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Whole History Rating (WHR) Python Implementation

This Python library is a conversion from the original Ruby implementation of Rémi Coulom's Whole-History Rating (WHR) algorithm, designed to provide a dynamic rating system for games or matches where players' skills are continuously estimated over time.

The original Ruby code is available here at goshrine.

Installation

To install the library, use the following command:

pip install whole-history-rating

How well does it actually work?

WHR is benchmarked against the two reference implementations it is usually compared to — KickScore and TrueSkill Through Time — by actually running them, on the same data, under the same protocol, scored with the same metric. Everything below is reproducible from benchmarks/; the full write-up, method and caveats are in benchmarks/REPORT.md.

Predictive log-loss of WHR, KickScore and TrueSkill Through Time on NBA 2018-19, ATP tennis 2014 and European football 2022-23, all three fitted and scored identically. The three systems land within one to two percent of each other on every sport: KickScore leads the NBA, TrueSkill Through Time leads the tennis, and WHR leads the three-outcome football benchmark. FiveThirtyEight's published NBA probabilities beat all three.

Each system is fitted only on matches played before the test season, and every one of its hyper-parameters — including the competitors' probability-scale knobs, not just their dynamics knobs — is tuned on a separate validation season. Grids were widened until no optimum sat on a grid edge, so no system is reported at a value the grid merely failed to reach.

Benchmark Test set WHR KickScore TrueSkill Through Time
NBA (FiveThirtyEight) 2018-19, n=1312 0.666 · 63.6% 0.662 · 63.9% 0.688 · 63.6%
ATP tennis (Sackmann) 2014, n=2816 0.614 · 67.0% 0.606 · 66.4% 0.604 · 66.6%
Football big-5, 3-way 2022-23, n=1826 1.009 · 51.5% 1.013 · 51.5% 1.023 · 52.0%

Log-loss in nats, lower is better; accuracy after it. Four things worth pulling out, including the ones that do not flatter this library:

  • No system wins outright, and the spread is small. WHR takes the football benchmark, KickScore the NBA, TTT the tennis. WHR is never more than 1.6% behind whichever system leads (0.6% on the NBA, 1.6% on tennis), and the full best-to-worst spread stays under 4% on every sport. If you are choosing a library, this benchmark is not the reason to pick one: API, dependencies and speed will matter more than a hundredth of a nat.
  • WHR is the strongest of the three at three-outcome prediction. Its Davidson draw model is fitted from the data (here ν≈0.79) rather than approximated, and it beats KickScore's ternary margin and TTT's p_draw on exactly the same matches. This is the one benchmark where the modelling choice, not the tuning, decides the result.
  • WHR trades calibration for ranking on two-outcome sports. On tennis it has the best accuracy of the three (67.0%) and the worst log-loss: it ranks players at least as well but is overconfident about it. Passing account_for_uncertainty=True to probability_future_match recovers a real part of that gap (0.616 → 0.614 on tennis, 0.670 → 0.666 on the NBA) and is recommended whenever you consume the probabilities rather than the ordering. win_draw_loss_probabilities takes the same option; every number in the table above is scored with whichever setting its validation season chose, which was True on all three sports. It buys much less on three outcomes (1.0089 → 1.0085) because that hedge compresses the win/loss odds rather than moving mass toward the draw.
  • A domain-specific model still beats all three. FiveThirtyEight's published pre-game probabilities score 0.615 (RAPTOR) and 0.619 (Elo) on the identical 1,312 games, against 0.662–0.688 for the general-purpose systems. RAPTOR sees rosters, injuries and travel; WHR, KickScore and TTT see only who beat whom, and when. That gap is the value of domain features, not a defect of the algorithms — but it is worth knowing before deploying any of them as a forecaster.

The advantages WHR reports are learned, not assumed: given only wins and losses it put the NBA home-court edge at +98 elo (the accepted value is ≈+100) and the football home edge at +80 elo.

