d2aab82c1e
Implements tiers T0, T1, T2 of `docs/superpowers/specs/2026-04-23-trueskill-engine-redesign-design.md`. All three tiers have landed together on this branch because they build on one another; this PR rolls them up for a single review pass. Per-tier plans: - T0: `docs/superpowers/plans/2026-04-23-t0-numerical-parity.md` - T1: `docs/superpowers/plans/2026-04-24-t1-factor-graph.md` - T2: `docs/superpowers/plans/2026-04-24-t2-new-api-surface.md` ## Summary ### T0 — Numerical parity (internal) - `Gaussian` switched to natural-parameter storage `(pi, tau)`; mul/div now ~7× faster (218 ps vs 1.57 ns). - `HashMap<Index, _>` → dense `Vec<_>` keyed by `Index.0` (via `AgentStore<D>`, `SkillStore`). - `ScratchArena` eliminates per-event allocations in `Game::likelihoods`. - `InferenceError` seed type added (1 variant). - 38 → 53 tests passing through T1. - Benchmark: `Batch::iteration` 29.84 → 21.25 µs. ### T1 — Factor graph machinery (internal) - `Factor` trait + `BuiltinFactor` enum (TeamSum / RankDiff / Trunc) driving within-game inference. - `VarStore` flat storage for variable marginals. - `Schedule` trait + `EpsilonOrMax` impl replacing the hand-rolled EP loop. - `Game::likelihoods` rebuilt on the factor-graph machinery; iteration counts and goldens preserved to within 1e-6. - 53 tests passing. - Benchmark: `Batch::iteration` 23.01 µs (slight regression absorbed in T2). ### T2 — New API surface (breaking) **Renames:** - `IndexMap → KeyTable`, `Player → Rating`, `Agent → Competitor`, `Batch → TimeSlice` **New types:** - `Time` trait with `Untimed` ZST and `i64` impls; `Drift<T>`, `Rating<T, D>`, `Competitor<T, D>`, `TimeSlice<T>`, `History<T, D, O, K>` all generic. - `Event<T, K>`, `Team<K>`, `Member<K>`, `Outcome` (`Ranked` variant; `#[non_exhaustive]`). - `Observer<T>` trait + `NullObserver`. - `ConvergenceOptions`, `ConvergenceReport`. - `GameOptions`, `OwnedGame<T, D>`. **Three-tier ingestion:** - `history.record_winner(&K, &K, T)` / `record_draw(&K, &K, T)` — 1v1 convenience. - `history.add_events(iter)` — typed bulk. - `history.event(T).team([...]).weights([...]).ranking([...]).commit()` — fluent. **Query API:** `current_skill`, `learning_curve`, `learning_curves` (keyed on `K`), `log_evidence`, `log_evidence_for`, `predict_quality`, `predict_outcome`. **Game constructors:** `ranked`, `one_v_one`, `free_for_all`, `custom` — all returning `Result<_, InferenceError>`. **`factors` module:** `Factor`, `Schedule`, `VarStore`, `VarId`, `BuiltinFactor`, `EpsilonOrMax`, `ScheduleReport`, `TeamSumFactor`, `RankDiffFactor`, `TruncFactor` now public. **Errors:** `InferenceError` gains `MismatchedShape`, `InvalidProbability`, `ConvergenceFailed`; boundary panics converted to `Result`. **Removed (breaking):** `History::convergence(iters, eps, verbose)`, `HistoryBuilder::gamma(f64)`, `HistoryBuilder::time(bool)`, `History.time: bool`, `learning_curves_by_index`, nested-Vec public `add_events`. ## Behavior change (documented in CHANGELOG) `Time = Untimed` has `elapsed_to → 0`, so no drift accumulates between slices. The old `time=false` mode implicitly forced `elapsed=1` on reappearance via an `i64::MAX` sentinel — that quirk is not reproducible under a typed time axis. Tests that depended on it now use `History::<i64, _>` with explicit `1..=n` timestamps. One test (`test_env_ttt`) had 3 Gaussian goldens updated to reflect the corrected semantics; documented in commit `33a7d90`. ## Final numbers | Metric | Before T0 | After T2 | Delta | |---|---|---|---| | `Batch::iteration` | 29.84 µs | 21.36 µs | **-28%** | | `Gaussian::mul` | 1.57 ns | 219 ps | **-86%** | | `Gaussian::div` | 1.57 ns | 219 ps | **-86%** | | Tests passing | 38 | 90 | +52 | All other Gaussian ops unchanged (~219 ps add/sub, ~264 ps pi/tau reads). ## Test plan - [x] `cargo test --features approx` — 90/90 pass (68 lib + 10 api_shape + 6 game + 4 record_winner + 2 equivalence) - [x] `cargo clippy --all-targets --features approx -- -D warnings` — clean - [x] `cargo +nightly fmt --check` — clean - [x] `cargo bench --bench batch` — 21.36 µs - [x] `cargo bench --bench gaussian` — unchanged from T1 - [x] `cargo run --example atp --features approx` — rewritten in new API, runs clean - [x] Historical Game-level goldens preserved in `tests/equivalence.rs` - [x] Public API matches spec Section 4 (verified by integration tests in `tests/api_shape.rs`) ## Commit history ~45 commits total across T0 + T1 + T2. Each task is self-contained and individually tested; the branch is bisectable. See `git log main..t2-new-api-surface` for the full list. ## Deferred to later tiers - `Outcome::Scored` + `MarginFactor` — T4 - `Damped` / `Residual` schedules — T4 - `Send + Sync` bounds + Rayon parallelism — T3 - N-team `predict_outcome` — T4 - `Game::custom` full ergonomics — T4 🤖 Generated with [Claude Code](https://claude.com/claude-code) Reviewed-on: #1 Co-authored-by: Anders Olsson <anders.e.olsson@gmail.com> Co-committed-by: Anders Olsson <anders.e.olsson@gmail.com>
131 lines
3.5 KiB
Rust
131 lines
3.5 KiB
Rust
use crate::{Index, time_slice::Skill};
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/// Dense Vec-backed store for per-agent skill state within a TimeSlice.
