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Add DifficultyCalculationUtils
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@ -5,6 +5,7 @@ using System;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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@ -73,7 +74,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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// 0.0 +--------+-+---------------> Release Difference / ms
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// release_threshold
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if (isOverlapping)
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holdAddition = 1 / (1 + Math.Exp(0.27 * (release_threshold - closestEndTime)));
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holdAddition = DifficultyCalculationUtils.Logistic(x: closestEndTime, multiplier: 0.27, midpointOffset: release_threshold);
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// Decay and increase individualStrains in own column
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individualStrains[column] = applyDecay(individualStrains[column], startTime - startTimes[column], individual_decay_base);
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@ -3,6 +3,7 @@
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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@ -33,6 +34,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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var osuLastObj = (OsuDifficultyHitObject)current.Previous(0);
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var osuLastLastObj = (OsuDifficultyHitObject)current.Previous(1);
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const int radius = OsuDifficultyHitObject.NORMALISED_RADIUS;
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const int diameter = OsuDifficultyHitObject.NORMALISED_DIAMETER;
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// Calculate the velocity to the current hitobject, which starts with a base distance / time assuming the last object is a hitcircle.
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double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime;
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@ -77,14 +81,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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wideAngleBonus = calcWideAngleBonus(currAngle);
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acuteAngleBonus = calcAcuteAngleBonus(currAngle);
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if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
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if (DifficultyCalculationUtils.MillisecondsToBPM(osuCurrObj.StrainTime, 2) < 300) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0;
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else
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{
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acuteAngleBonus *= calcAcuteAngleBonus(lastAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
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* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Min(angleBonus, diameter * 1.25 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.LazyJumpDistance, radius, diameter) - radius) / radius), 2); // Buff distance exceeding radius up to diameter.
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}
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// Penalize wide angles if they're repeated, reducing the penalty as the lastAngle gets more acute.
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@ -104,7 +108,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double distRatio = Math.Pow(Math.Sin(Math.PI / 2 * Math.Abs(prevVelocity - currVelocity) / Math.Max(prevVelocity, currVelocity)), 2);
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// Reward for % distance up to 125 / strainTime for overlaps where velocity is still changing.
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double overlapVelocityBuff = Math.Min(125 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
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double overlapVelocityBuff = Math.Min(diameter * 1.25 / Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime), Math.Abs(prevVelocity - currVelocity));
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velocityChangeBonus = overlapVelocityBuff * distRatio;
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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@ -120,7 +121,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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islandCount.Count++;
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// repeated island (ex: triplet -> triplet)
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double power = logistic(island.Delta, 2.75, 0.24, 14);
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double power = DifficultyCalculationUtils.Logistic(island.Delta, maxValue: 2.75, multiplier: 0.24, midpointOffset: 58.33);
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effectiveRatio *= Math.Min(3.0 / islandCount.Count, Math.Pow(1.0 / islandCount.Count, power));
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islandCounts[countIndex] = (islandCount.Island, islandCount.Count);
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@ -172,8 +173,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - (multiplier * x))));
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private class Island : IEquatable<Island>
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{
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private readonly double deltaDifferenceEpsilon;
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@ -3,6 +3,7 @@
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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@ -10,8 +11,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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{
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public static class SpeedEvaluator
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{
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private const double single_spacing_threshold = 125; // 1.25 circles distance between centers
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private const double min_speed_bonus = 75; // ~200BPM
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private const double single_spacing_threshold = OsuDifficultyHitObject.NORMALISED_DIAMETER * 1.25; // 1.25 circles distance between centers
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private const double min_speed_bonus = 200; // 200 BPM 1/4th
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private const double speed_balancing_factor = 40;
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private const double distance_multiplier = 0.94;
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@ -43,8 +44,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double speedBonus = 0.0;
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// Add additional scaling bonus for streams/bursts higher than 200bpm
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if (strainTime < min_speed_bonus)
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speedBonus = 0.75 * Math.Pow((min_speed_bonus - strainTime) / speed_balancing_factor, 2);
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if (DifficultyCalculationUtils.MillisecondsToBPM(strainTime) > min_speed_bonus)
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speedBonus = 0.75 * Math.Pow((DifficultyCalculationUtils.BPMToMilliseconds(min_speed_bonus) - strainTime) / speed_balancing_factor, 2);
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double travelDistance = osuPrevObj?.TravelDistance ?? 0;
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double distance = travelDistance + osuCurrObj.MinimumJumpDistance;
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@ -19,6 +19,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// A distance by which all distances should be scaled in order to assume a uniform circle size.