The ratings are historically recognisable

Fitted on the full 1947-2020 NBA history, WHR reproduces the eras a basketball fan would name: the Celtics' long dominance, the Bulls peaking in 1996, the Warriors' spike in 2015, the Spurs' Duncan-era plateau.

WHR rating curves for five NBA franchises from 1947 to 2020, one panel each, showing the Celtics' sustained peak through the 1960s-80s, the Bulls peaking in 1996, the Warriors spiking in 2015 and the Spurs plateauing through the 2000s.

And on ATP tennis, the Federer → Nadal → Djokovic succession falls out of the match results alone:

WHR skill curves on ATP singles 2000-2015. Federer, Nadal and Djokovic are highlighted in colour against three grey context players. Federer rises to a mid-decade peak, Nadal climbs from 2005, and Djokovic overtakes the field from 2011 to reach the highest rating by 2015.

What this is and is not. KickScore and TrueSkill Through Time are run locally from their own packages, so the three systems share a training prefix, a validation season, a test season, a time unit and a metric — differences in data vintage or train/test split cannot explain the gaps. What it is not is a reproduction of the reference papers' own published numbers, which use different splits and preprocessing. Three protocol decisions are judgement calls worth reading before quoting these figures: cold-start players are answered from each library's own prior, home advantage is expressed in each library's own idiom, and each system gets a fixed convergence budget rather than a matched wall-clock. All three, plus every hyper-parameter grid, are documented in benchmarks/REPORT.md.

Usage

Basic Setup

Start by importing the library and initializing the WHR object:

from whr import WHR

whr = WHR()

The class used to be called Base. That name still works as a deprecated alias (it emits a DeprecationWarning); prefer WHR in new code.

Creating Games

Add games to the system using create_game() method. It takes the names of the black and white players, the winner ("B" black, "W" white, or "D" draw), the day number, a handicap key, and an optional komi key.

whr.create_game("shusaku", "shusai", "B", 1, 0)
whr.create_game("shusaku", "shusai", "W", 2, 0)
whr.create_game("shusaku", "shusai", "W", 3, 0)
  • handicap is a category key, not a fixed elo bonus — its advantage is learned from the data (or pinned). See "Handicap and komi" below; use 0 for an even game. (This changed in 3.0.0 — in 2.x it was a raw elo constant.)
  • "D" records a draw — see "Draws".
  • komi is opt-in (as of 3.1.0): the default None models no komi at all. Pass a value to model a white-side (komi) advantage for that game, whose category is learned like the handicap:
# Standalone illustration — NOT part of the three-game example above.
other = WHR()
other.create_game("alice", "bob", "B", 1, 0, komi=7.5)

(An extras={"komi": …} dict is still accepted for backward compatibility. Before 3.1.0 a komi of 6.5 was assumed for every game and estimated; pass komi=6.5 to reproduce that.)

About the numbers in this README. Every output shown below is the real, current output of the snippet above it. The shusaku/shusai figures all come from exactly the three games just created, followed by whr.iterate(50) — so you can paste those four lines and reproduce them. Ratings changed in 3.0.0 and again in 3.1.0, so numbers copied from older docs will not match.

Refining Ratings Towards Stability

To achieve accurate and stable ratings, the WHR algorithm allows for iterative refinement. This process can be controlled manually or handled automatically to adjust player ratings until they reach a stable state.

Manual Iteration

For manual control over the iteration process, specify the number of iterations you wish to perform. This approach gives you direct oversight over the refinement steps.

whr.iterate(50)

This command will perform 50 iterations, incrementally adjusting player ratings towards stability with each step.