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///
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/// Indexed directly by Index.0, eliminating HashMap hashing in the inner
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/// convergence loop. Uses a parallel `present` mask so iteration skips
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/// absent slots without incurring per-slot Option overhead in the hot path.
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#[derive(Debug, Default)]
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pub struct SkillStore {
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skills: Vec<Skill>,
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present: Vec<bool>,
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n_present: usize,
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}
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impl SkillStore {
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pub fn new() -> Self {
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Self::default()
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}
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fn ensure_capacity(&mut self, idx: usize) {
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if idx >= self.skills.len() {
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self.skills.resize_with(idx + 1, Skill::default);
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self.present.resize(idx + 1, false);
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}
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}
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pub fn insert(&mut self, idx: Index, skill: Skill) {
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self.ensure_capacity(idx.0);
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if !self.present[idx.0] {
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self.n_present += 1;
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}
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self.skills[idx.0] = skill;
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self.present[idx.0] = true;
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}
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pub fn get(&self, idx: Index) -> Option<&Skill> {
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if idx.0 < self.present.len() && self.present[idx.0] {
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Some(&self.skills[idx.0])
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} else {
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None
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}
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}
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pub fn get_mut(&mut self, idx: Index) -> Option<&mut Skill> {
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if idx.0 < self.present.len() && self.present[idx.0] {
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Some(&mut self.skills[idx.0])
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} else {
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None
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}
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}
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#[allow(dead_code)]
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pub fn contains(&self, idx: Index) -> bool {
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idx.0 < self.present.len() && self.present[idx.0]
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}
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#[allow(dead_code)]
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pub fn len(&self) -> usize {
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self.n_present
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}
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#[allow(dead_code)]
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pub fn is_empty(&self) -> bool {
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self.n_present == 0
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}
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pub fn iter(&self) -> impl Iterator<Item = (Index, &Skill)> {
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self.present.iter().enumerate().filter_map(|(i, &p)| {
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if p {
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Some((Index(i), &self.skills[i]))
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} else {
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None
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}
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})
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}
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pub fn iter_mut(&mut self) -> impl Iterator<Item = (Index, &mut Skill)> {
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self.skills
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.iter_mut()
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.zip(self.present.iter())
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.enumerate()
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.filter_map(|(i, (s, &p))| if p { Some((Index(i), s)) } else { None })
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}
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pub fn keys(&self) -> impl Iterator<Item = Index> + '_ {
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self.present
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.iter()
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.enumerate()
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.filter_map(|(i, &p)| if p { Some(Index(i)) } else { None })
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn insert_then_get() {
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let mut store = SkillStore::new();
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let idx = Index(3);
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store.insert(idx, Skill::default());
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assert!(store.contains(idx));
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assert_eq!(store.len(), 1);
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assert!(store.get(idx).is_some());
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}
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#[test]
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fn missing_returns_none() {
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let store = SkillStore::new();
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assert!(store.get(Index(0)).is_none());
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assert!(!store.contains(Index(42)));
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}
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#[test]
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fn iter_skips_absent_slots() {
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let mut store = SkillStore::new();
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store.insert(Index(0), Skill::default());
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store.insert(Index(5), Skill::default());
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let keys: Vec<Index> = store.keys().collect();
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assert_eq!(keys, vec![Index(0), Index(5)]);
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}
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#[test]
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fn double_insert_does_not_double_count() {
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let mut store = SkillStore::new();
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store.insert(Index(2), Skill::default());
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store.insert(Index(2), Skill::default());
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assert_eq!(store.len(), 1);
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}
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}
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