@rocambille/elo
v2.1.7
Published
Enrich your objects with Elo rating.
Downloads
27
Maintainers
Readme
Elo
Enrich your objects with Elo rating.
Installation
npm i @rocambille/elo
Basic usage
import elo from "@rocambille/elo";
// or const elo = require("@rocambille/elo");
const player = elo();
let foo = { a: 42 };
let bar = { z: 43 };
const odds = player(foo).oddsAgainst(bar);
console.log(`foo has a ${odds * 100}% chance of winning against bar`);
[foo, bar] = player(foo).wins(bar);
// or [foo, bar] = player(foo).loses(bar);
// or [foo, bar] = player(foo).ties(bar);
console.log(foo, bar);
Should print something like this:
foo has a 50% chance of winning against bar
{
a: 42,
elo: {
rating: 1516,
matchCount: 1,
lastDelta: 16,
lastPlayedAt: 1629554837908
}
} {
z: 43,
elo: {
rating: 1484,
matchCount: 1,
lastDelta: -16,
lastPlayedAt: 1629554837908
}
}
Note that the elo module keeps foo.a
and bar.z
untouched.
It enriches the objects with Elo stuff (rating, match count, last delta and last play timestamp).
This is useful if you want to add elo rating on top of existing data, e.g. coming from an API.
The Pool object
You can manage a whole collection using the Pool
object as follows:
import { Pool } from "@rocambille/elo";
// or const { Pool } = require("@rocambille/elo");
let pool = Pool.from([{ a: 42 }, { z: 43 }, { x: 44 }]);
const odds = pool.player(0).oddsAgainst(1);
console.log(`player 0 has a ${odds * 100}% chance of winning against player 1`);
pool = pool.player(0).wins(1);
// or pool = pool.player(0).loses(1);
// or pool = pool.player(0).ties(1);
console.log(pool);
Should print something like this:
player 0 has a 50% chance of winning against player 1
[
{
a: 42,
elo: {
rating: 1516,
matchCount: 1,
lastDelta: 16,
lastPlayedAt: 1629554837908
}
},
{
z: 43,
elo: {
rating: 1484,
matchCount: 1,
lastDelta: -16,
lastPlayedAt: 1629554837908
}
},
{
x: 44,
elo: {
rating: 1500,
matchCount: 0,
lastDelta: NaN,
lastPlayedAt: NaN
}
}
]
The Pool
provides a useful method to pick
player indices using multiple options:
import { Pool } from "@rocambille/elo";
// or const { Pool } = require("@rocambille/elo");
let pool = Pool.from([{ a: 42 }, { z: 43 }, { x: 44 }]);
// use one of the following lines to pick players
const [i, j] = pool.pick("random"); // randomly pick
const [i, j] = pool.pick("matchCount"); // pick players with a low match count
const [i, j] = pool.pick("lastPlayedAt"); // pick players who have last played in the longest time
const [i, j] = pool.pick(); // pick players by randomly choosing one the above method (recommended)
// then you can use i and j to trigger a match
pool = pool.player(i).wins(j);
Configuration
You can pass a configuration object as parameter to the elo
function.
Here is an example with the default values:
import elo from "elo";
// or const elo = require("@rocambille/elo");
const player = elo({
initialRating: 1500,
DMax: 400,
kGenerator: (eloData) => {
if (eloData.matchCount < 30) {
return 32;
}
return 24;
},
propsKey: "elo",
});
Same works with the Pool
object, using the Pool.config
method:
import { Pool } from "elo";
// or const { Pool } = require("@rocambille/elo");
const pool = Pool.config({
initialRating: 1500,
DMax: 400,
kGenerator: (eloData) => {
if (eloData.matchCount < 30) {
return 32;
}
return 24;
},
propsKey: "elo",
}).from(...);
The module will use initialRating
for players with an undefined rating.
See details of Elo rating system for the DMax
and k
factors.
License
elo is open source software licensed as MIT.