Automatic Iteration

For a more hands-off approach, the algorithm can automatically iterate until the Elo ratings stabilize within a specified precision. Automatic iteration is particularly useful when dealing with large datasets or when seeking to automate the rating process.

whr.auto_iterate(time_limit=10, precision=1e-3, batch_size=10)
  • time_limit (optional): Sets a maximum duration (in seconds) for the iteration process. If None (the default), the algorithm will run indefinitely until the specified precision is achieved.
  • precision (optional): Defines the desired level of accuracy for the ratings' stability. The default value is 0.001. Convergence is measured on the gradient infinity-norm (the largest absolute gradient component across all player-days, in natural-rating units); iteration stops once that value drops below this threshold.
  • batch_size (optional): Determines the number of iterations to perform before checking for convergence and, if a time_limit is set, before evaluating whether the time limit has been reached. The default value is 10, balancing between frequent convergence checks and computational efficiency.

This automated process allows the algorithm to efficiently converge to stable ratings, adjusting the number of iterations dynamically based on the complexity of the data and the specified precision and time constraints.

Performance. The per-game hot loops (handicap/komi/draw-tendency accumulation and each player-day's Bradley-Terry/Davidson terms) are numpy-vectorized, so iterate/auto_iterate scale well to large histories — the algorithm and results are unchanged, only the summation is batched.

Viewing Ratings

Retrieve and view player ratings, which include the day number, elo rating, and uncertainty:

# Continuing the three-game example (B, W, W) after whr.iterate(50):
print(whr.ratings_for_player("shusaku"))
# Output (one (day, elo, uncertainty) tuple per playing day):
#   [(1, -50, 0.26),
#    (2, -51, 0.26),
#    (3, -52, 0.26)]

print(whr.ratings_for_player("shusai"))
# Output:
#   [(1, 50, 0.26),
#    (2, 51, 0.26),
#    (3, 52, 0.26)]

Shusaku lost two of the three games, so he settles ~100 elo below Shusai. The elo values are rounded to integers and the uncertainty to two decimals.

Why are the ratings centred on 0, and can I make them look like "real" elo? WHR estimates relative strength: every player's first day is softly anchored toward 0 elo, so an average player sits near 0 and weaker ones go negative. Only rating differences are meaningful — they are the only thing the win probability uses. Adding a constant to every rating therefore changes no prediction at all, which is exactly how goratings-style scales are produced:

OFFSET = 1500
shifted = [(day, elo + OFFSET, unc) for day, elo, unc in whr.ratings_for_player("shusaku")]

If the spread itself is too narrow, lower initial_prior_wins (see "Optional Configuration") so weakly-connected players are pulled less toward the centre.

Querying an unknown player raises a ValueError.

To get the underlying Player object itself (for direct access to its days, each day's elo / gamma(), etc.), use player_by_name(). Note it creates the player if the name is unknown (unlike ratings_for_player, which raises):

player = whr.player_by_name("shusaku")
[(d.day, round(d.elo, 1)) for d in player.days]
# d.elo is a property holding the unrounded value:
#   [(1, -49.8), (2, -51.1), (3, -51.7)]

You can also view or retrieve all ratings in order:

whr.print_ordered_ratings(current=False)  # Set `current=True` for the latest rankings only.
ratings = whr.get_ordered_ratings(current=False, compact=False)  # Set `compact=True` for a condensed list.

Inspecting the Fit

log_likelihood() returns the model's total log-posterior (game likelihood + the first-day prior + the Gaussian Wiener prior over time, and the Davidson draw term when draws are present). It increases as iterate() converges, so it is a handy convergence/diagnostic signal:

whr.log_likelihood()  # -> 0.3301006161791349  (three-game example, after iterate(50))

Only the direction is meaningful: higher is a better fit. Note the value is a log density, not a log probability, so it is not bounded above by 0 and can legitimately be positive (as here) — compare it across iterations of the same base, never across different bases.

max_gradient_norm() returns the largest gradient infinity-norm across all player-days (plus the estimated handicap/komi and draw-tendency parameters) — the exact quantity auto_iterate(precision=...) tests. It is the most direct convergence gauge; near 0 means converged:

whr.max_gradient_norm()  # -> 9.54e-05  (well under the default 1e-3 precision)

For the win probability of a specific recorded game (rather than a hypothetical match-up), use the Game object returned by create_game:

game = whr.create_game("shusaku", "shusai", "B", 1, 0)
whr.iterate(50)
game.white_win_probability()  # and game.black_win_probability()
game.prediction_score()       # 1.0 if the model's favourite actually won, 0.0 if not, 0.5 on a coin-flip

In normal use ratings always converge to finite values. Only a genuinely non-finite result (e.g. a pathological input) raises whr.utils.UnstableRatingException; it is exported for except handling but should not occur in practice.

