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freeze-bug-github-report.ts
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/*******************************************************************************
Copyright (c) Steven Nguyen 2021
This file is part of the bot-rating-system repo
Bot-rating-system is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Bot-rating-system is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with bot-rating-system. If not, see <https://www.gnu.org/licenses/>.
*******************************************************************************/
/// This rating system uses a modified version of the glicko2 rating system.
/// It uses various optimizations depending on the deterministicness of the
/// players and the ruleset.
export const enum DtNess {
/// Always does the same thing - Example: alphabetical
DETERMINISTIC,
/// Always uses the same algorithm - Example: random_mover
RANDOM,
/// Can change over time - Example: human
CHANGE,
}
// Deeply const
export const Defaults = {
glicko2ScaleFactor: 173.7178,
ratingInterval: 400,
ratingValue: 1500,
ratingDeviation: 350,
} as const
/// ConstructorParameters but leave out the first param
type SubConstrParam<T extends abstract new (...args: any) => any> =
T extends abstract new (...args: [any, ...infer R]) => any ? R : never
type Timestamp = ReturnType<typeof Date.now>
type RatingGroup = Game[]
/// Note the difference between Ruleset (chess) and Game (chess)
/// A game is like an instance of a ruleset
/// Though in this case you call Ruleset.Game
export class Ruleset {
// Non constants - can change
/// Settings for the current Ruleset
public readonly ratingVolatility = 0.06
public readonly systemTau = 0.2 // Constrains the change in players' volatilities over time
public readonly convergenceTolerance = 0.000001
public readonly ratingInterval = 1000 * 60 * 60 * 24
public readonly firstIntervalTimestamp = new Date(
new Date().toDateString()
).getTime()
/// Ruleset data
public games = new Set<Game>()
public players = new Set<Player>()
public ratingGroups = {
/// Games between players whose DtNess is DETERMINISTIC
deterministic: [] as RatingGroup,
/// Games between players whose DtNess is _not_ CHANGE
dtRandom: [] as RatingGroup,
/// Contains all non-deterministic games in multiple groups
nonDeterministic: new Map<Timestamp, RatingGroup>(),
}
constructor(
/// DETERMINISTIC: the game always does the same thing given the same actions by players
/// RANDOM: the game is always the same
/// CHANGE: the game itself changes over time
public dtness = DtNess.DETERMINISTIC,
/// Does the order of the players matter?
public orderMatters = true
) {}
/// Creates a new game of the ruleset
Game(...args: SubConstrParam<typeof Game>) {
const game = new Game(this, ...args)
this.games.add(game)
return game
}
/// Creates a new player of the ruleset
Player(...args: SubConstrParam<typeof Player>) {
const player = new Player(this, ...args)
this.players.add(player)
return player
}
/// Creates a new bot of the ruleset
Bot(...args: SubConstrParam<typeof Bot>) {
const bot = new Bot(this, ...args)
this.players.add(bot)
return bot
}
/// Internal
_updateGameFinished(game: Game) {
/// First check if the results of the game are valid
if (!Object.values(game.result).every(result => Number.isFinite())) {
return "Fail: A result was NaN, Infinity, or -Infinity"
}
if (game.isDeterministic()) {
if (this._updateDeterministicGameFinished(game) === "duplicate") {
return "Noop: Deterministic game already happened"
}
} else if (game.isDtnessRandom()) {
this.ratingGroups.dtRandom.push(game)
} else {
this._updateChangeGameFinished(game)
}
this.recalculateRatings()
}
/// Internal
_updateDeterministicGameFinished(game: Game) {
outerloop:
for (const other of this.ratingGroups.deterministic) {
if (other.players.length !== game.players.length) {
continue
}
if (this.orderMatters) {
if (other.players.every((player, index) => game.players[index] === player)) {
if (other.players.every(player => other.result![player.id] === game.result![player.id])) {
return "duplicate"
} else {
const err = TypeError("Two deterministic games should have the same result")
console.error(err, game, other, this)
throw err
}
}
} else {
const p1 = game.players.map(player => player.id).sort()
