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Merge like half of givi's changes to compare
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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private double effectiveMissCount;
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private double hitWindow300;
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private double hitWindow300, hitWindow100, hitWindow50;
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private double deviation, speedDeviation;
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public OsuPerformanceCalculator()
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@ -70,8 +70,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double clockRate = getClockRate(score);
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hitWindow300 = 80 - 6 * osuAttributes.OverallDifficulty;
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hitWindow100 = (140 - 8 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
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hitWindow50 = (200 - 10 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
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deviation = calculateDeviation(score, osuAttributes);
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deviation = calculateTotalDeviation(score, osuAttributes);
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speedDeviation = calculateSpeedDeviation(score, osuAttributes);
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double aimValue = computeAimValue(score, osuAttributes);
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@ -146,9 +148,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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aimValue *= sliderNerfFactor;
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}
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double prod = Math.Sqrt(attributes.AimDifficulty * attributes.SpeedDifficulty) * deviation;
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aimValue *= Math.Pow(SpecialFunctions.Erf(130 / prod), 1.5);
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aimValue *= 0.98 + Math.Pow(100.0 / 9, 2) / 2500; // OD 11.1 SS stays the same.
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// Apply antirake nerf
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double totalAntiRakeMultiplier = calculateTotalRakeNerf(attributes);
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aimValue *= totalAntiRakeMultiplier;
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// Scale the aim value with adjusted deviation
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double adjustedDeviation = deviation * calculateDeviationArAdjust(attributes.ApproachRate);
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aimValue *= SpecialFunctions.Erf(33 / (Math.Sqrt(2) * adjustedDeviation));
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aimValue *= 0.98 + Math.Pow(100.0 / 9, 2) / 2500; // OD 11 SS stays the same.
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return aimValue;
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}
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@ -187,9 +194,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
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}
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double prod = attributes.SpeedDifficulty * speedDeviation;
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speedValue *= Math.Pow(SpecialFunctions.Erf(67.5 / prod), 1.5);
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speedValue *= 0.95 + Math.Pow(100.0 / 9, 2) / 750; // OD 11.1 SS stays the same.
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// Apply antirake nerf
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double speedAntiRakeMultiplier = calculateSpeedRakeNerf(attributes);
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speedValue *= speedAntiRakeMultiplier;
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double adjustedSpeedDeviation = speedDeviation * calculateDeviationArAdjust(attributes.ApproachRate);
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speedValue *= SpecialFunctions.Erf(22 / (Math.Sqrt(2) * adjustedSpeedDeviation * Math.Max(1, Math.Pow(attributes.SpeedDifficulty / 4.5, 1.2))));
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speedValue *= 0.95 + Math.Pow(100.0 / 9, 2) / 750; // OD 11 SS stays the same.
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return speedValue;
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}
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@ -230,8 +241,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
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(totalHits > 200 ? 0.2 * Math.Min(1.0, (totalHits - 200) / 200.0) : 0.0);
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// Scale the flashlight value with deviation
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flashlightValue *= SpecialFunctions.Erf(35 / deviation);
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// Scale the flashlight value with adjusted deviation
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double adjustedDeviation = deviation * calculateDeviationArAdjust(attributes.ApproachRate);
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flashlightValue *= SpecialFunctions.Erf(55 / (Math.Sqrt(2) * adjustedDeviation));
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flashlightValue *= 0.98 + Math.Pow(100.0 / 9, 2) / 2500; // OD 11 SS stays the same.
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return flashlightValue;
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@ -255,6 +267,40 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return Math.Max(countMiss, comboBasedMissCount);
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}
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/// <summary>
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/// Using <see cref="calculateDeviation"/> estimates player's deviation on accuracy objects.
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/// Returns deviation for circles and sliders if score was set with slideracc.
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/// Returns the min between deviation of circles and deviation on circles and sliders (assuming slider hits are 50s), if score was set without slideracc.
