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@@ -2,8 +2,54 @@
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All notable changes to this project will be documented in this file.
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## 0.1.2 - 2026-06-12
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### Bug Fixes
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- fix: release generated CHANGELOG at the wrong location
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- fix(gaussian): treat non-positive precision as improper in mu()/sigma()
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### Documentation
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- docs: spec for post-T4-MarginFactor tech debt cleanup
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- docs: implementation plan for post-T4-MarginFactor tech debt cleanup
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- docs: fix stale numerics in t4-margin-factor plan
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- docs: spec for game-local Damped EP
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- docs: implementation plan for game-local Damped EP
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- docs: spec for History → TimeSlice ConvergenceOptions plumbing
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- docs: implementation plan for History → TimeSlice plumbing
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- docs: spec for per-event score_sigma override
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- docs: implementation plan for per-event score_sigma override
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### Features
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- feat(gaussian): add damp_natural helper for EP damping
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- feat(convergence): add ConvergenceOptions::alpha damping field
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- feat(factor): add TruncFactor::propagate_with_alpha for EP damping
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- feat(factor): add MarginFactor::propagate_with_alpha for EP damping
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- feat(game): plumb ConvergenceOptions through to run_chain
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- feat(time_slice): inference callsites read self.convergence
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- feat(outcome): per-event score_sigma override on Outcome::Scored
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- feat(event_builder): expose scores_with_sigma fluent method
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### Refactor
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- refactor: dedupe Game::likelihoods and likelihoods_scored via run_chain
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- refactor: make BuiltinFactor::log_evidence match exhaustive
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- refactor(time_slice): add convergence field, rename iterate_to_convergence
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### Testing
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- test(game): integration tests for ConvergenceOptions behavior
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- test(history): end-to-end ConvergenceOptions propagation tests
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- test(history): end-to-end per-event score_sigma override tests
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## 0.1.1 - 2026-04-27
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### Miscellaneous Tasks
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- chore: Release trueskill-tt version 0.1.1
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### Other (unconventional)
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- T0 + T1 + T2: engine redesign through new API surface (#1)
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+1
-1
@@ -1,6 +1,6 @@
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[package]
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name = "trueskill-tt"
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version = "0.1.1"
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version = "0.1.2"
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edition = "2024"
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[lib]
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+31
-2
@@ -53,7 +53,11 @@ impl Gaussian {
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#[inline]
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pub fn mu(&self) -> f64 {
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if self.pi == 0.0 {
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// A non-positive precision is an improper (uninformative) Gaussian — its mean is
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// undefined. Treat it like `pi == 0` and return 0. EP message cancellation can land
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// `pi` on a tiny negative value (round-off of exactly zero); without this guard
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// `tau / pi` would yield a spurious finite mean.
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if self.pi <= 0.0 {
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0.0
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} else {
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self.tau / self.pi
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@@ -62,7 +66,10 @@ impl Gaussian {
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#[inline]
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pub fn sigma(&self) -> f64 {
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if self.pi == 0.0 {
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// A non-positive precision is improper → infinite standard deviation. Guarding
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// `pi <= 0.0` (not just `== 0.0`) keeps `1.0 / pi.sqrt()` from returning NaN when EP
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// cancellation produces a tiny negative precision (round-off of exactly zero).
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if self.pi <= 0.0 {
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f64::INFINITY
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} else if self.pi.is_infinite() {
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0.0
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@@ -174,6 +181,28 @@ impl ops::Div<Gaussian> for Gaussian {
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mod tests {
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use super::*;
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#[test]
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fn non_positive_precision_is_improper_not_nan() {
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// EP message cancellation can leave `pi` a tiny negative (round-off of exactly zero).
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// Such a Gaussian is improper/uninformative: mu() must be 0 and sigma() infinite, not
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// NaN. A NaN here propagates through the moment-space `Sub` in the game chain and
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// poisons every skill in the slice.
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let tiny_neg = Gaussian::from_natural(-5.55e-17, -8.88e-16);
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assert_eq!(tiny_neg.mu(), 0.0);
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assert!(tiny_neg.sigma().is_infinite());
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// A frankly-negative precision is treated the same way.
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let neg = Gaussian::from_natural(-1.0, 2.0);
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assert_eq!(neg.mu(), 0.0);
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assert!(neg.sigma().is_infinite());
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// Subtracting such a message must not produce NaN (the original failure path).
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let proper = Gaussian::from_ms(9.75, 1.256);
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let diff = proper - tiny_neg;
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assert!(diff.pi().is_finite() && !diff.pi().is_nan());
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assert!(diff.tau().is_finite() && !diff.tau().is_nan());
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}
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#[test]
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fn test_add() {
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let n = Gaussian::from_ms(25.0, 25.0 / 3.0);
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@@ -0,0 +1,71 @@
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//! Regression: a single time slice with many distinct competitors must converge to finite
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//! skills. Before the `pi <= 0` guard in `Gaussian::mu()/sigma()`, EP message cancellation
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//! produced a tiny-negative precision whose `sigma() = 1/sqrt(pi)` was NaN, which the
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//! moment-space `Sub` in the game chain propagated into every skill once the slice grew past
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//! ~75 competitors (e.g. a real ranking dataset with hundreds of players).
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use trueskill_tt::{ConstantDrift, ConvergenceOptions, EPSILON, History, ITERATIONS, NullObserver};
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/// Tiny deterministic LCG — avoids a dev-dependency on `rand`.
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struct Lcg(u64);
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impl Lcg {
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fn next(&mut self) -> u64 {
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self.0 = self
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.0
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.wrapping_mul(6364136223846793005)
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.wrapping_add(1442695040888963407);
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self.0
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}
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fn below(&mut self, n: usize) -> usize {
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(self.next() >> 33) as usize % n
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}
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fn coin(&mut self) -> bool {
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self.next() & 1 == 0
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}
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}
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fn nan_after_fit(players: usize) -> usize {
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let mut h: History<i64, ConstantDrift, NullObserver, String> = History::builder_with_key()
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.beta(1.0)
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.sigma(6.0)
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.drift(ConstantDrift(0.1))
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.convergence(ConvergenceOptions {
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max_iter: ITERATIONS,
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epsilon: EPSILON,
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..Default::default()
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})
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.build();
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let ids: Vec<String> = (0..players).map(|i| format!("p{i:04}")).collect();
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let mut rng = Lcg(1);
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for _ in 0..(players * 4) {
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let a = rng.below(players);
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let mut b = rng.below(players - 1);
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if b >= a {
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b += 1;
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}
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let (w, l) = if rng.coin() { (a, b) } else { (b, a) };
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h.record_winner(&ids[w], &ids[l], 0).unwrap();
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}
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h.converge().unwrap();
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ids.iter()
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.filter(|id| {
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h.current_skill(id.as_str())
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.map(|g| !g.mu().is_finite() || !g.sigma().is_finite())
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.unwrap_or(true)
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})
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.count()
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}
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#[test]
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fn many_competitors_converge_to_finite_skills() {
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// The NaN regression onset was between 70 and 80 competitors; 250 is comfortably past it
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// and in the range of a real ranking dataset.
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for players in [12usize, 75, 150, 250] {
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assert_eq!(
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nan_after_fit(players),
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0,
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"{players}-competitor history produced NaN skills"
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);
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}
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}
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