\"algo-rank-trueskill\"

SkillAI & models

Your AI can rank players in team games and multiplayer matches using the TrueSkill rating system. Once this skill is added, it can score competitive matchups that are not one-on-one and track how confident each player's rating is, which is what fair matchmaking needs.

Available today. Use it from your connected AI after setup.

After adding the skill, tell your AI you want TrueSkill ratings and describe your game or league. Then give it your matchups so it can rate players and set up matchmaking.

Then ask your AI: use the \"algo-rank-trueskill\" skill

What your AI can do with it

  • Rate players in team-based games with TrueSkill ratings
  • Handle multiplayer matchups that are not one-on-one
  • Track the uncertainty in each player's rating
  • Build a matchmaking system that uses both rating and uncertainty

What this skill tells your AI

The instructions your AI receives, as published by charlieviettq/awesome-agent-skill in .claude/skills/algo-rank-trueskill/SKILL.md and read by ahel’s review.

Overview

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.

When to Use

Trigger conditions:

  • Rating players in team-based or multiplayer (3+ participant) games
  • Building matchmaking systems that balance match quality
  • When you need uncertainty estimates alongside skill ratings

When NOT to use:

  • For simple 1v1 ranking with no uncertainty (Elo is simpler)
  • For non-competitive ranking (product ratings — use Wilson Score)

Algorithm

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.

Phase 1: Input Validation

Initialize: μ₀ = 25, σ₀ = 25/3 (default). Collect match results with team compositions and finishing order. Gate: Valid match results, team compositions defined.

Phase 2: Core Algorithm

  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:
    • μ shifts toward performance (up for winners, down for losers)
    • σ decreases (less uncertain after observing outcome)
    • Amount of update is proportional to σ (uncertain players change more)
  4. Conservative rank = μ - 3σ

Phase 3: Verification

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.

Phase 4: Output

Return player ratings with uncertainty bounds.

Output Format

{
  "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}
}

Examples

Sample I/O

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.

Edge Cases

InputExpectedWhy
New vs veteran playerNew player μ changes moreHigher σ = more uncertainty = larger updates
1v1 matchDegenerates to Elo-like behaviorTrueSkill reduces to simple case for 1v1
Free-for-all (8 players)All pairs comparedMultiplayer native support, unlike Elo

Gotchas

  • Computational cost: Message passing in factor graphs is more expensive than Elo. For millions of players, use approximations (EP truncation).
  • Team skill aggregation: TrueSkill sums individual Gaussians for team skill. This assumes independence — correlated player skills (practiced teams) are undermodeled.
  • Dynamic skill: σ only decreases. If a player's skill genuinely changes (improvement or decline), add a small drift term τ per time period to increase σ gradually.
  • Partial play: If a player joins mid-game or leaves early, their contribution is ambiguous. Need partial-play weight extension.
  • Patent status: TrueSkill was patented by Microsoft (expired 2024). TrueSkill 2 adds more features but check licensing.

References

  • For TrueSkill factor graph derivation, see references/factor-graph.md
  • For matchmaking quality metrics, see references/matchmaking.md

Signals

GitHub stars
26
Forks
9
Last commit
Jul 2026
Advanced
Catalog kind
skill
Gateway key
algo-rank-trueskill
Source
github.com/charlieviettq/awesome-agent-skill