Anders Olsson a667deb7e1 refactor(gaussian): switch to natural-parameter storage (pi, tau)
Mul and Div become two f64 adds/subs with no sqrt in the hot path.
mu() and sigma() are computed on demand from stored pi/tau.

Key implementation notes:
- exclude() returns N00 when var <= 0 to avoid inf/inf = NaN when
  two Gaussians have the same precision (ULP-level round-trip error
  from the pi→sigma accessor).
- Mul<f64> by 0.0 returns N00 (point mass at 0), matching old behavior.
- from_ms(0, 0) == N00 {pi:inf, tau:0}; from_ms(0, inf) == N_INF {pi:0, tau:0}.

Golden values in test_1vs1vs1_draw updated: nat-param arithmetic
rounds mu to 25.0 (was 24.999999) and shifts sigma by ~3e-7.
Both differences are bounded and validated against the original Python
reference values.

Part of T0 engine redesign.
2026-04-24 06:59:43 +02:00
2026-03-23 14:21:23 +01:00
2026-03-23 14:55:18 +01:00
2026-04-23 20:24:10 +02:00
2026-04-23 20:26:52 +02:00

TrueSkill - Through Time

Rust port of TrueSkillThroughTime.py.

Other implementations

Drift

Skill drift models how a player's true skill can change between appearances. Each time a player reappears after a gap, their skill uncertainty is widened by the drift model before the new evidence is incorporated.

Drift is represented by the Drift trait:

pub trait Drift: Copy + Debug {
    fn variance_delta(&self, elapsed: i64) -> f64;
}

variance_delta returns the amount to add to σ² given the elapsed time since the player last played. Internally, Gaussian::forget uses this to compute the new sigma: σ_new = sqrt(σ² + variance_delta).

ConstantDrift

The built-in ConstantDrift implements a linear random walk — skill uncertainty grows proportionally to time:

variance_delta = elapsed * γ²

This is the standard TrueSkill Through Time model. Use it by passing a ConstantDrift(gamma) when constructing a Player:

use trueskill_tt::{Player, Gaussian, drift::ConstantDrift};

// gamma = 0.1 means skill can shift ~0.1 per time unit
let player = Player::new(Gaussian::from_ms(0.0, 6.0), 1.0, ConstantDrift(0.1));

Custom drift

Implement Drift to express any other model. For example, a drift that saturates after a long absence (uncertainty grows with the square root of elapsed time instead of linearly):

use trueskill_tt::drift::Drift;

#[derive(Clone, Copy, Debug)]
struct SqrtDrift {
    gamma: f64,
}

impl Drift for SqrtDrift {
    fn variance_delta(&self, elapsed: i64) -> f64 {
        (elapsed as f64).sqrt() * self.gamma * self.gamma
    }
}

let player = Player::new(Gaussian::from_ms(0.0, 6.0), 1.0, SqrtDrift { gamma: 0.5 });

To use a custom drift type with History, use the .drift() builder method instead of .gamma():

let h = History::builder()
    .drift(SqrtDrift { gamma: 0.5 })
    .build();

Todo

  • Implement approx for Gaussian
  • Add more tests from TrueSkillThroughTime.jl
  • Add tests for quality() (Use sublee/trueskill as reference)
  • Benchmark Batch::iteration()
  • Time needs to be an enum so we can have multiple states (see batch::compute_elapsed())
  • Add examples (use same TrueSkillThroughTime.(py|jl))
  • Add Observer (see argmin for inspiration)
Description
No description provided
Readme 9.1 MiB
Languages
Rust 99.9%