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/// </summary>
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public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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public const int NORMALISED_DIAMETER = NORMALISED_RADIUS * 2;
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public const int MIN_DELTA_TIME = 25;
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@ -3,6 +3,7 @@
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using System;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
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@ -11,26 +12,12 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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{
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public class ColourEvaluator
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{
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/// <summary>
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/// A sigmoid function. It gives a value between (middle - height/2) and (middle + height/2).
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/// </summary>
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/// <param name="val">The input value.</param>
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/// <param name="center">The center of the sigmoid, where the largest gradient occurs and value is equal to middle.</param>
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/// <param name="width">The radius of the sigmoid, outside of which values are near the minimum/maximum.</param>
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/// <param name="middle">The middle of the sigmoid output.</param>
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/// <param name="height">The height of the sigmoid output. This will be equal to max value - min value.</param>
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private static double sigmoid(double val, double center, double width, double middle, double height)
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{
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double sigmoid = Math.Tanh(Math.E * -(val - center) / width);
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return sigmoid * (height / 2) + middle;
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}
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/// <summary>
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/// Evaluate the difficulty of the first note of a <see cref="MonoStreak"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(MonoStreak monoStreak)
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{
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return sigmoid(monoStreak.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(monoStreak.Parent) * 0.5;
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return DifficultyCalculationUtils.Logistic(exponent: Math.E * monoStreak.Index - 2 * Math.E) * EvaluateDifficultyOf(monoStreak.Parent) * 0.5;
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}
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/// <summary>
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@ -38,7 +25,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// </summary>
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public static double EvaluateDifficultyOf(AlternatingMonoPattern alternatingMonoPattern)
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{
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return sigmoid(alternatingMonoPattern.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(alternatingMonoPattern.Parent);
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return DifficultyCalculationUtils.Logistic(exponent: Math.E * alternatingMonoPattern.Index - 2 * Math.E) * EvaluateDifficultyOf(alternatingMonoPattern.Parent);
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}
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/// <summary>
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@ -46,7 +33,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// </summary>
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public static double EvaluateDifficultyOf(RepeatingHitPatterns repeatingHitPattern)
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{
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return 2 * (1 - sigmoid(repeatingHitPattern.RepetitionInterval, 2, 2, 0.5, 1));
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return 2 * (1 - DifficultyCalculationUtils.Logistic(exponent: Math.E * repeatingHitPattern.RepetitionInterval - 2 * Math.E));
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}
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public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
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@ -0,0 +1,50 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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namespace osu.Game.Rulesets.Difficulty.Utils
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{
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public static class DifficultyCalculationUtils
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{
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/// <summary>
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/// Converts BPM value into milliseconds
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/// </summary>
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/// <param name="bpm">Beats per minute</param>
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/// <param name="delimiter">Which rhythm delimiter to use, default is 1/4</param>
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/// <returns>BPM conveted to milliseconds</returns>
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public static double BPMToMilliseconds(double bpm, int delimiter = 4)
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{
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return 60000.0 / delimiter / bpm;
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}
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/// <summary>
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/// Converts milliseconds value into a BPM value
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/// </summary>
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/// <param name="ms">Milliseconds</param>
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/// <param name="delimiter">Which rhythm delimiter to use, default is 1/4</param>
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/// <returns>Milliseconds conveted to beats per minute</returns>
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public static double MillisecondsToBPM(double ms, int delimiter = 4)
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{
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return 60000.0 / (ms * delimiter);
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}
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/// <summary>
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/// Calculates a S-shaped logistic function (https://en.wikipedia.org/wiki/Logistic_function)
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/// </summary>
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/// <param name="x">Value to calculate the function for</param>
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/// <param name="maxValue">Maximum value returnable by the function</param>
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/// <param name="multiplier">Growth rate of the function</param>
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/// <param name="midpointOffset">How much the function midpoint is offset from zero <paramref name="x"/></param>
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/// <returns>The output of logistic function of <paramref name="x"/></returns>
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public static double Logistic(double x, double maxValue = 1, double multiplier = 1, double midpointOffset = 0) => maxValue / (1 + Math.Exp(multiplier * (midpointOffset - x)));
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/// <summary>
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/// Calculates a S-shaped logistic function (https://en.wikipedia.org/wiki/Logistic_function)
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/// </summary>
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/// <param name="maxValue">Maximum value returnable by the function</param>
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/// <param name="exponent">Exponent</param>
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/// <returns>The output of logistic function</returns>
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public static double Logistic(double exponent, double maxValue = 1) => maxValue / (1 + Math.Exp(exponent));
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}
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}
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