Predicting Match Outcomes

Predict the outcome of future matches, including between non-existent players:

# Example of predicting a future match outcome. It is a pure query: it does
# not print anything, and unknown players are treated as an even (gamma = 1)
# reference without being added to the base.
probability = whr.probability_future_match("shusaku", "shusai", 0)
print(f"Win probability: shusaku: {probability[0]*100:.2f}%; shusai: {probability[1]*100:.2f}%")
# Output (three-game example, after iterate(50)):
#   Win probability: shusaku: 35.50%; shusai: 64.50%

That 35.50% is exactly the Bradley-Terry probability implied by the 103.74 elo gap between the two players' latest ratings (-51.69 and +52.05): 1 / (1 + 10**(103.74/400)).

Uncertainty

Beyond the per-day uncertainty from ratings_for_player, three methods turn that raw variance into comparisons and predictions. All of them report elo and require iterate()/auto_iterate() to have run first (an unrated player raises ValueError).

Comparing two players. A player's own elo doesn't by itself say how confidently they're ahead of a rival — the difference between the two is the comparable quantity, given by rating_difference():

whr = WHR()
for day in range(1, 11):
    whr.create_game("north", "referee", "B", day, 0)  # north usually wins
for day in range(1, 11):
    whr.create_game("south", "referee", "W", day, 0)  # south usually loses
whr.auto_iterate()

whr.rating_difference("north", "south")
# {'difference': 1054.66, 'std_error': 85.73,
#  'confidence_interval_95': (886.63, 1222.69)}

This is an approximation: WHR never computes cross-player covariance, so the difference's variance is Var(a) + Var(b) (an independence assumption). Two players who have played each other a lot have correlated errors this ignores, so treat the CI as indicative rather than exact. Pass day_a=/ day_b= to compare specific days instead of each player's latest.

One player's trajectory over time. rating_covariance() / rating_change() instead use the exact joint covariance among a single player's own day ratings (already implicit in WHR's per-player Hessian — no approximation involved):

whr = WHR()
whr.load_games(["casey dana B 1", "casey dana W 5", "casey dana B 9", "casey dana W 13"])
whr.iterate(60)

days, cov = whr.rating_covariance("casey")
# days == [1, 5, 9, 13]; cov is a 4x4 elo^2 matrix, cov[i][j] = Cov(elo on days[i], days[j])

whr.rating_change("casey", day_from=1, day_to=13)
# {'change': -6.67, 'std_error': 57.48,
#  'confidence_interval_95': (-119.32, 105.99)}

rating_change's standard error is the standard deviation of the difference, sqrt(Var(to) + Var(from) - 2*Cov(from, to)) — it subtracts the covariance instead of ignoring it. With the numbers from cov above:

i, j = days.index(1), days.index(13)
cov[i][i], cov[j][j], cov[i][j]   # -> 6628.33, 6789.29, 5057.12   (elo²)

# what rating_change reports (covariance-aware):
(6628.33 + 6789.29 - 2 * 5057.12) ** 0.5   # -> 57.48  elo
# what you would get by assuming the two days are independent:
(6628.33 + 6789.29) ** 0.5                 # -> 115.83 elo

Consecutive days are strongly positively correlated through the Wiener prior (here Cov is ~75% of the individual variances), so ignoring that correlation would overstate the uncertainty on a change by about . Use this — not rating_difference — to ask "did this player change significantly between day X and day Y?"

