Weng and Lin 2011 - Halo 2 Experiments and Results
Summary
On the Halo 2 beta data (Bungie/Microsoft Research) used by TrueSkill, BT-full and PL match TrueSkill’s pairwise prediction error (e.g. 30.59% vs 30.82% free-for-all) while TM-full is worse; damping variance reduction () rescues TM-full. Weng-Lin is about 10x faster than TrueSkill.
Overview
Data. Halo 2 beta test, four game types (Table 2). Setup (follows Herbrich et al. 2007): , , , draw margin (TM), , (BT-full, BT-partial, TM-full) and (PL). Metric. Before each game, predict the order of every pair of teams with different ranks by the current (ties in count as wrong); error = fraction of mispredicted team pairs from the second game on.
Main Content
Table 2 - data and prediction errors
Game type # games # players BT-full BT-partial PL TM-full TrueSkill Free for All 5,943 60,022 30.59% 32.40% 31.74% 44.65% 30.82% Small Teams 27,539 4,992 33.97% 33.97% 33.97% 36.46% 35.23% Head to Head 6,227 1,672 32.53% 32.53% 32.53% 32.41% 32.44% Large Teams 1,199 2,576 37.30% 37.30% 37.30% 39.37% 38.15% ^tab-halo-errors
Free for All: up to 8 single-player teams; Small Teams: up to 12 players in 2 teams; Head to Head: 2 players; Large Teams: up to 16 players in 2 teams. TrueSkill column copied from Herbrich et al. (2007).
Reading. (1) With two teams, BT-full = BT-partial = PL (Small/Large/Head-to-Head identical). (2) For multi-team games BT-full beats BT-partial (more pairs = more information). (3) BT beats TM; TM-full is far worse on Free for All (44.65%) and has numerical issues. (4) TM-full shares TrueSkill’s likelihood yet does worse, so the one-pass approximation costs accuracy when the likelihood is Gaussian. (5) BT-full and PL are competitive with TrueSkill (better on 3 of 4 game types; head-to-head TM-full 32.41 vs TrueSkill 32.44 is a tie in practice).
Table 3 - damped variance reduction,
Game type BT-full PL TM-full Free for All 31.24% 31.73% 33.13% Small Teams 33.84% 33.84% 36.50% Head to Head 32.55% 32.55% 32.74% Large Teams 37.30% 37.30% 39.13% Interpretation. For TM-full on Free for All, error falls from 44.65% to 33.13%: was collapsing to zero too fast and drifting to huge values. BT-full and PL barely change.
Table 4 - difficult pairs (rank difference at most 2), Free for All
BT-full BT-partial PL TM-full TrueSkill 35.44% 36.70% 36.31% 46.11% 35.58% ^tab-halo-hard
Table 5 - few past games per player
Avg. past appearances at most (a) FFA pairs BT-full TrueSkill (b) H2H pairs BT-full TrueSkill 5 23,567 38.74% 39.15% 2,367 38.70% 38.36% 10 69,145 36.22% 36.41% 3,748 35.17% 34.61% 20 148,654 34.54% 34.52% 4,852 33.29% 33.02% 40 276,203 32.64% 32.64% 5,501 32.61% 32.61% no restriction 595,500 30.59% 30.74% 5,715 32.53% 32.49% The rerun TrueSkill code gives 30.74% and 32.49%, slightly different from the 30.82%/32.44% copied in Table 2. Predictions are harder with few past games.
Run time. F# on one machine: TrueSkill 13 s on Free for All; BT-full 1.2 s. Code: under 100 lines vs over 500.
Glicko single-game. 33.88% on Head-to-Head (vs 32.53% BT-full).
Recommendations (Sec. 6.2). TM is not recommended (numerical safeguards, worse accuracy). Use BT-full or PL.
7 Discussion
Huang & Frey (2008) cumulative-distribution-network reports better accuracy but uses a full covariance over all players (impractical at scale). Guiver & Snelson (2009) apply power EP to PL (offline, NASCAR 2002 and MovieLens); the online setting is left for future work. The approximation is a heuristic.
Examples
Reading the "few games" table for a cold-start problem
Setup. New creatives with at most 5 prior comparisons. Interpretation. Error of about 38.7% (barely above a coin flip with ~50% baseline) - cold-start ratings are noisy, so use uncertainty () in allocation rather than only .
Connections
Offline Bayesian fits (Caron & Doucet) vs these online filters: Caron 2012 - Experiments NASCAR and Chess.
See Also
Elo, Glicko and TrueSkill - Dynamic Skill Ratings (Concept Note)