const p2 = other.players.map(player => player.id).sort()
// Remove equal players in p2
for (const id1 of p1) {
const equal = p2.findIndex(id2 => id1 === id2)
if (equal === -1) {
continue outerloop;
}
if (game.result![id1] === game.result![equal]) {
p2.splice(equal, 1)
} else {
const err = TypeError("Two deterministic games should have the same result")
console.error(err, game, other, this)
throw err
}
}
if (p2.length === 0) {
return "duplicate"
}
}
}
this.ratingGroups.deterministic.push(game)
return "not duplicate"
}
_updateChangeGameFinished(game: Game) {
const timestamp = game.timestamp
if (timestamp < this.firstIntervalTimestamp) {
throw TypeError("The game was before the first rating period")
}
const ratingGroupTheGameIsIn =
(timestamp - this.firstIntervalTimestamp) -
(timestamp - this.firstIntervalTimestamp) % this.ratingInterval +
this.firstIntervalTimestamp
const current = this.ratingGroups.nonDeterministic.get(ratingGroupTheGameIsIn)
if (current === undefined) {
this.ratingGroups.nonDeterministic.set(lastRgTimestamp, [game])
} else {
current.push(game)
}
}
recalculateRatings() {
this.players.forEach(player => player.rating.reset())
updatePlayerRatings(this, calculateResultFromRatingGroup(
this.ratingGroups.deterministic.concat(this.ratingGroups.dtRandom)
), false)
const rI = [...this.ratingGroups.nonDeterministic.entries()].sort((a, b) => a[0] - b[0])
for (let currI = this.firstIntervalTimestamp; rI.length;) {
if (currI === rI[0][0]) {
updatePlayerRatings(this, calculateResultFromRatingGroup(rI.shift()![1]))
} else {
updatePlayerRatings(this, {})
}
}
}
}
// Record<ID, Record<OpponentID, Relative score>>
function calculateResultFromRatingGroup(rg: RatingGroup): Record<ID, Result> {
const r: Record<ID, Record<ID, number[]>> = {}
for (const {result} of rg) {
if (result !== null) {
for (const id in result) {
for (const id2 in result) {
if (id !== id2) {
r[id] ??= {}
r[id][id2] ??= []
// rel 0.2 0.3 0.5
// 0.2 = 2/5 2/7
// 0.3 2/5 = 3/8
// 0.5 5/7 5/8 =
r[id][id2].push(result[id] / (result[id] + result[id2]))
}
}
}
}
}
const rr: Record<ID, Result> = {}
for (const id in r) {
rr[id] = {}
for (const opp in r[id]) {
rr[id][opp] = __avg(r[id][opp])
}
}
return rr
}
export type ID = Readonly<number | string>
export type Result = Record<ID, number>
export type PlayerMap = Result
export type GameParticipants = Readonly<[Player, Player, ...Player[]]> // Array because maybe the order matters
/// Score != Result
///
/// For example if PlayerA, PlayerA, and PlayerB get scores `[2, 3, 4]`
/// then the result is `{ [PlayerA.id]: 2.5 / 6.5, [PlayerB.id]: 4 / 6.5 }`
export type Scores =
| [number, number, ...number[]]
| readonly [number, number, ...number[]]
function convertScoresToResult(
players: GameParticipants,
scores: Scores
): Result {
const playerScores = {} as Record<ID, [number, ...number[]]>
// bug?: scores = [-1, 5] --> [-1/4, 5/4]
const sum = __sum(scores)
for (const [index, score] of scores.entries()) {
// Prevent NaN from 0 / 0, but don't protect from Infinity, -Infinity, or NaN
const scoreAsPercentOfTotal = score === 0 ? 0 : score / sum
if (players[index].id in playerScores) {
playerScores[players[index].id].push(scoreAsPercentOfTotal)
} else {
playerScores[players[index].id] = [scoreAsPercentOfTotal]
}
}
const results = {} as Result
for (const id in playerScores) {
results[id] = __avg(playerScores[id])
}
return results
}
export class Game {
startTime: number | null
finishTime: number | null
scores: Scores | null
result: Result | null
constructor(
public readonly ruleset: Ruleset,
public readonly players: GameParticipants,
startImmediately: boolean = false
) {
this.startTime = startImmediately ? Date.now() : null
this.finishTime = null
this.scores = null
this.result = null
for (const player of players) {
if (player.ruleset !== ruleset) {
console.error({ player, ruleset })
throw new TypeError(
"The player's ruleset is different from this game's ruleset"
)
}
if (!player.games.includes(this)) {
player.games.push(this)
}
}
}
start(): number {
if (this.startTime !== null) {
throw ReferenceError("Game already started")
}
return (this.startTime = Date.now()) // intentional return-assign
}
finish(scores: Scores): number {
if (this.finishTime === null) {
this.finishTime = Date.now()
} else {
throw ReferenceError("Game already finished")
}