Uncertainty-aware predictions. probability_future_match() takes an opt-in account_for_uncertainty flag:

whr = WHR()
whr.load_games(["rookie champ B 1", "rookie champ B 2"])
whr.iterate(50)

whr.probability_future_match("rookie", "champ")
# (0.883, 0.117) -- point prediction (default, unchanged from before)
whr.probability_future_match("rookie", "champ", account_for_uncertainty=True)
# (0.856, 0.144) -- hedged toward 0.5: still favours rookie, less confidently

The default (False) is exactly the pre-existing point prediction (non-breaking). True integrates the win probability over the Gaussian implied by both players' rating uncertainty (Coulom's Predict), pulling the result toward 0.5 when the ratings involved are uncertain — as above, where only two games have been played. uncertainty_steps (default 4) sets the number of Gaussian-quadrature steps used on each side of the integration grid, which spans ±0.5 * uncertainty_steps standard deviations; raise it for a finer integral at some extra compute cost.

Draws

Pass "D" as the winner to create_game/load_games to record a draw:

whr.create_game("shusaku", "shusai", "D", 4, 0)
whr.load_games(["shusaku shusai D 5"])

Draws are modelled with Davidson's extension of Bradley-Terry: alongside each player's rating, a single global draw tendency nu is estimated from the data (seeded to 1.0 the first time a draw appears) and exposed as WHR.draw_tendency. A larger nu means draws are more likely between evenly matched players; nu == 0 (the default, and where it stays if the base never sees a draw) reduces every Davidson formula exactly to the existing Bradley-Terry ones, so draw-free data behaves exactly as before — nothing about this feature changes existing results.

Once ratings have converged, win_draw_loss_probabilities gives the 3-way prediction instead of the plain win/loss split from probability_future_match:

# Continuing the three-game example, now with the two draws above added:
whr.auto_iterate()
whr.draw_tendency                 # -> ~1.39  (nu, estimated from the two draws)
p_win, p_draw, p_loss = whr.win_draw_loss_probabilities("shusaku", "shusai")
# (0.21, 0.40, 0.39) -- rounded to 2 dp; the three always sum to 1.0

With two of the five games drawn, the fitted nu makes a draw the single most likely outcome for this closely-matched pair.

win_draw_loss_probabilities takes the same opt-in account_for_uncertainty / uncertainty_steps arguments as probability_future_match, integrating all three outcomes over the players' rating uncertainty:

whr.win_draw_loss_probabilities("shusaku", "shusai")
# (0.2146, 0.3999, 0.3855) -- point prediction (default, unchanged from before)
whr.win_draw_loss_probabilities("shusaku", "shusai", account_for_uncertainty=True)
# (0.2209, 0.3918, 0.3872) -- hedged; the three still sum to 1.0

This hedges by compressing the win/loss odds, not by moving mass toward the draw. Above, the win/loss odds go from 0.2146/0.3855 = 0.557 to 0.2209/0.3872 = 0.571, i.e. toward an even 1.0 — but the draw probability goes down, and both decisive outcomes go up. That is not a quirk: Davidson's draw curve nu/(2*cosh(d/2) + nu) is concave near an even rating gap d and convex in the tails, so spreading d over its uncertainty drains the draw for a close matchup and feeds it for a lopsided one. A consequence worth knowing: a barely favoured player's win probability can rise under uncertainty, because the drained draw mass splits to both sides; only a clear favourite's falls. The underdog never loses probability, and the odds never move away from even.

Normalisation is not enforced anywhere — each quadrature node contributes three probabilities summing to 1, so their weighted average does too. At nu == 0 the integrated win/loss pair is exactly probability_future_match(..., account_for_uncertainty=True).

