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trueskill

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JavaScript implementation of the TrueSkill ranking system

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### Implements the player skill estimation algorithm from Herbrich et al., "TrueSkill(TM): A Bayesian Skill Rating System". ### #define a bunch of python methods for JavaScript sqrt = Math.sqrt pow = Math.pow len=(obj)->obj.length range=(max)->[0...max] reduce=(list, iterator, memo)-> for i in list memo = iterator(memo, i) return memo sum=(list)->reduce(list,((i,j)->i+j),0) map=(list, func)->(func(i) for i in list) zip=(items)-> minLength = reduce((v for k,v of items), ((memo,arr)->Math.min(memo,arr.length)), Number.MAX_VALUE) return map([0...minLength],(index)-> item = {} for key, value of items item[key]=value[index] return item ) genId=(()-> currId=-1 ()->currId++; return currId )() #start of original code norm = require("gaussian") norm = norm(0,1) pdf = norm.pdf cdf = norm.cdf icdf = norm.ppf # inverse CDF # Update rules for approximate marginals for the win and draw cases, # respectively. Vwin=(t, e)-> return pdf(t-e) / cdf(t-e) Wwin=(t, e)-> return Vwin(t, e) * (Vwin(t, e) + t - e) Vdraw=(t, e)-> return (pdf(-e-t) - pdf(e-t)) / (cdf(e-t) - cdf(-e-t)) Wdraw=(t, e)-> return pow(Vdraw(t, e) , 2) + ((e-t) * pdf(e-t) + (e+t) * pdf(e+t)) / (cdf(e-t) - cdf(-e-t)) class Gaussian ### Object representing a gaussian distribution. Create as: new Gaussian({mu=..., sigma=...}) or new Gaussian({pi=..., tau=...}) or new Gaussian() # gives 0 mean, infinite sigma ### constructor:(parms={})-> if parms.pi != undefined @pi = parms["pi"] @tau = parms["tau"] else if parms.mu != undefined @pi = pow(parms["sigma"] , -2) @tau = @pi * parms["mu"] else @pi = 0 @tau = 0 if isNaN(@pi) || isNaN(@tau) then throw new Error "Gaussian parms can not be NaN" MuSigma:()-> ### Return the value of this object as a (mu, sigma) tuple. ### if @pi == 0.0 return [0, Infinity] else return [@tau / @pi, sqrt(1/@pi)] mul:(other)-> return new Gaussian({"pi":@pi+other.pi, "tau":@tau+other.tau}) div:(other)-> return new Gaussian({"pi":@pi-other.pi, "tau":@tau-other.tau}) class Variable ### A variable node in the factor graph. ### constructor:()-> @value = new Gaussian() @factors = {} AttachFactor:(factor)-> @factors[factor] = new Gaussian() UpdateMessage:(factor, message)-> old_message = @factors[factor] @value = @value.div(old_message).mul(message) @factors[factor] = message UpdateValue:(factor, value)-> old_message = @factors[factor] @factors[factor] = value.mul(old_message).div(@value) @value = value GetMessage:(factor)-> return @factors[factor] class Factor ### Base class for a factor node in the factor graph. ### constructor:(variables)-> @id = genId() @variables = variables for v in variables v.AttachFactor(this) toString:()->"Factor_#{@id}" # The following Factor classes implement the five update equations # from Table 1 of the Herbrich et al. paper. class PriorFactor extends Factor ### Connects to a single variable, pushing a fixed (Gaussian) value to that variable. ### constructor:(variable, param)-> super([variable]) @param = param Start:()-> @variables[0].UpdateValue(this, @param) class LikelihoodFactor extends Factor ### Connects two variables, the value of one being the mean of the message sent to the other. ### constructor:(mean_variable, value_variable, variance)-> super([mean_variable, value_variable]) @mean = mean_variable @value = value_variable @variance = variance UpdateValue:()-> ### Update the value after a change in the mean (going "down" in the TrueSkill factor graph. ### y = @mean.value fy = @mean.GetMessage(this) a = 1.0 / (1.0 + @variance * (y.pi - fy.pi)) @value.UpdateMessage(this, new Gaussian({"pi":a*(y.pi - fy.pi), "tau":a*(y.tau - fy.tau)})) UpdateMean:()-> ### Update