if (scores.length !== this.players.length) {
throw TypeError(`Scores must correspond to players, expected ${this.players.length} score(s) but got ${scores.length}`)
}
this.scores = scores
this.result = convertScoresToResult(this.players, scores)
this.ruleset._updateGameFinished(this)
return this.finishTime
}
isDeterministic() {
return (
this.ruleset.dtness === DtNess.DETERMINISTIC &&
this.players.every((player) => player.isDeterministic())
)
}
isDtnessRandom() {
return (
this.ruleset.dtness !== DtNess.CHANGE &&
this.players.every((player) => player.dtness !== DtNess.CHANGE)
)
}
/// Custom timestamp criteria
get timestamp(): Timestamp {
if (this.startTime === null || this.finishTime === null) {
throw new TypeError("Game not finished!!!")
}
return (this.startTime + this.finishTime) / 2
}
}
// TODO: The order of the players don't matter, but the player acts differently based on the order.
export class Player {
static nextID = 0
/// Arbitrary unique player hash for rating calculation
id: ID
/// Games past or present
games: Game[]
rating: Glicko2Rating
constructor(public ruleset: Ruleset, public dtness = DtNess.CHANGE) {
this.id = Player.nextID++
this.games = []
this.rating = new Glicko2Rating(this)
}
isDeterministic() {
return this.dtness === DtNess.DETERMINISTIC
}
}
export class Bot extends Player {
#version: Version
constructor(
ruleset: Ruleset,
dtness: DtNess,
version?: Version | null,
public versions: Map<Version, Player> = new Map()
) {
super(ruleset, dtness)
this.#version = version ?? new Version(0, 1, 0)
if (!this.versions.has(this.#version)) {
this.versions.set(this.#version, this)
}
}
get version() {
return this.#version
}
newVersion(version: Version) {
return this.ruleset.Bot(this.dtness, version, this.versions)
}
}
export class Glicko2Rating {
public deviation: number = Defaults.ratingDeviation
public value: number = Defaults.ratingValue
public volatility: number
constructor(public player: Player) {
this.volatility = player.ruleset.ratingVolatility
}
/** Resets the rating */
reset() {
this.value = Defaults.ratingValue
this.deviation = Defaults.ratingDeviation
this.volatility = this.player.ruleset.ratingVolatility
}
}
export type VersionStr =
| `${number}.${number}.${number}`
| `${number}.${number}.${number}+${string}`
| `${number}.${number}.${number}-${string}`
| `${number}.${number}.${number}+${string}-${string}`
function comparePrerelease(thi: string[], vv: string[]) {
for (const [index, id] of thi.entries()) {
if (id === vv[index]) {
continue
}
if (/[0-9]+/.test(id)) {
if (/[0-9]+/.test(vv[index])) {
return Number(id) < Number(vv[index])
}
return true
} else if (/[0-9]+/.test(vv[index])) {
return false
}
return id < vv[index]
}
return thi.length < vv.length
}
/**
* SemVer implementation
*
* If you provide an incomplaint semver string, such as "1/2",
* then all functionality is UB (undefined behavior)
*/
export class Version {
major: number
minor: number
patch: number
/// May be indicated by appending a hyphen followed by dot separated identifiers
prerelease: string | null
/// May be indicated by appending a plus sign followed by dot separated identifiers
metadata: string | null
constructor(
major: number,
minor: number,
patch: number,
prerelease?: string | null,
metadata?: string | null
) {
if (!Number.isInteger(major)) {
throw RangeError(
`major version part given (${major}) is not an integer`
)
}
if (!Number.isInteger(minor)) {
throw RangeError(
`minor version part given (${minor}) is not an integer`
)
}
if (!Number.isInteger(patch)) {
throw RangeError(
`patch version part given (${patch}) is not an integer`
)
}
if (major < 0) {
throw RangeError(
`major version part given (${major}) is less than zero`
)
}
if (minor < 0) {
throw RangeError(
`minor version part given (${minor}) is less than zero`
)
}
if (patch < 0) {
throw RangeError(
`patch version part given (${patch}) is less than zero`
)
}
this.major = major
this.minor = minor
this.patch = patch
this.prerelease = prerelease ?? null
this.metadata = metadata ?? null
}
// Less than
lt(v: Version): string {
return (
this.major === v.major
? this.minor === v.minor
? this.patch === v.patch
? this.prelease === null || this.prerelease === v.prerelease
? false
: v.prelease === null
? true
: comparePrerelease(this.prerelease.split('.'), v.prerelease.split('.'))
