes are based on surprise: beating a higher-rated opponent
gains more points than beating a lower-rated one. K-factor controls
update speed: high K (32) = volatile, fast adaptation. Low K (16) =
stable, slow adaptation. Choose K based on how quickly skill changes.
Phase 1: Input Validation
Initialize all participants at base rating (typically 1500). Collect match results: winner, loser (or draw). Gate: Valid match data, no self-matches.
Phase 2: Core Algorithm
- Expected score: E_A = 1 / (1 + 10^((R_B - R_A)/400))
- Actual score: S_A = 1 (win), 0.5 (draw), 0 (loss)
- Update: R_A_new = R_A + K × (S_A - E_A)
- Process all matches sequentially (order matters for sequential Elo)
Phase 3: Verification
Check: total rating points conserved (zero-sum). Rating distribution is reasonable (no extreme values from data errors). Gate: Ratings conserved, top-ranked items pass sanity check.
Phase 4: Output
Return sorted ratings with confidence indicators.
Output Format
{
"ratings": [{"id": "player_A", "rating": 1720, "matches": 50, "wins": 35, "losses": 15}],
"metadata": {"k_factor": 32, "initial_rating": 1500, "total_matches": 500}
}
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 93 lines · 74 tokens per session scan A df2496dd29c6
"algo-rank-elo" is a skill published in the GitHub repository charlieviettq/awesome-agent-skill (25 stars, last pushed 1mo ago), licensed MIT. It adds 74 tokens to every session and 1,033 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to algo-rank-elo, differing in 8 lines, and is treated as a copy.
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