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Merge pull request #15035 from emu1337/speed-acc-scaling

Change speed accuracy scaling to be closer to worst case scenario
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Dan Balasescu 2022-06-29 18:04:23 +09:00 committed by GitHub
commit d4aa18112b
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5 changed files with 42 additions and 2 deletions

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@ -25,6 +25,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
[JsonProperty("speed_difficulty")]
public double SpeedDifficulty { get; set; }
/// <summary>
/// The number of clickable objects weighted by difficulty.
/// Related to <see cref="SpeedDifficulty"/>
/// </summary>
[JsonProperty("speed_note_count")]
public double SpeedNoteCount { get; set; }
/// <summary>
/// The difficulty corresponding to the flashlight skill.
/// </summary>
@ -93,6 +100,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
yield return (ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty);
yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
yield return (ATTRIB_ID_SPEED_NOTE_COUNT, SpeedNoteCount);
}
public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values, IBeatmapOnlineInfo onlineInfo)
@ -107,6 +115,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
StarRating = values[ATTRIB_ID_DIFFICULTY];
FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
SpeedNoteCount = values[ATTRIB_ID_SPEED_NOTE_COUNT];
DrainRate = onlineInfo.DrainRate;
HitCircleCount = onlineInfo.CircleCount;

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@ -38,6 +38,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
double aimRating = Math.Sqrt(skills[0].DifficultyValue()) * difficulty_multiplier;
double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
@ -75,6 +76,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
Mods = mods,
AimDifficulty = aimRating,
SpeedDifficulty = speedRating,
SpeedNoteCount = speedNotes,
FlashlightDifficulty = flashlightRating,
SliderFactor = sliderFactor,
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,

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@ -163,8 +163,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedValue *= 1.0 + 0.04 * (12.0 - attributes.ApproachRate);
}
// Calculate accuracy assuming the worst case scenario
double relevantTotalDiff = totalHits - attributes.SpeedNoteCount;
double relevantCountGreat = Math.Max(0, countGreat - relevantTotalDiff);
double relevantCountOk = Math.Max(0, countOk - Math.Max(0, relevantTotalDiff - countGreat));
double relevantCountMeh = Math.Max(0, countMeh - Math.Max(0, relevantTotalDiff - countGreat - countOk));
double relevantAccuracy = attributes.SpeedNoteCount == 0 ? 0 : (relevantCountGreat * 6.0 + relevantCountOk * 2.0 + relevantCountMeh) / (attributes.SpeedNoteCount * 6.0);
// Scale the speed value with accuracy and OD.
speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow(accuracy, (14.5 - Math.Max(attributes.OverallDifficulty, 8)) / 2);
speedValue *= (0.95 + Math.Pow(attributes.OverallDifficulty, 2) / 750) * Math.Pow((accuracy + relevantAccuracy) / 2.0, (14.5 - Math.Max(attributes.OverallDifficulty, 8)) / 2);
// Scale the speed value with # of 50s to punish doubletapping.
speedValue *= Math.Pow(0.98, countMeh < totalHits / 500.0 ? 0 : countMeh - totalHits / 500.0);

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@ -8,6 +8,8 @@ using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Evaluators;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using System.Collections.Generic;
using System.Linq;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
@ -26,6 +28,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
protected override double DifficultyMultiplier => 1.04;
private readonly double greatWindow;
private readonly List<double> objectStrains = new List<double>();
public Speed(Mod[] mods, double hitWindowGreat)
: base(mods)
{
@ -43,7 +47,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
currentRhythm = RhythmEvaluator.EvaluateDifficultyOf(current, greatWindow);
return currentStrain * currentRhythm;
double totalStrain = currentStrain * currentRhythm;
objectStrains.Add(totalStrain);
return totalStrain;
}
public double RelevantNoteCount()
{
if (objectStrains.Count == 0)
return 0;
double maxStrain = objectStrains.Max();
if (maxStrain == 0)
return 0;
return objectStrains.Aggregate((total, next) => total + (1.0 / (1.0 + Math.Exp(-(next / maxStrain * 12.0 - 6.0)))));
}
}
}

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@ -26,6 +26,7 @@ namespace osu.Game.Rulesets.Difficulty
protected const int ATTRIB_ID_SCORE_MULTIPLIER = 15;
protected const int ATTRIB_ID_FLASHLIGHT = 17;
protected const int ATTRIB_ID_SLIDER_FACTOR = 19;
protected const int ATTRIB_ID_SPEED_NOTE_COUNT = 21;
/// <summary>
/// The mods which were applied to the beatmap.