: this.patch < v.patch
: this.minor < v.minor
: this.major < v.major
)
}
// Equal to
eq(v: Version) {
return this.toString() === v.toString()
}
// Greater than
gt(v: Version) {
return v.lt(this)
}
toString(): VersionStr {
let string: VersionStr =
`${this.major}.${this.minor}.${this.patch}` as const
if (this.prerelease !== null) {
string = `${string}+${this.prerelease}` as const
}
if (this.metadata !== null) {
string = `${string}-${this.metadata}` as const
}
return string
}
}
function iteratorEvery<T>(
iterable: Iterable<T>,
callback: (val: T) => boolean
) {
for (const value of iterable) {
if (!callback(value)) {
return false
}
}
return true
}
// http://www.glicko.net/glicko/glicko2.pdf
function updatePlayerRatings(
ruleset: Ruleset,
result: Record<ID, Result>,
updateNonInvolvedPlayers = true
): void {
const players = updateNonInvolvedPlayers
? [...ruleset.players].filter(player => player.id in result)
: ruleset.players
// Use Glicko-2 for now
// Step 1: Initialize all player rating stats (done)
// Step 2: Convert ratings and RD's onto the Glicko-2 scale
// + optimization: Calculate g(φ) beforehand
const μ = {} as Record<ID, number>
const φ = {} as Record<ID, number>
const gφ = {} as Record<ID, number>
for (const player of players) {
μ[player.id] =
(player.rating.value - Defaults.ratingValue) / Defaults.glicko2ScaleFactor
φ[player.id] = player.rating.deviation / Defaults.glicko2ScaleFactor
gφ[player.id] = _g(φ[player.id])
}
for (const player of players) {
// Setup variables
const playerμ = μ[player.id]
const playerφ = φ[player.id]
const playerσ = player.rating.volatility
// If no games do Step 6
const opponentIDs = player.id in result ? Object.keys(result[player.id]) : [] as ID[]
if (opponentIDs.length === 0) {
const pre_playerφ = Math.sqrt(__squared(playerφ) + __squared(playerσ))
const new_playerφ = pre_playerφ
const new_playerRD = Defaults.glicko2ScaleFactor * new_playerφ
player.rating.deviation = new_playerRD
continue;
}
// Step 2 continued: Let s be the scores against each opponent
const relativeScores = result[player.id]
// Step 3
// Estimated variance + Eparts optimization
const [v, Eparts] = _v(μ, gφ, playerμ, opponentIDs)
// Step 4:
const sigmaOptimization = opponentIDs.reduce((total: number, id: ID) => total + gφ[id] * (relativeScores[id] - Eparts[id]), 0)
const delta = v * sigmaOptimization // Because of optimization this is only used once
// First some _f_optimization
const playerφSquared = __squared(playerφ)
const deltaSquared = __squared(delta)
const systemTauSquared = __squared(ruleset.systemTau)
// Step 5.1:
const a = 2 * Math.log(playerφ) // Optimization: ln(φ²) = 2ln(φ)
const _f_opt = _make_f_opt(deltaSquared, playerφSquared, v, a, systemTauSquared)
// Step 5.2:
let A: number = a
let B: number
// console.debug(playerφ, a, _f_opt(a - ruleset.systemTau))
const φφPlusV = playerφSquared + v
if (deltaSquared > φφPlusV) {
B = Math.log(deltaSquared - φφPlusV)
} else {
let k = 1
while (_f_opt(a - (k * ruleset.systemTau)) < 0) {
k++
}
B = a - (k * ruleset.systemTau)
