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November 28, 2023 20:06
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Glicko-2 C#
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// An implementation of the Glicko-2 system | |
// http://www.glicko.net/glicko/glicko2.pdf | |
// Copyright (c) 2023 Evan "cosmonaut" Hemsley | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
// SOFTWARE. | |
using System; | |
// Note that this implementation assumes a rating period of 1 | |
// This simplifies rating updates in arbitrary online matchmaking | |
public static class Glicko2 | |
{ | |
// Algorithmic constants, don't touch | |
const double ScaleConstant = 173.7178; | |
const double ConvergenceTolerance = 0.000001; | |
// Can modify defaults to suit your rating system's needs | |
const double DefaultRating = 1500; | |
const double DefaultDeviation = 350; | |
const double DefaultVolatility = 0.06; | |
// Constrains changes in volatility over time | |
// Reasonable choices are values between 0.3 and 1.2 | |
const double Tau = 0.5; | |
public readonly record struct Player( | |
double Rating, | |
double Deviation, | |
double Volatility | |
) { | |
public static Player Unranked => new Player(DefaultRating, DefaultDeviation, DefaultVolatility); | |
// The lower bound of the rating interval | |
public double LowestRating => Rating - (Deviation * 2); | |
// The upper bound of the rating interval | |
public double HighestRating => Rating + (Deviation * 2); | |
// The percentage confidence that the interval contains the true rating | |
public double Confidence => 1 - Volatility; | |
} | |
// Score is 1 for player win, 0 for player loss | |
public static Player UpdateRating( | |
Player playerRating, | |
Player opponentRating, | |
double score | |
) { | |
var (scaledRating, scaledDeviation) = Scale(playerRating.Rating, playerRating.Deviation); | |
var (opponentScaledRating, opponentScaledDeviation) = Scale(opponentRating.Rating, opponentRating.Deviation); | |
var estimatedVariance = EstimatedVariance(scaledRating, opponentScaledRating, opponentScaledDeviation); | |
var estimatedImprovement = EstimatedImprovement(estimatedVariance, score, scaledRating, opponentScaledRating, opponentScaledDeviation); | |
var updatedVolatility = Volatility(playerRating.Volatility, scaledDeviation, estimatedVariance, estimatedImprovement); | |
var updatedDeviation = RatingDeviation(updatedVolatility, scaledDeviation); | |
var (updatedScaledRating, updatedScaledDeviation) = | |
NewRating(scaledRating, updatedDeviation, estimatedVariance, score, opponentScaledRating, opponentScaledDeviation); | |
var (rating, deviation) = Unscale(updatedScaledRating, updatedScaledDeviation); | |
return new Player(rating, deviation, updatedVolatility); | |
} | |
private static (double, double) Scale( | |
double rating, | |
double deviation | |
) { | |
var mu = (rating - DefaultRating) / ScaleConstant; | |
var phi = deviation / ScaleConstant; | |
return (mu, phi); | |
} | |
private static (double, double) Unscale( | |
double mu, | |
double phi | |
) { | |
var rating = ScaleConstant * mu + DefaultRating; | |
var deviation = ScaleConstant * phi; | |
return (rating, deviation); | |
} | |
private static double G(double phi) => 1 / Math.Sqrt(1 + 3 * Math.Pow(phi, 2) / Math.Pow(Math.PI, 2)); | |
private static double E(double mu, double opponentMu, double opponentPhi) => 1 / (1 + Math.Exp(-G(opponentPhi) * (mu - opponentMu))); | |
private static double EstimatedVariance(double scaledRating, double opponentScaledRating, double opponentScaledDeviation) | |
{ | |
var gPhi = G(opponentScaledDeviation); | |
var eValue = E(scaledRating, opponentScaledRating, opponentScaledDeviation); | |
return 1 / (gPhi * gPhi * eValue * (1 - eValue)); | |
} | |
private static double EstimatedImprovement(double estimatedVariance, double score, double scaledRating, double opponentScaledRating, double opponentScaledDeviation) | |
{ | |
return estimatedVariance * G(opponentScaledDeviation) * (score - E(scaledRating, opponentScaledRating, opponentScaledDeviation)); | |
} | |
private static double VolatilityFunction(double x, double scaledDeviation, double estimatedVariance, double estimatedImprovement, double a) | |
{ | |
var phi2 = scaledDeviation * scaledDeviation; | |
var d2 = estimatedImprovement * estimatedImprovement; | |
var ex = Math.Exp(x); | |
var a2 = phi2 + estimatedVariance + ex; | |
var p2 = (x - a) / (Tau * Tau); | |
var p1 = (ex * (d2 - phi2 - estimatedVariance - ex)) / (2 * a2 * a2); | |
return p1 - p2; | |
} | |
private static double Volatility(double currentVolatility, double scaledDeviation, double estimatedVariance, double estimatedImprovement) | |
{ | |
var a = Math.Log(currentVolatility * currentVolatility); | |
var originalA = a; | |
double b; | |
if (estimatedImprovement * estimatedImprovement > scaledDeviation * scaledDeviation + estimatedVariance) | |
{ | |
b = Math.Log(estimatedImprovement * estimatedImprovement - scaledDeviation * scaledDeviation - estimatedVariance); | |
} | |
else | |
{ | |
var k = 1; | |
var x = a - k * Tau; | |
while (VolatilityFunction(x, scaledDeviation, estimatedVariance, estimatedImprovement, originalA) < 0) | |
{ | |
k += 1; | |
} | |
b = a - k * Tau; | |
} | |
var fa = VolatilityFunction(a, scaledDeviation, estimatedVariance, estimatedImprovement, originalA); | |
var fb = VolatilityFunction(b, scaledDeviation, estimatedVariance, estimatedImprovement, originalA); | |
while (Math.Abs(b - a) > ConvergenceTolerance) | |
{ | |
var c = a + (a - b) * fa / (fb - fa); | |
var fc = VolatilityFunction(c, scaledDeviation, estimatedVariance, estimatedImprovement, originalA); | |
if (fc * fb <= 0) | |
{ | |
a = b; | |
fa = fb; | |
} | |
else | |
{ | |
fa /= 2; | |
} | |
b = c; | |
fb = fc; | |
} | |
return Math.Exp(a / 2); | |
} | |
private static double RatingDeviation(double updatedVolatility, double scaledDeviation) | |
{ | |
return Math.Sqrt(updatedVolatility * updatedVolatility + scaledDeviation * scaledDeviation); | |
} | |
private static (double, double) NewRating( | |
double scaledRating, | |
double updatedDeviation, | |
double estimatedVariance, | |
double score, | |
double opponentScaledRating, | |
double opponentScaledDeviation | |
) { | |
var phiPrime = 1 / Math.Sqrt(1 / (updatedDeviation * updatedDeviation) + (1 / estimatedVariance)); | |
var muPrime = scaledRating + phiPrime * phiPrime * (G(opponentScaledDeviation) * (score - E(scaledRating, opponentScaledRating, opponentScaledDeviation))); | |
return (muPrime, phiPrime); | |
} | |
} |
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