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portedTrueskill.coffee
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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("free-gaussian")
norm = norm(0,1)
pdf = ()->norm.pdf.apply(norm, arguments)
cdf = ()->norm.cdf.apply(norm, arguments)
icdf = ()->norm.ppf.apply(norm, arguments) # 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