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Implement stateless colour evaluator and required encoding changes
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@ -2,6 +2,7 @@
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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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using osu.Game.Rulesets.Difficulty.Preprocessing;
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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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@ -18,19 +19,26 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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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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public static double Sigmoid(double val, double center, double width, double middle, double height)
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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="MonoEncoding"/> or a <see cref="ColourEncoding"/>.
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/// <param name="i">The index of either encoding within it's respective parent.</param>
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/// Evaluate the difficulty of the first note of a <see cref="MonoEncoding"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(int i)
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public static double EvaluateDifficultyOf(MonoEncoding encoding)
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{
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return Sigmoid(i, 2, 2, 0.5, 1);
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return sigmoid(encoding.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(encoding.Parent!) * 0.5;
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}
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/// <summary>
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/// Evaluate the difficulty of the first note of a <see cref="ColourEncoding"/>.
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/// </summary>
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public static double EvaluateDifficultyOf(ColourEncoding encoding)
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{
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return sigmoid(encoding.Index, 2, 2, 0.5, 1) * EvaluateDifficultyOf(encoding.Parent!);
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}
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/// <summary>
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@ -38,31 +46,22 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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/// </summary>
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public static double EvaluateDifficultyOf(CoupledColourEncoding encoding)
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{
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return 1 - Sigmoid(encoding.RepetitionInterval, 2, 2, 0.5, 1);
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return 2 * (1 - sigmoid(encoding.RepetitionInterval, 2, 2, 0.5, 1));
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}
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/// <summary>
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/// Pre-evaluate and *assign* difficulty values of all hit objects encoded in a <see cref="CoupledColourEncoding"/>.
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/// Difficulty values are assigned to <see cref="TaikoDifficultyHitObjectColour.EvaluatedDifficulty"/> of each
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/// <see cref="TaikoDifficultyHitObject"/> encoded within.
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/// </summary>
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public static void PreEvaluateDifficulties(CoupledColourEncoding encoding)
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public static double EvaluateDifficultyOf(DifficultyHitObject hitObject)
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{
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double coupledEncodingDifficulty = 2 * EvaluateDifficultyOf(encoding);
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encoding.Payload[0].Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += coupledEncodingDifficulty;
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TaikoDifficultyHitObjectColour colour = ((TaikoDifficultyHitObject)hitObject).Colour;
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double difficulty = 0.0d;
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for (int i = 0; i < encoding.Payload.Count; i++)
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{
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ColourEncoding colourEncoding = encoding.Payload[i];
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double colourEncodingDifficulty = EvaluateDifficultyOf(i) * coupledEncodingDifficulty;
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colourEncoding.Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += colourEncodingDifficulty;
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if (colour.MonoEncoding != null) // Difficulty for MonoEncoding
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difficulty += EvaluateDifficultyOf(colour.MonoEncoding);
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if (colour.ColourEncoding != null) // Difficulty for ColourEncoding
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difficulty += EvaluateDifficultyOf(colour.ColourEncoding);
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if (colour.CoupledColourEncoding != null) // Difficulty for CoupledColourEncoding
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difficulty += EvaluateDifficultyOf(colour.CoupledColourEncoding);
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for (int j = 0; j < colourEncoding.Payload.Count; j++)
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{
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MonoEncoding monoEncoding = colourEncoding.Payload[j];
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monoEncoding.EncodedData[0].Colour!.EvaluatedDifficulty += EvaluateDifficultyOf(j) * colourEncodingDifficulty * 0.5;
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}
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}
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return difficulty;
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}
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}
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}
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@ -17,6 +17,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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/// </summary>
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public List<MonoEncoding> Payload { get; private set; } = new List<MonoEncoding>();
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public CoupledColourEncoding? Parent;
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/// <summary>
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/// Index of this encoding within it's parent encoding
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/// </summary>
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public int Index;
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/// <summary>
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/// Determine if this <see cref="ColourEncoding"/> is a repetition of another <see cref="ColourEncoding"/>. This
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/// is a strict comparison and is true if and only if the colour sequence is exactly the same.
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@ -19,6 +19,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data
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/// </summary>
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public List<TaikoDifficultyHitObject> EncodedData { get; private set; } = new List<TaikoDifficultyHitObject>();
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public ColourEncoding? Parent;
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/// <summary>
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/// Index of this encoding within it's parent encoding
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/// </summary>
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public int Index;
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public int RunLength => EncodedData.Count;
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}
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}
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@ -3,7 +3,6 @@
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour.Data;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -25,22 +24,36 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
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List<CoupledColourEncoding> encodings = Encode(hitObjects);
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// Assign colour to objects
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// Assign indexing and encoding data to all relevant objects. Only the first note of each encoding type is
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// assigned with the relevant encodings.