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/// </summary>
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private double calculateTotalDeviation(ScoreInfo score, OsuDifficultyAttributes attributes)
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{
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if (totalSuccessfulHits == 0)
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return double.PositiveInfinity;
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int accuracyObjectCount = attributes.HitCircleCount;
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// Assume worst case: all mistakes was on accuracy objects
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int relevantCountMiss = Math.Min(countMiss, accuracyObjectCount);
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int relevantCountMeh = Math.Min(countMeh, accuracyObjectCount - relevantCountMiss);
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int relevantCountOk = Math.Min(countOk, accuracyObjectCount - relevantCountMiss - relevantCountMeh);
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int relevantCountGreat = Math.Max(0, accuracyObjectCount - relevantCountMiss - relevantCountMeh - relevantCountOk);
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// Calculate deviation on accuracy objects
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double deviation = calculateDeviation(relevantCountGreat, relevantCountOk, relevantCountMeh, relevantCountMiss);
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// If score was set without slider accuracy - also compute deviation with sliders
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// Assume that all hits was 50s
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int totalCountWithSliders = attributes.HitCircleCount + attributes.SliderCount;
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int missCountWithSliders = Math.Min(totalCountWithSliders, countMiss);
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int hitCountWithSliders = totalCountWithSliders - missCountWithSliders;
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double hitProbabilityWithSliders = hitCountWithSliders / (totalCountWithSliders + 1.0);
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double deviationWithSliders = hitWindow50 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(hitProbabilityWithSliders));
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// Min is needed for edgecase maps with 1 circle and 999 sliders, as deviation on sliders can be lower in this case
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return Math.Min(deviation, deviationWithSliders);
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}
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/// <summary>
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/// Using <see cref="calculateDeviation"/> estimates player's deviation on speed notes, assuming worst-case.
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/// Treats all speed notes as hit circles. This is not good way to do this, but fixing this is impossible under the limitation of current speed pp.
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@ -265,49 +311,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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/// Treats all difficult speed notes as circles, so this method can sometimes return a lower deviation than <see cref="calculateDeviation"/>.
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/// This is fine though, since this method is only used to scale speed pp.
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/// </summary>
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/// <summary>
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/// Using <see cref="calculateDeviation"/> estimates player's deviation on speed notes, assuming worst-case.
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/// Treats all speed notes as hit circles. This is not good way to do this, but fixing this is impossible under the limitation of current speed pp.
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/// If score was set with slideracc - tries to remove mistaps on sliders from total mistaps.
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/// </summary>
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private double calculateSpeedDeviation(ScoreInfo score, OsuDifficultyAttributes attributes)
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{
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if (totalSuccessfulHits == 0)
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return double.PositiveInfinity;
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// Create a new track to properly calculate the hit windows of 100s and 50s.
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double clockRate = getClockRate(score);
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double hitWindow300 = 80 - 6 * attributes.OverallDifficulty;
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double hitWindow100 = (140 - 8 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
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double hitWindow50 = (200 - 10 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
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// Calculate accuracy assuming the worst case scenario
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double speedNoteCount = attributes.SpeedNoteCount;
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double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
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double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
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double relevantCountOk = Math.Max(0, countOk - Math.Max(0, relevantTotalDiff - countGreat));
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double relevantCountMeh = Math.Max(0, countMeh - Math.Max(0, relevantTotalDiff - countGreat - countOk));
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double relevantCountMiss = Math.Max(0, countMiss - Math.Max(0, relevantTotalDiff - countGreat - countOk - countMeh));
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// Assume 100s, 50s, and misses happen on circles. If there are less non-300s on circles than 300s,
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// compute the deviation on circles.
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if (relevantCountGreat > 0)
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{
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// The probability that a player hits a circle is unknown, but we can estimate it to be
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// the number of greats on circles divided by the number of circles, and then add one
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// to the number of circles as a bias correction.
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double greatProbabilityCircle = relevantCountGreat / (speedNoteCount - relevantCountMiss - relevantCountMeh + 1.0);
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// Assume worst case: all mistakes was on speed notes
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double relevantCountMiss = Math.Min(countMiss, speedNoteCount);
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double relevantCountMeh = Math.Min(countMeh, speedNoteCount - relevantCountMiss);
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double relevantCountOk = Math.Min(countOk, speedNoteCount - relevantCountMiss - relevantCountMeh);
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double relevantCountGreat = Math.Max(0, speedNoteCount - relevantCountMiss - relevantCountMeh - relevantCountOk);
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// Compute the deviation assuming 300s and 100s are normally distributed, and 50s are uniformly distributed.
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// Begin with the normal distribution first.
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double deviationOnCircles = hitWindow300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(greatProbabilityCircle));
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// Then compute the variance for 50s.
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double mehVariance = (hitWindow50 * hitWindow50 + hitWindow100 * hitWindow50 + hitWindow100 * hitWindow100) / 3;
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// Find the total deviation.
