Expand description
BBT is an implementation of a skill-rating system similar to Elo, Glicko or
TrueSkill. It follows Algorithm 1
from the paper A Bayesian Approximation
Method for Online Ranking.
§Usage
As a first step, you need to instantiate a Rater:
let rater = bbt::Rater::new(25.0/6.0);
The new() function takes one parameter, β. This parameter describes how much randomness (variance in outcomes) your game has. For example, a game like Hearthstone is much more luck-based than chess and should have a higher variance; you may need to experiment to see which value has the highest predictive power.
§Two-player games (e.g. Chess)
BBT has a convenience function for two-player games that returns the new ratings for the two players after a game. In the example, p1 wins against p2:
let rater = bbt::Rater::default();
let p1 = bbt::Rating::default();
let p2 = bbt::Rating::default();
let (new_p1, new_p2) = rater.duel(p1, p2, bbt::Outcome::Win);
The bbt::Outcome
enum can take on the values Win
, Loss
and Draw
.
§Multiplayer games
Games with more than two players will have to use the general
update_ratings
method. It takes a vector of teams and a vector of ranks,
with each team being a vector of player ratings. If no error occurs, the
method returns a vector of the same form as the input with updated ratings.
§Example 1: Racing Game
In a racing game without teams, each player is represented as a “team” of one, and since there are usually no ties in a racing game, the list of ranks contains no duplicates:
let rater = bbt::Rater::default();
let p1 = bbt::Rating::default();
let p2 = bbt::Rating::default();
let p3 = bbt::Rating::default();
let p4 = bbt::Rating::default();
let p5 = bbt::Rating::default();
let p6 = bbt::Rating::default();
let new_ratings = rater.update_ratings(vec![vec![p1], vec![p2], vec![p3],
vec![p4], vec![p5], vec![p6]],
vec![1, 2, 3, 4, 5, 6]).unwrap();
In the example, the first player places first, the second player second, and so on.
§Example 2: Tied Teams
Let’s say you have a hypothetical game with four teams and two players per team.
Team 1 | Team 2 | Team 3 | Team 4 |
---|---|---|---|
Alice | Charlie | Eve | Gabe |
Bob | Dave | Fred | Henry |
If Team 1 wins, and Team 2 and 3 draw for second place and Team 4 loses, you
can call the update_ratings
function as follows:
let rater = bbt::Rater::default();
let alice = bbt::Rating::default();
let bob = bbt::Rating::default();
let charlie = bbt::Rating::default();
let dave = bbt::Rating::default();
let eve = bbt::Rating::default();
let fred = bbt::Rating::default();
let gabe = bbt::Rating::default();
let henry = bbt::Rating::default();
let new_ratings = rater.update_ratings(vec![vec![alice, bob],
vec![charlie, dave],
vec![eve, fred],
vec![gabe, henry]],
vec![1, 2, 2, 4]).unwrap();
The second vector assigns a rank to the teams given in the first vector. Team 1 placed first, teams 2 and 3 tie for second place and team 4 comes in fourth.
§Rating scale
The default rating scale follows TrueSkill’s convention of ranks from 0 to 50.
You should be able to use a different scale by specifying the middle of that
scale in Rating::new()
. For example, to use a more traditional scale of 0 to
3000, you can initialize ratings with Rating::new(1500.0, 1500.0/3.0)
. You’ll
also need to adjust the β-value of the Rater instance accordingly:
Rater::new(1500.0/6.0)
.
Structs§
- Rater
- Rater is used to calculate rating updates given the β-parameter.
- Rating
- Rating represents the skill of a player.
Enums§
- Outcome
- Outcome represents the outcome of a head-to-head duel between two players.