More things, more tests
This commit is contained in:
95
src/game.rs
95
src/game.rs
@@ -227,6 +227,8 @@ impl Game {
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#[cfg(test)]
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mod tests {
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use ::approx::assert_ulps_eq;
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use crate::{Gaussian, Player, GAMMA};
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use super::*;
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@@ -406,4 +408,97 @@ mod tests {
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assert_eq!(c.mu, 28.555920328820527);
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assert_eq!(c.sigma, 1.8856891308577184);
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}
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#[test]
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fn test_1vs1_weighted() {
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let w_a = vec![1.0];
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let w_b = vec![2.0];
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let t_a = vec![Player::new(
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Gaussian::new(25.0, 25.0 / 3.0),
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25.0 / 6.0,
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0.0,
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)];
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let t_b = vec![Player::new(
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Gaussian::new(25.0, 25.0 / 3.0),
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25.0 / 6.0,
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0.0,
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)];
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let g = Game::new(vec![t_a.clone(), t_b.clone()], vec![], vec![w_a, w_b], 0.0);
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let p = g.posteriors();
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assert_ulps_eq!(
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p[0][0],
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Gaussian::new(30.625173, 7.765472),
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epsilon = 0.000001
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);
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assert_ulps_eq!(
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p[1][0],
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Gaussian::new(13.749653, 5.733840),
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epsilon = 0.000001
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);
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let w_a = vec![1.0];
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let w_b = vec![0.7];
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let g = Game::new(vec![t_a.clone(), t_b.clone()], vec![], vec![w_a, w_b], 0.0);
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let p = g.posteriors();
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assert_ulps_eq!(
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p[0][0],
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Gaussian::new(27.630080, 7.206676),
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epsilon = 0.000001
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);
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assert_ulps_eq!(
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p[1][0],
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Gaussian::new(23.158943, 7.801628),
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epsilon = 0.000001
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);
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let w_a = vec![1.6];
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let w_b = vec![0.7];
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let g = Game::new(vec![t_a, t_b], vec![], vec![w_a, w_b], 0.0);
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let p = g.posteriors();
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assert_ulps_eq!(
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p[0][0],
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Gaussian::new(26.142438, 7.573088),
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epsilon = 0.000001
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);
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assert_ulps_eq!(
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p[1][0],
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Gaussian::new(24.500183, 8.193278),
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epsilon = 0.000001
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);
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let w_a = vec![1.0];
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let w_b = vec![0.0];
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let t_a = vec![Player::new(Gaussian::new(2.0, 6.0), 1.0, 0.0)];
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let t_b = vec![Player::new(Gaussian::new(2.0, 6.0), 1.0, 0.0)];
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let g = Game::new(vec![t_a, t_b], vec![], vec![w_a, w_b], 0.0);
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let p = g.posteriors();
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assert_ulps_eq!(
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p[0][0],
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Gaussian::new(5.557176746, 4.0527906913),
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epsilon = 0.000001
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);
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assert_ulps_eq!(p[1][0], Gaussian::new(2.0, 6.0), epsilon = 0.000001);
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// NOTA: trueskill original tiene probelmas en la aproximación: post[2][1].mu = 1.999644
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let w_a = vec![1.0];
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let w_b = vec![-1.0];
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let t_a = vec![Player::new(Gaussian::new(2.0, 6.0), 1.0, 0.0)];
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let t_b = vec![Player::new(Gaussian::new(2.0, 6.0), 1.0, 0.0)];
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let g = Game::new(vec![t_a, t_b], vec![], vec![w_a, w_b], 0.0);
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let p = g.posteriors();
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assert_ulps_eq!(p[0][0], p[0][0], epsilon = 0.000001);
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}
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}
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