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deviationOnCircles = Math.Sqrt(((relevantCountGreat + relevantCountOk) * Math.Pow(deviationOnCircles, 2) + relevantCountMeh * mehVariance) / (relevantCountGreat + relevantCountOk + relevantCountMeh));
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return deviationOnCircles;
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}
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return double.PositiveInfinity;
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// Calculate and return deviation on speed notes
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return calculateDeviation(relevantCountGreat, relevantCountOk, relevantCountMeh, relevantCountMiss);
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}
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/// <summary>
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@ -316,69 +340,98 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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/// will always return the same deviation. Misses are ignored because they are usually due to misaiming.
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/// 300s and 100s are assumed to follow a normal distribution, whereas 50s are assumed to follow a uniform distribution.
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/// </summary>
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private double calculateDeviation(ScoreInfo score, OsuDifficultyAttributes attributes)
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private double calculateDeviation(double relevantCountGreat, double relevantCountOk, double relevantCountMeh, double relevantCountMiss)
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{
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if (totalSuccessfulHits == 0)
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if (relevantCountGreat + relevantCountOk + relevantCountMeh <= 0)
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return double.PositiveInfinity;
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double clockRate = getClockRate(score);
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double objectCount = relevantCountGreat + relevantCountOk + relevantCountMeh + relevantCountMiss;
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double hitWindow300 = 80 - 6 * attributes.OverallDifficulty;
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double hitWindow100 = (140 - 8 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
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double hitWindow50 = (200 - 10 * ((80 - hitWindow300 * clockRate) / 6)) / clockRate;
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//// The probability that a player hits a circle is unknown, but we can estimate it to be
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//// the number of greats on circles divided by the number of circles, and then add one
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//// to the number of circles as a bias correction.
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double n = Math.Max(1, objectCount - relevantCountMiss - relevantCountMeh);
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const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
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int circleCount = attributes.HitCircleCount;
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int missCountCircles = Math.Min(countMiss, circleCount);
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int mehCountCircles = Math.Min(countMeh, circleCount - missCountCircles);
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int okCountCircles = Math.Min(countOk, circleCount - missCountCircles - mehCountCircles);
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int greatCountCircles = Math.Max(0, circleCount - missCountCircles - mehCountCircles - okCountCircles);
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// Proportion of greats hit on circles, ignoring misses and 50s.
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double p = relevantCountGreat / n;
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// Assume 100s, 50s, and misses happen on circles. If there are less non-300s on circles than 300s,
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// compute the deviation on circles.
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if (greatCountCircles > 0)
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{
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double n = circleCount - missCountCircles - mehCountCircles;
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const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
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// We can be 99% confident that p is at least this value.
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double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
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// Proportion of greats hit on circles, ignoring misses and 50s.
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double p = greatCountCircles / n;
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// Compute the deviation assuming 300s and 100s are normally distributed, and 50s are uniformly distributed.
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// Begin with 300s and 100s first. Ignoring 50s, we can be 99% confident that the deviation is not higher than:
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double deviation = hitWindow300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
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// We can be 99% confident that p is at least this value.
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double pLowerBound = (n * p + z * z / 2) / (n + z * z) - z / (n + z * z) * Math.Sqrt(n * p * (1 - p) + z * z / 4);
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double adjustFor100 = Math.Sqrt(2 / Math.PI) * hitWindow100 * Math.Exp(-0.5 * Math.Pow(hitWindow100 / deviation, 2))
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/ (deviation * SpecialFunctions.Erf(hitWindow100 / (Math.Sqrt(2) * deviation)));
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// Compute the deviation assuming 300s and 100s are normally distributed, and 50s are uniformly distributed.
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// Begin with 300s and 100s first. Ignoring 50s, we can be 99% confident that the deviation is not higher than:
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double deviationOnCircles = hitWindow300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
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deviation *= Math.Sqrt(1 - adjustFor100);
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// Then compute the variance for 50s.
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double mehVariance = (hitWindow50 * hitWindow50 + hitWindow100 * hitWindow50 + hitWindow100 * hitWindow100) / 3;
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// Value deviation approach as greatCount approaches 0
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double limitValue = hitWindow100 / Math.Sqrt(3);
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// Find the total deviation.
