glicko-elixir/lib/glicko.ex

312 lines
9.4 KiB
Elixir

defmodule Glicko do
@moduledoc """
Provides the implementation of the Glicko rating system.
See the [specification](http://www.glicko.net/glicko/glicko2.pdf) for implementation details.
## Usage
Get a player's new rating after a series of matches in a rating period.
iex> results = [Result.new(Player.new_v1([rating: 1400, rating_deviation: 30]), :win),
...> Result.new(Player.new_v1([rating: 1550, rating_deviation: 100]), :loss),
...> Result.new(Player.new_v1([rating: 1700, rating_deviation: 300]), :loss)]
iex> player = Player.new_v1([rating: 1500, rating_deviation: 200])
iex> Glicko.new_rating(player, results, [system_constant: 0.5])
{1464.0506705393013, 151.51652412385727}
Get a player's new rating when they haven't played within a rating period.
iex> player = Player.new_v1([rating: 1500, rating_deviation: 200])
iex> Glicko.new_rating(player, [], [system_constant: 0.5])
{1.5e3, 200.27141669877065}
Calculate the probability of a player winning against an opponent.
iex> player = Player.new_v1
iex> opponent = Player.new_v1
iex> Glicko.win_probability(player, opponent)
0.5
Calculate the probability of a player drawing against an opponent.
iex> player = Player.new_v1
iex> opponent = Player.new_v1
iex> Glicko.draw_probability(player, opponent)
1.0
"""
alias __MODULE__.{
Player,
Result
}
@default_system_constant 0.8
@default_convergence_tolerance 1.0e-7
@type new_rating_opts :: [system_constant: float, convergence_tolerance: float]
@doc """
Calculates the probability of a player winning against an opponent.
Returns a value between `0.0` and `1.0`.
"""
@spec win_probability(player :: Player.t(), opponent :: Player.t()) :: float
def win_probability(player, opponent) do
win_probability(
player |> Player.rating(:v2),
opponent |> Player.rating(:v2),
opponent |> Player.rating_deviation(:v2)
)
end
@doc """
Calculates the probability of a player winning against an opponent from a player rating, opponent rating and opponent rating deviation.
Values provided for the player rating, opponent rating and opponent rating deviation must be *v2* based.
Returns a value between `0.0` and `1.0`.
"""
@spec win_probability(
player_rating :: Player.rating(),
opponent_rating :: Player.rating(),
opponent_rating_deviation :: Player.rating_deviation()
) :: float
def win_probability(player_rating, opponent_rating, opponent_rating_deviation) do
calc_e(player_rating, opponent_rating, calc_g(opponent_rating_deviation))
end
@doc """
Calculates the probability of a player drawing against an opponent.
Returns a value between `0.0` and `1.0`.
"""
@spec draw_probability(player :: Player.t(), opponent :: Player.t()) :: float
def draw_probability(player, opponent) do
draw_probability(
player |> Player.rating(:v2),
opponent |> Player.rating(:v2),
opponent |> Player.rating_deviation(:v2)
)
end
@doc """
Calculates the probability of a player drawing against an opponent from a player rating, opponent rating and opponent rating deviation.
Values provided for the player rating, opponent rating and opponent rating deviation must be *v2* based.
Returns a value between `0.0` and `1.0`.
"""
@spec draw_probability(
player_rating :: Player.rating(),
opponent_rating :: Player.rating(),
opponent_rating_deviation :: Player.rating_deviation()
) :: float
def draw_probability(player_rating, opponent_rating, opponent_rating_deviation) do
1 -
abs(win_probability(player_rating, opponent_rating, opponent_rating_deviation) - 0.5) / 0.5
end
@doc """
Generate a new rating from an existing rating and a series (or lack) of results.
Returns the updated player with the same version given to the function.
