account-research
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\"Implement TrueSkill rating system for multiplayer and team-based competitive ranking. Use this skill when the user needs to rate players in team games, handle multiplayer (non-1v1) matchups, or build a matchmaking system with uncertainty tracking — even if they say 'team
$ npx -y skills add charlieviettq/awesome-agent-skill --skill algo-rank-trueskill --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/algo-rank-trueskillContext preview
The summary Claude sees to decide when to auto-load this skill.
\"Implement TrueSkill rating system for multiplayer and team-based competitive ranking. Use this skill when the user needs to rate players in team games, handle multiplayer (non-1v1) matchups, or build a matchmaking system with uncertainty tracking — even if they say 'team
name: "\"algo-rank-trueskill\"" description: "\"Implement TrueSkill rating system for multiplayer and team-based competitive ranking. Use this skill when the user needs to rate players in team games, handle multiplayer (non-1v1) matchups, or build a matchmaking system with uncertainty tracking — even if they say 'team rating system', 'multiplayer ranking', or 'matchmaking rating'.\"." allowed-tools: Read, Glob, Grep
TrueSkill (Microsoft Research) models each player's skill as a Gaussian distribution N(μ, σ²) where μ is estimated skill and σ is uncertainty. Supports teams and multiplayer (not just 1v1). Conservative rating = μ - 3σ. Uncertainty decreases with more games. Uses Bayesian inference via message passing.
**Trigger conditions:**
**When NOT to use:**
IRON LAW: Skill Rating Has TWO Components — Mean AND Uncertainty TrueSkill represents skill as N(μ, σ²). New players have high σ (uncertain). After many games, σ shrinks (confident). The conservative rating μ - 3σ ensures players are ranked by their LIKELY MINIMUM skill, not their estimated average. Never use μ alone for ranking.
Initialize: μ₀ = 25, σ₀ = 25/3 (default). Collect match results with team compositions and finishing order. **Gate:** Valid match results, team compositions defined.
1. For each match, compute expected outcome from team skill distributions 2. Compare actual vs expected outcome 3. Update each player's (μ, σ) using Bayesian update:
4. Conservative rank = μ - 3σ
Check: σ decreases over time for active players. Top-ranked players by conservative rating win more than expected. Match quality metric (draw probability) is reasonable. **Gate:** Rating system produces intuitive rankings, σ converges.
Return player ratings with uncertainty bounds.
{
"ratings": [{"player": "P1", "mu": 32.5, "sigma": 2.1, "conservative": 26.2, "games_played": 50}],
"metadata": {"initial_mu": 25, "initial_sigma": 8.33, "beta": 4.17, "tau": 0.083}
}**Input:** Team [A(25,8.3), B(25,8.3)] beats Team [C(25,8.3), D(25,8.3)] **Expected:** A,B μ increases ~2-3 pts, σ decreases ~0.5. C,D μ decreases, σ decreases. Conservative ratings adjust.
| Input | Expected | Why | |-------|----------|-----| | New vs veteran player | New player μ changes more | Higher σ = more uncertainty = larger updates | | 1v1 match | Degenerates to Elo-like behavior | TrueSkill reduces to simple case for 1v1 | | Free-for-all (8 players) | All pairs compared | Multiplayer native support, unlike Elo |
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