the mean after a change in the value (going "up" in the TrueSkill factor graph. ### # Note this is the same as UpdateValue, with @mean and # @value interchanged. x = @value.value fx = @value.GetMessage(this) a = 1.0 / (1.0 + @variance * (x.pi - fx.pi)) @mean.UpdateMessage(this, new Gaussian({"pi":a*(x.pi - fx.pi),"tau":a*(x.tau - fx.tau)})) class SumFactor extends Factor ### A factor that connects a sum variable with 1 or more terms, which are summed after being multiplied by fixed (real) coefficients. ### constructor:(sum_variable, terms_variables, coeffs)-> if len(terms_variables) != len(coeffs) then throw new Error "assert error" @sum = sum_variable @terms = terms_variables @coeffs = coeffs super([sum_variable].concat(terms_variables)) _InternalUpdate:(variable, y, fy, a)-> new_pi = map(range(len(a)), (j)->pow(a[j],2) / (y[j].pi - fy[j].pi)) new_pi = 1.0 / sum(new_pi) new_tau = new_pi * sum(a[j] * (y[j].tau - fy[j].tau) / (y[j].pi - fy[j].pi) for j in range(len(a))) variable.UpdateMessage(this, new Gaussian({"pi":new_pi, "tau":new_tau})) return UpdateSum:()-> ### Update the sum value ("down" in the factor graph). ### y = (t.value for t in @terms) fy = (t.GetMessage(this) for t in @terms) a = @coeffs @_InternalUpdate(@sum, y, fy, a) return UpdateTerm:(index)-> ### Update one of the term values ("up" in the factor graph). ### # Swap the coefficients around to make the term we want to update # be the 'sum' of the other terms and the factor's sum, eg., # change: # # x = y_1 + y_2 + y_3 # # to # # y_2 = x - y_1 - y_3 # # then use the same update equation as for UpdateSum. b = @coeffs a = ((-b[i] / b[index]) for i in range(len(b)) when i != index) a.splice(index, 0, 1.0 / b[index]) v = @terms.slice(0) v[index] = @sum y = (i.value for i in v) fy = (i.GetMessage(this) for i in v) @_InternalUpdate(@terms[index], y, fy, a) class TruncateFactor extends Factor ### A factor for (approximately) truncating the team difference distribution based on a win or a draw (the choice of which is determined by the functions you pass as V and W). ### constructor:(variable, V, W, epsilon)-> super([variable]) @var = variable @V = V @W = W @epsilon = epsilon Update:()-> x = @var.value fx = @var.GetMessage(this) c = x.pi - fx.pi d = x.tau - fx.tau sqrt_c = sqrt(c) args = [d / sqrt_c, @epsilon * sqrt_c] V = @V.apply(this,args) W = @W.apply(this,args) new_val = new Gaussian({"pi":c / (1.0 - W), "tau":(d + sqrt_c * V) / (1.0 - W)}) @var.UpdateValue(this, new_val) DrawProbability=(epsilon, beta, total_players=2)-> ### Compute the draw probability given the draw margin (epsilon). ### return 2 * cdf(epsilon / (sqrt(total_players) * beta)) - 1 DrawMargin=(p, beta, total_players=2)-> ### Compute the draw margin (epsilon) given the draw probability. ### return icdf((p+1.0)/2) * sqrt(total_players) * beta INITIAL_MU = 25.0 INITIAL_SIGMA = INITIAL_MU / 3.0 BETA = null EPSILON = null GAMMA = null SetParameters=(beta=null, epsilon=null, draw_probability=null, gamma=null)-> ### Sets three global parameters used in the TrueSkill algorithm. beta is a measure of how random the game is. You can think of it as the difference in skill (mean) needed for the better player to have an ~80% chance of winning. A high value means the game is more random (I need to be *much* better than you to consistently overcome the randomness of the game and beat you 80% of the time); a low value is less random (a slight edge in skill is enough to win consistently). The default value of beta is half of INITIAL_SIGMA (the value suggested by the Herbrich et al. paper). epsilon is a measure of how common draws are. Instead of specifying epsilon directly you can pass draw_probability instead (a number from 0 to 1, saying what fraction of games end in draws), and epsilon will be determined from that. The default epsilon corresponds