"""
@spec new_rating(player :: Player.t(), results :: list(Result.t()), opts :: new_rating_opts) ::
Player.t()
def new_rating(player, results, opts \\ [])
def new_rating(player, results, opts) when tuple_size(player) == 3 do
do_new_rating(player, results, opts)
end
def new_rating(player, results, opts) when tuple_size(player) == 2 do
player
|> Player.to_v2()
|> do_new_rating(results, opts)
|> Player.to_v1()
end
defp do_new_rating({player_r, player_pre_rd, player_v}, [], _) do
player_post_rd = calc_player_post_base_rd(:math.pow(player_pre_rd, 2), player_v)
{player_r, player_post_rd, player_v}
end
defp do_new_rating({player_pre_r, player_pre_rd, player_pre_v}, results, opts) do
sys_const = Keyword.get(opts, :system_constant, @default_system_constant)
conv_tol = Keyword.get(opts, :convergence_tolerance, @default_convergence_tolerance)
# Initialization (skips steps 1, 2 and 3)
player_pre_rd_sq = :math.pow(player_pre_rd, 2)
{variance_est, results_effect} = result_calculations(results, player_pre_r)
# Step 4
delta = calc_delta(results_effect, variance_est)
# Step 5.1
alpha = calc_alpha(player_pre_v)
# Step 5.2
k = calc_k(alpha, delta, player_pre_rd_sq, variance_est, sys_const, 1)
{initial_a, initial_b} =
iterative_algorithm_initial(
alpha,
delta,
player_pre_rd_sq,
variance_est,
sys_const,
k
)
# Step 5.3
initial_fa = calc_f(alpha, delta, player_pre_rd_sq, variance_est, sys_const, initial_a)
initial_fb = calc_f(alpha, delta, player_pre_rd_sq, variance_est, sys_const, initial_b)
# Step 5.4
a =
iterative_algorithm_body(
alpha,
delta,
player_pre_rd_sq,
variance_est,
sys_const,
conv_tol,
initial_a,
initial_b,
initial_fa,
initial_fb
)
# Step 5.5
player_post_v = calc_new_player_volatility(a)
# Step 6
player_post_base_rd = calc_player_post_base_rd(player_pre_rd_sq, player_post_v)
# Step 7
player_post_rd = calc_new_player_rating_deviation(player_post_base_rd, variance_est)
player_post_r = calc_new_player_rating(results_effect, player_pre_r, player_post_rd)
{player_post_r, player_post_rd, player_post_v}
end
defp result_calculations(results, player_pre_r) do
{variance_estimate_acc, result_effect_acc} =
Enum.reduce(results, {0.0, 0.0}, fn result, {variance_estimate_acc, result_effect_acc} ->
opponent_rd_g =
result
|> Result.opponent_rating_deviation()
|> calc_g
win_probability = calc_e(player_pre_r, Result.opponent_rating(result), opponent_rd_g)
{
variance_estimate_acc +
:math.pow(opponent_rd_g, 2) * win_probability * (1 - win_probability),
result_effect_acc + opponent_rd_g * (Result.score(result) - win_probability)
}
end)
{:math.pow(variance_estimate_acc, -1), result_effect_acc}
end
defp calc_delta(results_effect, variance_est) do
results_effect * variance_est
end
defp calc_f(alpha, delta, player_pre_rd_sq, variance_est, sys_const, x) do
:math.exp(x) *
(:math.pow(delta, 2) - :math.exp(x) - player_pre_rd_sq - variance_est) /
(2 * :math.pow(player_pre_rd_sq + variance_est + :math.exp(x), 2)) -
(x - alpha) / :math.pow(sys_const, 2)
end
defp calc_alpha(player_pre_v) do
:math.log(:math.pow(player_pre_v, 2))
end
defp calc_new_player_volatility(a) do
:math.exp(a / 2)
end
defp calc_new_player_rating(results_effect, player_pre_r, player_post_rd) do
player_pre_r + :math.pow(player_post_rd, 2) * results_effect
end
defp calc_new_player_rating_deviation(player_post_base_rd, variance_est) do
1 / :math.sqrt(1 / :math.pow(player_post_base_rd, 2) + 1 / variance_est)
end
defp calc_player_post_base_rd(player_pre_rd_sq, player_pre_v) do
:math.sqrt(:math.pow(player_pre_v, 2) + player_pre_rd_sq)
end
defp iterative_algorithm_initial(alpha, delta, player_pre_rd_sq, variance_est, sys_const, k) do
initial_a = alpha
initial_b =
if :math.pow(delta, 2) > player_pre_rd_sq + variance_est do
:math.log(:math.pow(delta, 2) - player_pre_rd_sq - variance_est)
else
alpha - k * sys_const
end
{initial_a, initial_b}
end
defp iterative_algorithm_body(
alpha,
delta,
player_pre_rd_sq,
variance_est,
sys_const,
conv_tol,
a,
b,
fa,
fb
) do
if abs(b - a) > conv_tol do
c = a + (a - b) * fa / (fb - fa)
fc = calc_f(alpha, delta, player_pre_rd_sq, variance_est, sys_const, c)
{a, fa} =
if fc * fb < 0 do
{b, fb}
else
{a, fa / 2}
end
iterative_algorithm_body(
alpha,
delta,
player_pre_rd_sq,
variance_est,
sys_const,
conv_tol,
a,
c,
fa,
fc
)
else
a
end
end
defp calc_k(alpha, delta, player_pre_rd_sq, variance_est, sys_const, k) do
if calc_f(alpha, delta, player_pre_rd_sq, variance_est, sys_const, alpha - k * sys_const) < 0 do
calc_k(alpha, delta, player_pre_rd_sq, variance_est, sys_const, k + 1)
else
k
end
end
# g function
defp calc_g(rd) do
1 / :math.sqrt(1 + 3 * :math.pow(rd, 2) / :math.pow(:math.pi(), 2))
end
# E function
defp calc_e(player_pre_r, opponent_r, opponent_rd_g) do
1 / (1 + :math.exp(-1 * opponent_rd_g * (player_pre_r - opponent_r)))
end
end