Anders Olsson db633bdafe bench,docs: capture T3 final numbers and update CHANGELOG
Batch::iteration sequential: 23.23 µs (no regression vs T2 baseline).
Gaussian ops unchanged.

End-to-end history_converge benchmark on Apple M5 Pro:
  Workload                                        seq       rayon    speedup
  500 events / 100 competitors / 10 per slice     4.03 ms   4.24 ms  1.0x
  2000 events / 200 competitors / 20 per slice   20.18 ms  19.82 ms  1.0x
  5000 events / 50000 competitors / 1 slice      11.88 ms   9.10 ms  1.3x

The spec's >=2x target is not achieved on realistic workloads. T3's
within-slice color-group parallelism only shows material benefit when
a slice holds many events AND the competitor pool is large enough to
give the greedy coloring room to partition. Typical TrueSkill
workloads don't fit that profile. Cross-slice parallelism (dirty-bit
slice skipping, spec Section 5) is the natural next step for
real-workload speedup.

Determinism verified: bit-identical posteriors across
RAYON_NUM_THREADS={1, 2, 4, 8}.

Closes T3 of docs/superpowers/specs/2026-04-23-trueskill-engine-redesign-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 14:58:24 +02:00
2026-03-23 14:21:23 +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)
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