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encodings.ForEach(coupledEncoding =>
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{
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coupledEncoding.Payload.ForEach(encoding =>
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{
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encoding.Payload.ForEach(mono =>
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{
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mono.EncodedData.ForEach(hitObject =>
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{
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hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
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});
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});
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});
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coupledEncoding.Payload[0].Payload[0].EncodedData[0].Colour.CoupledColourEncoding = coupledEncoding;
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// Pre-evaluate and assign difficulty values
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ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
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// TODO: Review this -
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// The outermost loop is kept a ForEach loop since it doesn't need index information, and we want to
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// keep i and j for ColourEncoding's and MonoEncoding's index respectively, to keep it in line with
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// documentation.
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// If we want uniformity for the outermost loop, it can be switched to a for loop with h or something
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// else as an index
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//
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// While parent and index should be part of the encoding process, they are assigned here instead due to
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// this being a simple one location to assign them.
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for (int i = 0; i < coupledEncoding.Payload.Count; ++i)
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{
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ColourEncoding colourEncoding = coupledEncoding.Payload[i];
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colourEncoding.Parent = coupledEncoding;
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colourEncoding.Index = i;
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colourEncoding.Payload[0].EncodedData[0].Colour.ColourEncoding = colourEncoding;
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for (int j = 0; j < colourEncoding.Payload.Count; ++j)
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{
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MonoEncoding monoEncoding = colourEncoding.Payload[j];
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monoEncoding.Parent = colourEncoding;
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monoEncoding.Index = j;
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monoEncoding.EncodedData[0].Colour.MonoEncoding = monoEncoding;
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}
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}
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});
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return colours;
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@ -67,7 +80,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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previousObject == null || // First object in the list
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(taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type
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)
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{
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lastEncoded = new MonoEncoding();
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lastEncoded.EncodedData.Add(taikoObject);
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@ -111,18 +123,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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return encoded;
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}
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/// <summary>
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/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
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/// </summary>
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public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> firstPass = EncodeMono(data);
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List<ColourEncoding> secondPass = EncodeColour(firstPass);
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List<CoupledColourEncoding> thirdPass = EncodeCoupledColour(secondPass);
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return thirdPass;
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}
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/// <summary>
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/// Encodes a list of <see cref="ColourEncoding"/>s into a list of <see cref="CoupledColourEncoding"/>s.
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/// </summary>
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@ -176,5 +176,17 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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return encoded;
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}
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/// <summary>
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/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
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/// </summary>
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public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
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{
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List<MonoEncoding> firstPass = EncodeMono(data);
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List<ColourEncoding> secondPass = EncodeColour(firstPass);
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List<CoupledColourEncoding> thirdPass = EncodeCoupledColour(secondPass);
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return thirdPass;
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}
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}
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}
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namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
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{
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/// <summary>
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/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>. This is only present for the
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/// first <see cref="TaikoDifficultyHitObject"/> in a <see cref="CoupledColourEncoding"/> chunk.
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/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>.
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/// </summary>
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public class TaikoDifficultyHitObjectColour
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{
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public CoupledColourEncoding Encoding { get; }
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/// <summary>
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/// <see cref="MonoEncoding"/> encoding that encodes this note, only present if this is the first note within a
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/// <see cref="MonoEncoding"/>
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/// </summary>
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public MonoEncoding? MonoEncoding;
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public double EvaluatedDifficulty = 0;
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/// <summary>
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/// <see cref="ColourEncoding"/> encoding that encodes this note, only present if this is the first note within
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/// a <see cref="ColourEncoding"/>
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/// </summary>
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public ColourEncoding? ColourEncoding;
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public TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
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{
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Encoding = encoding;
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}
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/// <summary>
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/// <see cref="CoupledColourEncoding"/> encoding that encodes this note, only present if this is the first note
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/// within a <see cref="CoupledColourEncoding"/>
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/// </summary>
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public CoupledColourEncoding? CoupledColourEncoding;
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}
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}
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/// by other skills in the future.
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/// This need to be writeable by TaikoDifficultyHitObjectColour so that it can assign potentially reused instances
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/// </summary>
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public TaikoDifficultyHitObjectColour? Colour;
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public TaikoDifficultyHitObjectColour Colour;
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/// <summary>
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/// Creates a new difficulty hit object.
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@ -53,6 +53,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
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List<TaikoDifficultyHitObject> noteObjects, int index)
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: base(hitObject, lastObject, clockRate, objects, index)
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{
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// Create the Colour object, its properties should be filled in by TaikoDifficultyPreprocessor
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Colour = new TaikoDifficultyHitObjectColour();
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var currentHit = hitObject as Hit;
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noteDifficultyHitObjects = noteObjects;
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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.Mods;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
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namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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{
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@ -29,8 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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protected override double StrainValueOf(DifficultyHitObject current)
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{
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double difficulty = ((TaikoDifficultyHitObject)current).Colour?.EvaluatedDifficulty ?? 0;
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return difficulty;
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return ColourEvaluator.EvaluateDifficultyOf(current);
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}
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}
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}
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