To pin nu to a known value instead of estimating it (e.g. to reproduce a fixed draw rate, or to disable draw modelling), use the pinned_draw config key:

whr = WHR(config={"pinned_draw": 0.8})

Two caveats:

  • When draws are present, the handicap/komi advantages (see "Handicap and komi" below) are estimated from decisive games only — draws are skipped by that accumulator rather than mis-counted as a win for either side.
  • Pinning pinned_draw to 0.0 disables draw modelling even if draws are present in the data — every draw is then treated as a plain Bradley-Terry half-win/half-loss instead of contributing to a learned draw tendency. To actually model draws, pin a positive value or leave pinned_draw unset (the default, None) so nu is estimated.

Enhanced Batch Loading of Games

This feature facilitates the batch loading of multiple games simultaneously by accepting a list of strings, where each string encapsulates the details of a single game. To accommodate names with both first and last names and ensure flexibility in data formatting, you can specify a custom separator (e.g., a comma) to delineate the game attributes.

Standard Loading

Without specifying a separator, the default space (' ') is used to split the game details:

batch = WHR()  # a fresh base, so this does not add to the running example
batch.load_games([
    "shusaku shusai B 1 0",  # Game 1: Shusaku vs. Shusai, Black wins, Day 1, no handicap.
    "shusaku shusai W 2 0",  # Game 2: Shusaku vs. Shusai, White wins, Day 2, no handicap.
    "shusaku shusai W 3 0"   # Game 3: Shusaku vs. Shusai, White wins, Day 3, no handicap.
])

These three lines are exactly equivalent to the three create_game calls at the top, so batch fits to the same ratings shown above.

Custom Separator for Complex Names

When game details include names with spaces, such as first and last names, utilize the separator parameter to define an alternative delimiter, ensuring the integrity of each data point:

whr.load_games([
    "John Doe, Jane Smith, W, 1, 0",  # Game 1: John Doe vs. Jane Smith, White wins, Day 1, no handicap.
    "Emily Chen, Liam Brown, B, 2, 0"  # Game 2: Emily Chen vs. Liam Brown, Black wins, Day 2, no handicap.
], separator=",")

This method allows for a clear and error-free way to load game data, especially when player names or game details include spaces, providing a robust solution for managing diverse datasets.

Saving and Loading States

Save the current state to a file and reload it later to avoid recalculating:

whr.save_base('path_to_save.whr')
whr2 = WHR.load_base('path_to_save.whr')

The state is serialized as a flat description (config, games and computed ratings) rather than the raw object graph, so saving and loading works for a history of any size and the computed ratings are preserved on reload. Files written by older versions are still readable.

Optional Configuration

Adjust the w2 parameter, which influences the variance of rating change over time, allowing for faster or slower progression. The default is set to 300, but Rémi Coulom used a value of 14 in his paper to achieve his results.

whr = WHR({'w2': 14})

Enable case-insensitive player names to treat "shusaku" and "ShUsAkU" as the same entity:

whr = WHR({'uncased': True})

Adjust initial_prior_wins, the strength of the first-day Bradley-Terry anchor (Coulom's InitialPriorWins). The default is 0.5; lower values reduce the compression of weakly-connected players toward 0 elo.

whr = WHR({'initial_prior_wins': 0.5})

Adjust hessian_damping, the damping subtracted from the Newton Hessian diagonal (Coulom's HessianEpsilon) for numerical stability. The default is 1.0; it does not bias the converged ratings, but it does change the reported uncertainties, since it flows through the covariance computation.

whr = WHR({'hessian_damping': 1.0})

Adjust drift_kernel_radius, the half-width (in days) of the Gaussian kernel used by remove_drift() to smooth per-day drift (Coulom's RemoveDrift). The default is 100.

whr = WHR({'drift_kernel_radius': 100})

Pin a known handicap or komi advantage (in elo) instead of letting it be estimated from the data, via pinned_handicap / pinned_komi — each a {key: elo} dict. Both default to {} (nothing pinned, other than the handicap key 0 baseline described below).

whr = WHR({'pinned_handicap': {2: 200}})

Set estimate_handicap_zero to let the handicap key 0 (no handicap) be estimated instead of pinned to a 0-elo baseline. The default is False. See "Handicap and komi" below for why this baseline exists.

whr = WHR({'estimate_handicap_zero': True})

Removing Rating Drift

Over long histories, the whole population's average strength can drift or inflate over time even though individual ratings are locally accurate, making players from different eras hard to compare. remove_drift() (a faithful port of Coulom's RemoveDrift) corrects for this by recentring the per-day mean player strength near 0 elo, using a Gaussian-smoothed estimate of the drift at each day (controlled by drift_kernel_radius).

