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# playersBT-fullBT-partialPLTM-fullTrueSkill
Free for All5,94360,02230.59%32.40%31.74%44.65%30.82%
Small Teams27,5394,99233.97%33.97%33.97%36.46%35.23%
Head to Head6,2271,67232.53%32.53%32.53%32.41%32.44%
Large Teams1,1992,57637.30%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 typeBT-fullPLTM-full
Free for All31.24%31.73%33.13%
Small Teams33.84%33.84%36.50%
Head to Head32.55%32.55%32.74%
Large Teams37.30%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-fullBT-partialPLTM-fullTrueSkill
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 pairsBT-fullTrueSkill(b) H2H pairsBT-fullTrueSkill
523,56738.74%39.15%2,36738.70%38.36%
1069,14536.22%36.41%3,74835.17%34.61%
20148,65434.54%34.52%4,85233.29%33.02%
40276,20332.64%32.64%5,50132.61%32.61%
no restriction595,50030.59%30.74%5,71532.53%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)