Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add charlieviettq/awesome-agent-skill --skill algo-rank-trueskillgit clone --depth 1 https://github.com/charlieviettq/awesome-agent-skillWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/charlieviettq/awesome-agent-skill/algo-rank-trueskill)<a href="https://agentmods.dev/skills/charlieviettq/awesome-agent-skill/algo-rank-trueskill"><img src="https://agentmods.dev/badge/skills/charlieviettq/awesome-agent-skill/algo-rank-trueskill/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/charlieviettq/awesome-agent-skill/algo-rank-trueskill"><img src="https://agentmods.dev/badge/skills/charlieviettq/awesome-agent-skill/algo-rank-trueskill.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00078 | $0.01007 |
| Opus 5 | $0.00039 | $0.00504 |
| Sonnet 5 | $0.00016 | $0.00201 |
| Haiku 4.5 | $0.00008 | $0.00101 |
Grade A, and why
"algo-rank-trueskill" scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
95% identical to algo-rank-trueskill — 8 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.
TrueSkill Rating System
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
- For each match, compute expected outcome from team skill distributions
- Compare actual vs expected outcome
- 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)
- 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.
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 88 lines · 78 tokens per session scan A e30c3eb268b4
"algo-rank-trueskill" is a skill published in the GitHub repository charlieviettq/awesome-agent-skill (25 stars, last pushed 1mo ago), licensed MIT. It adds 78 tokens to every session and 1,007 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to algo-rank-trueskill, differing in 8 lines, and is treated as a copy.
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