Call it once after ratings have converged, i.e. after iterate() or auto_iterate() — and call it last, since a subsequent iterate()/auto_iterate() call would revert the correction:

whr = WHR()
whr.load_games([...])
whr.auto_iterate()
corrections = whr.remove_drift()  # optional, after convergence; call last

This step is opt-in: it does not run automatically and does not change what iterate()/auto_iterate() compute. It mutates the stored ratings in place, shifting every player-day's rating by that day's negated drift, and returns the applied corrections as {day: correction_elo}. Because the shift is uniform within a day, the relative rating (and thus win probability, e.g. Game.white_win_probability()) of two players active on the same day is unchanged; probability_future_match is only invariant when the two players' last recorded days happen to coincide, and generally is not, since it compares each player's own last day, which typically receive different corrections. Uncertainties (from ratings_for_player) are not recomputed by this step; this is only approximate, since the first-day anchor curvature is not exactly invariant under the shift, but the effect is output-only and has no downstream effect on iteration.

time_step must be a compact day index counted from some origin (e.g. a day number), not an epoch timestamp: remove_drift()'s cost scales with the CALENDAR SPAN of day values (max_day - min_day), not with the number of games, so an epoch timestamp will silently hang or exhaust memory.

Handicap and komi

Every game carries a handicap key (the handicap argument to create_game/load_games) and an optional komi key (the komi argument — opt-in since 3.1.0: None/absent means the game has no komi and none is estimated). Handicap boosts black; komi boosts white. Rather than a fixed elo constant, each distinct key is a Bradley-Terry category: its advantage, in elo, is a parameter co-estimated alongside the player ratings on every iteration (a faithful port of Coulom's NewtonKomiHandicap), and is readable at any time from whr.handicap_gamma / whr.komi_gamma — dicts mapping each key to its estimated gamma (convert to elo with 400 * log10(gamma)).

The handicap key 0 (no handicap) is a pinned no-advantage baseline (gamma 1.0, i.e. 0 elo) by default and is never moved by estimation — this resolves an identifiability confound between the black/white baseline and the komi advantage. Set estimate_handicap_zero=True if you want it estimated instead.

To pin a handicap or komi value you already know (rather than estimating it), use pinned_handicap / pinned_komi:

whr = WHR({'pinned_handicap': {2: 200}})  # a 2-stone handicap is worth +200 elo to black
whr.create_game("weaker", "stronger", "B", 1, 2)

Pinning a handicap key to its known elo value reproduces the fixed-elo handicap behaviour of earlier versions of this library (see below).

The same mechanism generalises beyond Go: if every game shares a single komi key (pass the same komi= value — e.g. komi="side" — to each game), komi_gamma for that key becomes a single learned white/side advantage — the colour advantage in chess, or a home advantage in other sports. No Go-specific assumption is involved. (For a home advantage you may instead prefer a handicap key on the home player.)

This changes the meaning of handicap versus earlier versions, where it was a fixed elo bonus added directly to black's elo. It is now a category label whose advantage is learned (or pinned). If you relied on the old fixed-elo behaviour, pin every handicap value you use, e.g. WHR({'pinned_handicap': {h: elo_value, ...}}) for each handicap h your data contains.

