--- name: "algo-rank-trueskill" description: "Implement TrueSkill rating system for multiplayer and team-based competitive ranking. Use this skill when the user needs to rate players in team games, handle multiplayer (non-1v1) matchups, or build a matchmaking system with uncertainty tracking — even if they say 'team rating system', 'multiplayer ranking', or 'matchmaking rating'." metadata: category: "WP-44 排名演算法" tags: ["ranking", "trueskill", "matchmaking", "bayesian-rating"] --- # TrueSkill Rating System ## Overview TrueSkill (Microsoft Research) models each player's skill as a Gaussian distribution N(μ, σ²) where μ is estimated skill and σ is uncertainty. Supports teams and multiplayer (not just 1v1). Conservative rating = μ - 3σ. Uncertainty decreases with more games. Uses Bayesian inference via message passing. ## When to Use **Trigger conditions:** - Rating players in team-based or multiplayer (3+ participant) games - Building matchmaking systems that balance match quality - When you need uncertainty estimates alongside skill ratings **When NOT to use:** - For simple 1v1 ranking with no uncertainty (Elo is simpler) - For non-competitive ranking (product ratings — use Wilson Score) ## Algorithm ``` IRON LAW: Skill Rating Has TWO Components — Mean AND Uncertainty TrueSkill represents skill as N(μ, σ²). New players have high σ (uncertain). After many games, σ shrinks (confident). The conservative rating μ - 3σ ensures players are ranked by their LIKELY MINIMUM skill, not their estimated average. Never use μ alone for ranking. ``` ### Phase 1: Input Validation Initialize: μ₀ = 25, σ₀ = 25/3 (default). Collect match results with team compositions and finishing order. **Gate:** Valid match results, team compositions defined. ### Phase 2: Core Algorithm 1. For each match, compute expected outcome from team skill distributions 2. Compare actual vs expected outcome 3. Update each player's (μ, σ) using Bayesian update: - μ shifts toward performance (up for winners, down for losers) - σ decreases (less uncertain after observing outcome) - Amount of update is proportional to σ (uncertain players change more) 4. Conservative rank = μ - 3σ ### Phase 3: Verification Check: σ decreases over time for active players. Top-ranked players by conservative rating win more than expected. Match quality metric (draw probability) is reasonable. **Gate:** Rating system produces intuitive rankings, σ converges. ### Phase 4: Output Return player ratings with uncertainty bounds. ## Output Format ```json { "ratings": [{"player": "P1", "mu": 32.5, "sigma": 2.1, "conservative": 26.2, "games_played": 50}], "metadata": {"initial_mu": 25, "initial_sigma": 8.33, "beta": 4.17, "tau": 0.083} } ``` ## Examples ### Sample I/O **Input:** Team [A(25,8.3), B(25,8.3)] beats Team [C(25,8.3), D(25,8.3)] **Expected:** A,B μ increases ~2-3 pts, σ decreases ~0.5. C,D μ decreases, σ decreases. Conservative ratings adjust. ### Edge Cases | Input | Expected | Why | |-------|----------|-----| | New vs veteran player | New player μ changes more | Higher σ = more uncertainty = larger updates | | 1v1 match | Degenerates to Elo-like behavior | TrueSkill reduces to simple case for 1v1 | | Free-for-all (8 players) | All pairs compared | Multiplayer native support, unlike Elo | ## Gotchas - **Computational cost**: Message passing in factor graphs is more expensive than Elo. For millions of players, use approximations (EP truncation). - **Team skill aggregation**: TrueSkill sums individual Gaussians for team skill. This assumes independence — correlated player skills (practiced teams) are undermodeled. - **Dynamic skill**: σ only decreases. If a player's skill genuinely changes (improvement or decline), add a small drift term τ per time period to increase σ gradually. - **Partial play**: If a player joins mid-game or leaves early, their contribution is ambiguous. Need partial-play weight extension. - **Patent status**: TrueSkill was patented by Microsoft (expired 2024). TrueSkill 2 adds more features but check licensing. ## References - For TrueSkill factor graph derivation, see `references/factor-graph.md` - For matchmaking quality metrics, see `references/matchmaking.md`