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A Power Rankings ranks players based on their skill, the skill of their opponents, and the margin of victory or defeat. Every RPL one on one match played impacts the power rankings of both players in opposite ways (one gains points and the other loses the inverse of the points), cut throat matches use a slightly different formula. Players are given a default power ranking of 60 points after joining a league. The point change for every match played is calculated using MyRPL’s custom ranking formula.

- Lag for first game serve, the player closes to the 2nd line wins the first serve.
- Game 2 serve goes to the player who did not serve in game 1.
- If the match goes 3 games, the player with the highest total points from the first two games wins the game 3 serve.
- If the total scores are identical for games 1 and 2, then the players must lag again to see who wins the serve in game 3.

- The match winner must win 2 out of 3 games.
- You do not have to win by two ... all games are played straight.
- Games 1 and 2 must be played to 15.
- If necessary the tie breaker (game 3) must be played to 11.
- There is no skunk rule in effect, all games must be played to the above criteria.

**Cut Throat matches (3 players)**

- A Cut Throat match consist of one game only.
- The winner does not have to win by 2, the game is played straight.
- The match winner is the first player to 15.
- There is no skunk rule in effect, the game must be played to the above criteria.

The ranking algorithm is pretty simple. It calculates the point spread by taking the winners points - losers points. Then the difference in the power rankings are calcuated the same way, winners power ranking - losers power rankings. I divide the results of these two equations by scalers to keep the point changes from drastically changing. The losers point change for an one on one match is just the inverse of the winners point change. The cut throat formula is a bit more creative because there are two losers, but it mimics the one on one formula. Dr. Rob Stimets created this formula and I would like to give him his due credit. This entire algorithm talk seems to be very "hush hush" like the BCS formula for some reason. Maybe at a later time I will able to release the actual algorithm but it may get tweaked over time so for now I will have to keep it under wraps. Just remember one thing ...