}
// Step 5.3
let fA = _f_opt(A)
let fB = _f_opt(B)
// Step 5.4
while (Math.abs(B - A) > ruleset.convergenceTolerance) {
// 5.4a
const C = A + ((A - B) * fA) / (fB - fA)
const fC = _f_opt(C)
// 5.4b
if (fC * fB < 0) {
A = B
fA = fB
} else {
fA = fA / 2
}
// 5.4c
B = C
fB = fC
}
// Step 5.5
const new_playerσ = Math.E ** (A / 2)
// Step 6
const pre_playerφ = Math.sqrt(playerφSquared + __squared(new_playerσ))
// Step 7
const new_playerφ = 1 / Math.sqrt(1 / __squared(pre_playerφ) + 1 / v)
const new_playerμ = playerμ + __squared(new_playerφ) * sigmaOptimization
// Step 8
const new_playerRating =
Defaults.glicko2ScaleFactor * new_playerμ + Defaults.ratingValue
const new_playerRD = Defaults.glicko2ScaleFactor * new_playerφ
player.rating.value = new_playerRating
player.rating.deviation = new_playerRD
player.rating.volatility = new_playerσ
}
}
/// Estimated variance of a rating based on game outcomes and opponent stats
/// Returns [variance result, EpartsOptimization]
function _v(
μ: PlayerMap,
gφ: PlayerMap,
playerμ: number,
opponentIDs: Iterable<ID>
): [number, Record<ID, number>] {
// [Σ g(opponent φ)² * E(player μ, opponent μ, opponent φ) * (1 - E(player μ, opponent μ, opponent φ))] ^ -1
// 1 / [Σ gφ² * Epart * (1 - Epart)]
let total = 0
const Eparts = {} as Record<ID, number>
for (const id of opponentIDs) {
const Epart = _E_optimization(playerμ, μ[id], gφ[id])
total += gφ[id] * gφ[id] * Epart * (1 - Epart)
Eparts[id] = Epart
}
return [1 / total, Eparts]
}
/* Unused */
function _gSquared(φ: number) {
// g(φ) = 1 / sqrt(stuff)
// g(φ)² = 1 / stuff
return 1 / (1 + 3 * __squared(φ / Math.PI))
}
function _g(φ: number) {
// Optimization: φ²/π² === (φ/π)²
return 1 / Math.sqrt(1 + 3 * __squared(φ / Math.PI))
}
/* Unused */
function _E(μ: number, μj: number, φj: number) {
return 1 / (1 + Math.exp(-1 * _g(φj) * (μ - μj)))
}
function _E_optimization(μ: number, μj: number, gφj: number) {
return 1 / (1 + Math.exp(-1 * gφj * (μ - μj)))
}
function _make_f_opt(
deltaSquared: number,
playerφSquared: number,
v: number,
a: number,
systemTauSquared: number
) {
return (x: number) => _f_optimization(x, deltaSquared, playerφSquared, v, a, systemTauSquared)
}
function _f_optimization(
x: number,
deltaSquared: number,
playerφSquared: number,
v: number,
a: number,
systemTauSquared: number
) {
const e2TheX = Math.E ** x
const tempPart = playerφSquared + v + e2TheX
return (
(e2TheX * (deltaSquared - tempPart)) / (2 * __squared(tempPart)) -
(x - a) / systemTauSquared
)
}
/* Unused */
function _f(
x: number,
delta: number,
playerφ: number,
v: number,
a: number,
systemTau: number
) {
const e2TheX = Math.E ** x
const tempPart = __squared(playerφ) + v + e2TheX
return (
(e2TheX * (__squared(delta) - tempPart)) / (2 * __squared(tempPart)) -
(x - a) / __squared(systemTau)
)
}
function __squared(n: number) {
return n * n
}
function __sum(a: number[] | readonly number[]) {
return a.reduce((b, c) => b + c)
}
function __avg(a: number[] | readonly number[]) {
return __sum(a) / a.length
}