Caveat — don't estimate what your data can't support. Estimating a handicap/komi advantage well requires enough games where player strengths and colours are reasonably balanced (as in the recovery tests: many games, colours swapped, roughly even overall). With a small or skewed sample, the estimated advantage can silently absorb what is really just a player-strength difference (e.g. if the stronger player is disproportionately one colour in your data, a shared komi/side key will drift to explain it instead of the player ratings doing so). If you don't have enough data to support estimating it, simply don't pass a komi (opt-in — the default), or pin a known value to disable estimation, e.g. WHR({'pinned_komi': {"side": 0}}).

Note — probability_future_match's handicap is not this mechanism (but its handicap_key/komi_key are). The positional handicap argument is a raw elo adjustment that shifts the effective elo gap in name1's favour for a what-if query; it is not a category key and applies no learned advantage. To have a prediction reflect the estimated advantages, pass the category keys explicitly via handicap_key (favouring name1, the black role) and/or komi_key (favouring name2, the white role); their learned/pinned gammas are then folded in exactly as in a real game, and any raw handicap elo stacks on top. Unseen keys default to no advantage.

# Fold the learned 2-stone handicap advantage into the prediction:
whr.probability_future_match("weaker", "stronger", 0, handicap_key=2)

Choosing w2 from data

w2 controls how much a player's rating is allowed to drift from one playing day to the next (the variance of Coulom's Wiener prior over time) — a larger w2 lets ratings move faster in response to recent results, a smaller w2 keeps them stable and slow-moving. Picking it by hand (as in "Optional Configuration" above) is a guess; WHR.fit_w2() picks it from your own data instead.

It works by temporal cross-validation: your games are cut into n_splits expanding-window folds by day (fold i trains on every game strictly before a cutoff day and tests on the games in the following window), so a candidate is always scored on games that happened after the ones it was trained on — there is no future leakage. For each candidate w2, a fresh model is trained on each fold's training games for iterations iterations and scored by predictive log-loss (lower is better) on that fold's held-out games, pooled across all folds; the candidate with the lowest pooled log-loss is best_w2. Test games where either player has no prior rated day (cold start) can't be scored and are skipped rather than counted against a candidate.

fit_w2() is a pure query: it builds its own throwaway models internally and never touches self.config or any rating already computed on this instance. Apply the result yourself:

# A history where one player genuinely improves partway through, so a
# faster-moving (larger w2) model should win:
whr = WHR()
whr.load_games(
    [f"riser anchor {'B' if day > 15 else 'W'} {day}" for day in range(1, 41)]
    + [f"other anchor {'B' if day % 3 else 'W'} {day}" for day in range(1, 41)]
)

result = whr.fit_w2(candidates=[10.0, 30.0, 100.0, 300.0, 1000.0, 3000.0], n_splits=5, iterations=50)
# result == {
#     'best_w2': 3000.0,
#     'log_loss': {10.0: 0.8488, 30.0: 0.8404, 100.0: 0.8164,
#                  300.0: 0.7733, 1000.0: 0.712, 3000.0: 0.6687},
#     'n_splits': 5, 'n_test_scored': 66, 'n_test_skipped': 0,
# }

# fit_w2 does not mutate anything; apply the choice yourself:
whr = WHR({'w2': result['best_w2']})
whr.load_games([...])
whr.auto_iterate()

Here the log-loss falls monotonically across the grid, so best_w2 lands on the largest candidate — a signal that the true optimum may lie beyond it and the grid is worth extending. On a stable history the curve has an interior minimum instead.

  • candidates: the w2 values to try (default [10.0, 30.0, 100.0, 300.0, 1000.0, 3000.0]).
  • n_splits: number of expanding-window folds (default 5); raises ValueError if there aren't enough distinct days to form them.
  • iterations: how many iterate() steps each fold's fresh model runs before scoring (default 50).

Cost caveat. fit_w2() trains len(candidates) × n_splits separate models for iterations iterations each — a full model fit, not an incremental update. Even though the underlying per-game loops are vectorized (see "Performance" above), this still multiplies up on large histories; consider a smaller candidates list, fewer n_splits, or a subsample of your history when exploring interactively.

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