*/
struct match {
- int other_player;
+ int player, other_player;
int margin;
float weight;
};
map<int, vector<match> > matches_for_player;
+vector<match> all_matches;
void dump_scores(const vector<string> &players, const float *mu, const float *sigma, int num_players)
{
void dump_raw(const float *mu, const float *sigma, int num_players)
{
- for (int i = 0; i < num_players; ++i) {
- for (unsigned j = 0; j < matches_for_player[i].size(); ++j) {
- const match& m = matches_for_player[i][j];
-
- // Only count each match once.
- if (m.other_player <= i) {
- continue;
- }
-
- float mu1 = mu[i];
- float mu2 = mu[m.other_player];
- float sigma1 = sigma[i];
- float sigma2 = sigma[m.other_player];
- float sigma = sqrt(sigma1 * sigma1 + sigma2 * sigma2);
- float mu = mu1 - mu2;
- float x = m.margin;
- float w = m.weight;
-
- printf("%f %f\n", (x - mu) / sigma, w);
- }
+ for (unsigned i = 0; i < all_matches.size(); ++i) {
+ const match& m = all_matches[i];
+
+ float mu1 = mu[m.player];
+ float mu2 = mu[m.other_player];
+ float sigma1 = sigma[m.player];
+ float sigma2 = sigma[m.other_player];
+ float sigma = sqrt(sigma1 * sigma1 + sigma2 * sigma2);
+ float mu = mu1 - mu2;
+ float x = m.margin;
+ float w = m.weight;
+
+ printf("%f %f\n", (x - mu) / sigma, w);
}
}
void update_global_sigma(float *mu, float *sigma, int num_players)
{
float nom = 0.0f, denom = 0.0f;
- for (int i = 0; i < num_players; ++i) {
- for (unsigned j = 0; j < matches_for_player[i].size(); ++j) {
- const match& m = matches_for_player[i][j];
-
- // Only count each match once.
- if (m.other_player <= i) {
- continue;
- }
-
- float mu1 = mu[i];
- float mu2 = mu[m.other_player];
- float mu = mu1 - mu2;
- float x = m.margin;
- float w = m.weight;
-
- nom += w * ((x - mu) * (x - mu));
- denom += w;
- }
+ for (unsigned i = 0; i < all_matches.size(); ++i) {
+ const match& m = all_matches[i];
+
+ float mu1 = mu[m.player];
+ float mu2 = mu[m.other_player];
+ float mu = mu1 - mu2;
+ float x = m.margin;
+ float w = m.weight;
+
+ nom += w * ((x - mu) * (x - mu));
+ denom += w;
}
float best_sigma = sqrt(nom / denom) / sqrt(2.0f); // Divide evenly between the two players.
{
float nom = 0.0f, denom = 0.0f;
for (int i = 0; i < num_players; ++i) {
- for (unsigned j = 0; j < matches_for_player[i].size(); ++j) {
- const match& m = matches_for_player[i][j];
+ float mu1 = mu[i];
- // Only count each match once.
- if (m.other_player <= i) {
- continue;
- }
-
- float mu1 = mu[i];
-
- float w = m.weight;
- nom += w * ((mu1 - PRIOR_MU) * (mu1 - PRIOR_MU));
- denom += w * 1.0f;
- }
+ nom += ((mu1 - PRIOR_MU) * (mu1 - PRIOR_MU));
+ denom += 1.0f;
}
prior_sigma = sqrt(nom / denom);
}
}
+float compute_logl(float z)
+{
+ return -0.5 * (log(2.0f / M_PI) + z * z);
+}
+
+float compute_total_logl(float *mu, float *sigma, int num_players)
+{
+ float total_logl = 0.0f;
+
+ // Prior.
+ for (int i = 0; i < num_players; ++i) {
+ total_logl += PRIOR_WEIGHT * compute_logl((mu[i] - PRIOR_MU) / prior_sigma);
+ }
+
+ // Matches.
+ for (unsigned i = 0; i < all_matches.size(); ++i) {
+ const match& m = all_matches[i];
+
+ float mu1 = mu[m.player];
+ float mu2 = mu[m.other_player];
+ float sigma1 = sigma[m.player];
+ float sigma2 = sigma[m.other_player];
+ float sigma = sqrt(sigma1 * sigma1 + sigma2 * sigma2);
+ float mu = mu1 - mu2;
+ float x = m.margin;
+ float w = m.weight;
+
+ total_logl += w * compute_logl((x - mu) / sigma);
+ }
+
+ return total_logl;
+}
+
/*
* Compute Hessian matrix of the negative log-likelihood, ie. for each term in logL:
*
{
memset(hessian, 0, sizeof(hessian));
- for (int i = 0; i < num_players; ++i) {
- double sigma1 = sigma[i];
+ for (unsigned i = 0; i < all_matches.size(); ++i) {
+ const match &m = all_matches[i];
- for (unsigned k = 0; k < matches_for_player[i].size(); ++k) {
- int j = matches_for_player[i][k].other_player;
+ int p1 = m.player;
+ int p2 = m.other_player;
- double sigma2 = sigma[j];
- double sigma_sq = sigma1 * sigma1 + sigma2 * sigma2;
+ double sigma1 = sigma[m.player];
+ double sigma2 = sigma[m.other_player];
- float w = matches_for_player[i][k].weight;
+ double sigma_sq = sigma1 * sigma1 + sigma2 * sigma2;
+ float w = m.weight;
- hessian[i][j] -= w / sigma_sq;
- hessian[i][i] += w / sigma_sq;
- }
+ hessian[p1][p2] -= w / sigma_sq;
+ hessian[p2][p1] -= w / sigma_sq;
+
+ hessian[p1][p1] += w / sigma_sq;
+ hessian[p2][p2] += w / sigma_sq;
}
for (int i = 0; i < num_players; ++i) {
}
match m1;
+ m1.player = player_map[pl1];
m1.other_player = player_map[pl2];
m1.margin = score1 - score2;
m1.weight = weight;
matches_for_player[player_map[pl1]].push_back(m1);
match m2;
+ m2.player = player_map[pl2];
m2.other_player = player_map[pl1];
m2.margin = score2 - score1;
m2.weight = weight;
matches_for_player[player_map[pl2]].push_back(m2);
+
+ all_matches.push_back(m1);
}
float mu[MAX_PLAYERS];
printf("%f -2\n", sigma[0]);
printf("%f -3\n", prior_sigma);
+ float total_logl = compute_total_logl(mu, sigma, num_players);
+ printf("%f -4\n", total_logl);
+
// construct_hessian(mu, sigma, num_players);
#endif
}