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Separated prior component of joint MAP gradient
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content/posts/elo-system-gradient/index.md

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@@ -204,7 +204,7 @@ $$
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{{% hint title="Note" %}}
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Notice **we did not use a prior** when estimating $\hat\delta_{i, \, j}$. This assumption is due to Elo; we will not use players' history when calculating their performance for a single game. This is the design decision that, by omission, accounts for sudden changes in player skill (as a result of learning, etc.).
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Notice **we did not use a prior** when estimating $\hat\delta_{i, \\, j}$. This assumption is due to Elo; we will not use players' history when calculating their performance for a single game. This is the design decision that, by omission, accounts for sudden changes in player skill (as a result of learning, etc.).
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{{% /hint %}}
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@@ -361,16 +361,22 @@ Being again unable to ignore our instincts,
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$$
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\begin{equation}
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\nabla_{\mathbf r}\log \mathcal{J}_{\mathrm{MAP}}(\theta_i,\theta_j;\hat\delta_{i,j})
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\nabla_{\mathbf r}\log \mathcal{J}_{\mathrm{MAP}}(\theta_i,\theta_j;\hat\delta_{i, \, j})
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= \begin{bmatrix}
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\displaystyle
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\frac{g(\hat\delta_{i,j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\;-\;\frac{r_i - r_\pi}{\sigma_\pi^2}
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\frac{g(\hat\delta_{i, \, j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\\\\
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\displaystyle
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-\frac{g(\hat\delta_{i,j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\;-\;\frac{r_j - r_\pi}{\sigma_\pi^2}
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\end{bmatrix}.
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-\frac{g(\hat\delta_{i, \, j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\end{bmatrix}
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-
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\begin{bmatrix}
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\displaystyle
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\frac{r_i - r_\pi}{\sigma_\pi^2}
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\\\\
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\displaystyle
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\frac{r_j - r_\pi}{\sigma_\pi^2}
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\end{bmatrix}
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\end{equation}
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$$
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public/index.xml

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"
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/>
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<div style="font-size: 0.92em" class="box-body">
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<p>Notice <strong>we did not use a prior</strong> when estimating $\hat\delta_{i, , j}$. This assumption is due to Elo; we will not use players’ history when calculating their performance for a single game. This is the design decision that, by omission, accounts for sudden changes in player skill (as a result of learning, etc.).</p>
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<p>Notice <strong>we did not use a prior</strong> when estimating $\hat\delta_{i, \, j}$. This assumption is due to Elo; we will not use players’ history when calculating their performance for a single game. This is the design decision that, by omission, accounts for sudden changes in player skill (as a result of learning, etc.).</p>
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</div>
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</div>
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<style>
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$$<p>Being again unable to ignore our instincts,</p>
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$$
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\begin{equation}
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\nabla_{\mathbf r}\log \mathcal{J}_{\mathrm{MAP}}(\theta_i,\theta_j;\hat\delta_{i,j})
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\nabla_{\mathbf r}\log \mathcal{J}_{\mathrm{MAP}}(\theta_i,\theta_j;\hat\delta_{i, \, j})
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= \begin{bmatrix}
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\displaystyle
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\frac{g(\hat\delta_{i,j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\;-\;\frac{r_i - r_\pi}{\sigma_\pi^2}
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\frac{g(\hat\delta_{i, \, j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\\\\
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\displaystyle
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-\frac{g(\hat\delta_{i,j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\;-\;\frac{r_j - r_\pi}{\sigma_\pi^2}
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\end{bmatrix}.
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-\frac{g(\hat\delta_{i, \, j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\end{bmatrix}
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-
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\begin{bmatrix}
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\displaystyle
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\frac{r_i - r_\pi}{\sigma_\pi^2}
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\\\\
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\displaystyle
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\frac{r_j - r_\pi}{\sigma_\pi^2}
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\end{bmatrix}
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\end{equation}
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$$<style>
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.box-body > :last-child {

public/the-elo-rating-system-through-likelihood-gradient-ascent/index.html

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@@ -440,7 +440,7 @@ <h2 id="derivation">Derivation</h2>
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"
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/>
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<div style="font-size: 0.92em" class="box-body">
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<p>Notice <strong>we did not use a prior</strong> when estimating $\hat\delta_{i, , j}$. This assumption is due to Elo; we will not use players&rsquo; history when calculating their performance for a single game. This is the design decision that, by omission, accounts for sudden changes in player skill (as a result of learning, etc.).</p>
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<p>Notice <strong>we did not use a prior</strong> when estimating $\hat\delta_{i, \, j}$. This assumption is due to Elo; we will not use players&rsquo; history when calculating their performance for a single game. This is the design decision that, by omission, accounts for sudden changes in player skill (as a result of learning, etc.).</p>
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</div>
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</div>
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<style>
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$$<p>Being again unable to ignore our instincts,</p>
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$$
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\begin{equation}
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\nabla_{\mathbf r}\log \mathcal{J}_{\mathrm{MAP}}(\theta_i,\theta_j;\hat\delta_{i,j})
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\nabla_{\mathbf r}\log \mathcal{J}_{\mathrm{MAP}}(\theta_i,\theta_j;\hat\delta_{i, \, j})
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= \begin{bmatrix}
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\displaystyle
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\frac{g(\hat\delta_{i,j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\;-\;\frac{r_i - r_\pi}{\sigma_\pi^2}
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\frac{g(\hat\delta_{i, \, j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\\\\
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\displaystyle
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-\frac{g(\hat\delta_{i,j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\;-\;\frac{r_j - r_\pi}{\sigma_\pi^2}
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\end{bmatrix}.
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-\frac{g(\hat\delta_{i, \, j}) - (r_i - r_j)}{\sigma_\varepsilon^2 + \sigma_i^2 + \sigma_j^2}
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\end{bmatrix}
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-
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\begin{bmatrix}
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\displaystyle
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\frac{r_i - r_\pi}{\sigma_\pi^2}
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\\\\
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\displaystyle
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\frac{r_j - r_\pi}{\sigma_\pi^2}
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\end{bmatrix}
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\end{equation}
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$$<style>
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.box-body > :last-child {

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