skillratings
Skillratings allows you to calculate the player's skill instantly in 1v1 matches or after tournaments/rating periods with a list of results using a variety of known and lesser known skill rating algorithms.
Currently supported algorithms:
They are mainly known from their usage in chess and online games.
Installation
Add the following to your Cargo.toml
file:
[dependencies]
skillratings = "0.9.1"
Basic Usage
Below is the most basic use case for each supported algorithm, in a 1-vs-1 format.
Each rating algorithm has many more associated functions, for example getting a rating using a list of outcomes or getting expected scores.
Head over to the documentation for more information.
Elo rating system
extern crate skillratings;
use skillratings::{
elo::elo, outcomes::Outcomes, rating::EloRating, config::EloConfig
};
let player_one = EloRating { rating: 1000.0 };
let player_two = EloRating { rating: 1000.0 };
// The outcome is from the perspective of player one.
let outcome = Outcomes::WIN;
// The config allows you to change certain adjustable values in the algorithms.
let config = EloConfig::new();
let (player_one_new, player_two_new) = elo(player_one, player_two, outcome, &config);
assert!((player_one_new.rating - 1016.0).abs() < f64::EPSILON);
assert!((player_two_new.rating - 984.0).abs() < f64::EPSILON);
Glicko rating system
use skillratings::{
config::Glicko2Config, glicko::glicko, outcomes::Outcomes, rating::GlickoRating,
};
let player_one = GlickoRating {
rating: 1500.0,
deviation: 350.0,
};
let player_two = GlickoRating {
rating: 1500.0,
deviation: 350.0,
};
let outcome = Outcomes::WIN;
// The config allows you to change certain adjustable values in the algorithms.
let config = GlickoConfig::new();
let (player_one_new, player_two_new) = glicko(player_one, player_two, outcome, &config);
assert!((player_one_new.rating.round() - 1662.0).abs() < f64::EPSILON);
assert!((player_one_new.deviation.round() - 290.0).abs() < f64::EPSILON);
assert!((player_two_new.rating.round() - 1338.0).abs() < f64::EPSILON);
assert!((player_two_new.deviation.round() - 290.0).abs() < f64::EPSILON);
Glicko-2 rating system
extern crate skillratings;
use skillratings::{
glicko2::glicko2, outcomes::Outcomes, rating::Glicko2Rating, config::Glicko2Config
};
let player_one = Glicko2Rating {
rating: 1500.0,
deviation: 350.0,
volatility: 0.06
};
let player_two = Glicko2Rating {
rating: 1500.0,
deviation: 350.0,
volatility: 0.06
};
let outcome = Outcomes::WIN;
// The config allows you to change certain adjustable values in the algorithms.
let config = Glicko2Config::new();
let (player_one_new, player_two_new) = glicko2(player_one, player_two, outcome, &config);
assert!((player_one_new.rating.round() - 1662.0).abs() < f64::EPSILON);
assert!((player_one_new.deviation.round() - 290.0).abs() < f64::EPSILON);
assert!((player_two_new.rating.round() - 1338.0).abs() < f64::EPSILON);
assert!((player_two_new.deviation.round() - 290.0).abs() < f64::EPSILON);
TrueSkill rating system
Caution regarding usage of TrueSkill: Microsoft permits only Xbox Live games or non-commercial projects to use TrueSkill(TM). If your project is commercial, you should use another rating system included here.
use skillratings::{
trueskill::trueskill, outcomes::Outcomes, rating::TrueSkillRating, config::TrueSkillConfig
};
let player_one = TrueSkillRating::new();
let player_two = TrueSkillRating {
rating: 30.0,
uncertainty: 1.2,
};
// The config allows you to change certain adjustable values in the algorithms.
let config = TrueSkillConfig::new();
let (p1, p2) = trueskill(player_one, player_two, Outcomes::WIN, &config);
assert!(((p1.rating * 100.0).round() - 3300.0).abs() < f64::EPSILON);
assert!(((p1.uncertainty * 100.0).round() - 597.0).abs() < f64::EPSILON);
assert!(((p2.rating * 100.0).round() - 2983.0).abs() < f64::EPSILON);
assert!(((p2.uncertainty * 100.0).round() - 120.0).abs() < f64::EPSILON);
DWZ (Deutsche Wertungszahl) rating system
use skillratings::{dwz::dwz, outcomes::Outcomes, rating::DWZRating};
let player_one = DWZRating {
rating: 1500.0,
index: 42,
// The actual age of the player, if unavailable set this to >25.
// The lower the age, the more the rating will fluctuate.
age: 42,
};
let player_two = DWZRating {
rating: 1500.0,
index: 12,
age: 12,
};
let outcome = Outcomes::WIN;
let (player_one_new, player_two_new) = dwz(player_one, player_two, outcome);
assert!((player_one_new.rating.round() - 1519.0).abs() < f64::EPSILON);
assert_eq!(player_one_new.index, 43);
assert!((player_two_new.rating.round() - 1464.0).abs() < f64::EPSILON);
assert_eq!(player_two_new.index, 13);
Ingo rating system
Wikipedia article (in german, no english version available)
use skillratings::{ingo::ingo, outcomes::Outcomes, rating::IngoRating};
let player_one = IngoRating {
// Note that a lower rating is more desirable.
rating: 130.0,
// The actual age of the player, if unavailable set this to >25.
// The lower the age, the more the rating will fluctuate.
age: 40,
};
let player_two = IngoRating {
rating: 160.0,
age: 40,
};
let (p1, p2) = ingo(player_one, player_two, Outcomes::WIN);
assert!((p1.rating.round() - 129.0).abs() < f64::EPSILON);
assert!((p2.rating.round() - 161.0).abs() < f64::EPSILON);
License
This project is licensed under the MIT License.