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deviationOnCircles = Math.Sqrt(((greatCountCircles + okCountCircles) * Math.Pow(deviationOnCircles, 2) + mehCountCircles * mehVariance) / (greatCountCircles + okCountCircles + mehCountCircles));
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// If precision is not enough to compute true deviation - use limit value
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if (pLowerBound == 0 || adjustFor100 >= 1 || deviation > limitValue)
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deviation = limitValue;
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return deviationOnCircles;
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}
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// Then compute the variance for 50s.
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double mehVariance = (hitWindow50 * hitWindow50 + hitWindow100 * hitWindow50 + hitWindow100 * hitWindow100) / 3;
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// If there are more non-300s than there are circles, compute the deviation on sliders instead.
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// Here, all that matters is whether or not the slider was missed, since it is impossible
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// to get a 100 or 50 on a slider by mis-tapping it.
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int sliderCount = attributes.SliderCount;
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int missCountSliders = Math.Min(sliderCount, countMiss - missCountCircles);
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int greatCountSliders = sliderCount - missCountSliders;
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// Find the total deviation.
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deviation = Math.Sqrt(((relevantCountGreat + relevantCountOk) * Math.Pow(deviation, 2) + relevantCountMeh * mehVariance) / (relevantCountGreat + relevantCountOk + relevantCountMeh));
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// We only get here if nothing was hit. In this case, there is no estimate for deviation.
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// Note that this is never negative, so checking if this is only equal to 0 makes sense.
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if (greatCountSliders == 0)
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{
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return double.PositiveInfinity;
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}
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double greatProbabilitySlider = greatCountSliders / (sliderCount + 1.0);
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double deviationOnSliders = hitWindow50 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(greatProbabilitySlider));
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return deviationOnSliders;
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return deviation;
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}
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// Calculates multiplier for speed accounting for rake based on the deviation and speed difficulty
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// https://www.desmos.com/calculator/puc1mzdtfv
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private double calculateSpeedRakeNerf(OsuDifficultyAttributes attributes)
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{
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// Base speed value
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double speedValue = 4 * Math.Pow(attributes.SpeedDifficulty, 3);
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// Starting from this pp amount - penalty will be applied
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double abusePoint = 100 + 260 * Math.Pow(22 / speedDeviation, 5.8);
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if (speedValue <= abusePoint)
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return 1.0;
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// Use log curve to make additional rise in difficulty unimpactful. Rescale values to make curve have correct steepness
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const double scale = 50;
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double adjustedSpeedValue = scale * (Math.Log((speedValue - abusePoint) / scale + 1) + abusePoint / scale);
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double speedRakeNerf = adjustedSpeedValue / speedValue;
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return Math.Min(speedRakeNerf, calculateTotalRakeNerf(attributes));
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}
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// Calculates multiplier for total pp accounting for rake based on the deviation and sliderless aim and speed difficulty
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private double calculateTotalRakeNerf(OsuDifficultyAttributes attributes)
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{
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// Use adjusted deviation to not nerf EZHT aim maps
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double adjustedDeviation = deviation * calculateDeviationArAdjust(attributes.ApproachRate);
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// Base values
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double aimNoSlidersValue = 4 * Math.Pow(attributes.AimDifficulty * attributes.SliderFactor, 3);
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double speedValue = 4 * Math.Pow(attributes.SpeedDifficulty, 3);
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double totalValue = Math.Pow(Math.Pow(aimNoSlidersValue, 1.1) + Math.Pow(speedValue, 1.1), 1 / 1.1);
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// Starting from this pp amount - penalty will be applied
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double abusePoint = 200 + 600 * Math.Pow(22 / adjustedDeviation, 4.2);
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if (totalValue <= abusePoint)
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return 1.0;
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// Use relax penalty after the point to make values grow slower but still noticeably
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double adjustedTotalValue = abusePoint + Math.Pow(0.9, 3) * (totalValue - abusePoint);
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return adjustedTotalValue / totalValue;
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}
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// Bonus for low AR to account for the fact that it's more difficult to get low UR on low AR
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private static double calculateDeviationArAdjust(double AR) => 0.475 + 0.7 / (1.0 + Math.Pow(1.73, 7.9 - AR));
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private static double getClockRate(ScoreInfo score)
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{
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var track = new TrackVirtual(1);
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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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if (maxStrain == 0)
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return 0;
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return objectStrains.Sum(strain => strain / maxStrain);
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return objectStrains.Sum(strain => 1.0 / (1.0 + Math.Exp(-(strain / maxStrain * 8.0 - 4.0))));
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}
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}
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}
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