to a draw probability of 0.1 (10%). (You should pass a value for either epsilon or draw_probability, not both.) gamma is a small amount by which a player's uncertainty (sigma) is increased prior to the start of each game. This allows us to account for skills that vary over time; the effect of old games on the estimate will slowly disappear unless reinforced by evidence from new games. ### if beta is null BETA = INITIAL_SIGMA / 2.0 else BETA = beta if epsilon is null if draw_probability is null draw_probability = 0.10 EPSILON = DrawMargin(draw_probability, BETA) else EPSILON = epsilon if gamma is null GAMMA = INITIAL_SIGMA / 100.0 else GAMMA = gamma SetParameters() AdjustPlayers=(players)-> ### Adjust the skills of a list of players. 'players' is a list of player objects, for all the players who participated in a single game. A 'player object' is any object with a "skill" attribute (a (mu, sigma) tuple) and a "rank" attribute. Lower ranks are better; the lowest rank is the overall winner of the game. Equal ranks mean that the two players drew. This function updates all the "skill" attributes of the player objects to reflect the outcome of the game. The input list is not altered. ### players = players.slice(0) # Sort players by rank, the factor graph will connect adjacent team # performance variables. players.sort((a,b)->a.rank-b.rank) # Create all the variable nodes in the graph. "Teams" are each a # single player; there's a one-to-one correspondence between players # and teams. (It would be straightforward to make multiplayer # teams, but it's not needed for my current purposes.) ss = (new Variable() for p in players) ps = (new Variable() for p in players) ts = (new Variable() for p in players) ds = (new Variable() for p in players.slice(0,-1)) # Create each layer of factor nodes. At the top we have priors # initialized to the player's current skill estimate. skill = (new PriorFactor(i.s, new Gaussian({"mu":i.pl.skill[0], "sigma":i.pl.skill[1] + GAMMA})) for i in zip({s:ss, pl:players})) skill_to_perf = (new LikelihoodFactor(i.s, i.p, pow(BETA,2)) for i in zip({s:ss, p:ps})) perf_to_team = (new SumFactor(i.t, [i.p], [1]) for i in zip({p:ps, t:ts})) team_diff = (new SumFactor(i.d, [i.t1, i.t2], [+1, -1]) for i in zip({d:ds, t1:ts.slice(0,-1), t2:ts.slice(1)})) # At the bottom we connect adjacent teams with a 'win' or 'draw' # factor, as determined by the rank values. trunc = (new TruncateFactor(i.d, (if i.pl1.rank == i.pl2.rank then Vdraw else Vwin), (if i.pl1.rank == i.pl2.rank then Wdraw else Wwin), EPSILON) for i in zip({d:ds, pl1:players.slice(0,-1), pl2:players.slice(1)})) # Start evaluating the graph by pushing messages 'down' from the # priors. for f in skill f.Start() for f in skill_to_perf f.UpdateValue() for f in perf_to_team f.UpdateSum() # Because the truncation factors are approximate, we iterate, # adjusting the team performance (t) and team difference (d) # variables until they converge. In practice this seems to happen # very quickly, so I just do a fixed number of iterations. # # This order of evaluation is given by the numbered arrows in Figure # 1 of the Herbrich paper. for i in range(5) for f in team_diff f.UpdateSum() # arrows (1) and (4) for f in trunc f.Update() # arrows (2) and (5) for f in team_diff f.UpdateTerm(0) # arrows (3) and (6) f.UpdateTerm(1) # Now we push messages back up the graph, from the teams back to the # player skills. for f in perf_to_team f.UpdateTerm(0) for f in skill_to_perf f.UpdateMean() # Finally, the players' new skills are the new values of the s # variables. for i in zip({s:ss, pl:players}) i.pl.skill = i.s.value.MuSigma() return #export methods exports.AdjustPlayers= AdjustPlayers exports.SetParameters = SetParameters exports.SetInitialMu = (val)->INITIAL_MU=val exports.SetInitialSigma = (val)->INITIAL_SIGMA=val