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Merge pull request #28871 from stanriders/rhythm-fixes

Implement a bunch of rhythm difficulty calculation fixes
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Bartłomiej Dach 2024-10-07 10:50:26 +02:00 committed by GitHub
commit fe97f15e95
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5 changed files with 178 additions and 57 deletions

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@ -15,21 +15,21 @@ namespace osu.Game.Rulesets.Osu.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu.Tests";
[TestCase(6.7154251995274938d, 239, "diffcalc-test")]
[TestCase(1.4430610657612626d, 54, "zero-length-sliders")]
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
[TestCase(0.14143808967817237d, 2, "nan-slider")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(8.9808183779700208d, 239, "diffcalc-test")]
[TestCase(1.7483507893412422d, 54, "zero-length-sliders")]
[TestCase(8.9825709931204205d, 239, "diffcalc-test")]
[TestCase(1.7550169162648608d, 54, "zero-length-sliders")]
[TestCase(0.55231632896800109d, 4, "very-fast-slider")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModDoubleTime());
[TestCase(6.7154251995274938d, 239, "diffcalc-test")]
[TestCase(1.4430610657612626d, 54, "zero-length-sliders")]
[TestCase(6.7171144000821119d, 239, "diffcalc-test")]
[TestCase(1.4485749025771304d, 54, "zero-length-sliders")]
[TestCase(0.42630400627180914d, 4, "very-fast-slider")]
public void TestClassicMod(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new OsuModClassic());

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@ -2,6 +2,8 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
@ -10,8 +12,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
{
public static class RhythmEvaluator
{
private const int history_time_max = 5000; // 5 seconds of calculatingRhythmBonus max.
private const double rhythm_multiplier = 0.75;
private const int history_time_max = 5 * 1000; // 5 seconds
private const int history_objects_max = 32;
private const double rhythm_overall_multiplier = 0.95;
private const double rhythm_ratio_multiplier = 12.0;
/// <summary>
/// Calculates a rhythm multiplier for the difficulty of the tap associated with historic data of the current <see cref="OsuDifficultyHitObject"/>.
@ -21,15 +25,22 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
if (current.BaseObject is Spinner)
return 0;
int previousIslandSize = 0;
double rhythmComplexitySum = 0;
int islandSize = 1;
double deltaDifferenceEpsilon = ((OsuDifficultyHitObject)current).HitWindowGreat * 0.3;
var island = new Island(deltaDifferenceEpsilon);
var previousIsland = new Island(deltaDifferenceEpsilon);
// we can't use dictionary here because we need to compare island with a tolerance
// which is impossible to pass into the hash comparer
var islandCounts = new List<(Island Island, int Count)>();
double startRatio = 0; // store the ratio of the current start of an island to buff for tighter rhythms
bool firstDeltaSwitch = false;
int historicalNoteCount = Math.Min(current.Index, 32);
int historicalNoteCount = Math.Min(current.Index, history_objects_max);
int rhythmStart = 0;
@ -39,74 +50,177 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)current.Previous(rhythmStart);
OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)current.Previous(rhythmStart + 1);
// we go from the furthest object back to the current one
for (int i = rhythmStart; i > 0; i--)
{
OsuDifficultyHitObject currObj = (OsuDifficultyHitObject)current.Previous(i - 1);
double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
// scales note 0 to 1 from history to now
double timeDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max;
double noteDecay = (double)(historicalNoteCount - i) / historicalNoteCount;
currHistoricalDecay = Math.Min((double)(historicalNoteCount - i) / historicalNoteCount, currHistoricalDecay); // either we're limited by time or limited by object count.
double currHistoricalDecay = Math.Min(noteDecay, timeDecay); // either we're limited by time or limited by object count.
double currDelta = currObj.StrainTime;
double prevDelta = prevObj.StrainTime;
double lastDelta = lastObj.StrainTime;
double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
// calculate how much current delta difference deserves a rhythm bonus
// this function is meant to reduce rhythm bonus for deltas that are multiples of each other (i.e 100 and 200)
double deltaDifferenceRatio = Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta);
double currRatio = 1.0 + rhythm_ratio_multiplier * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / deltaDifferenceRatio), 2));
windowPenalty = Math.Min(1, windowPenalty);
// reduce ratio bonus if delta difference is too big
double fraction = Math.Max(prevDelta / currDelta, currDelta / prevDelta);
double fractionMultiplier = Math.Clamp(2.0 - fraction / 8.0, 0.0, 1.0);
double effectiveRatio = windowPenalty * currRatio;
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - deltaDifferenceEpsilon) / deltaDifferenceEpsilon);
double effectiveRatio = windowPenalty * currRatio * fractionMultiplier;
if (firstDeltaSwitch)
{
if (!(prevDelta > 1.25 * currDelta || prevDelta * 1.25 < currDelta))
if (Math.Abs(prevDelta - currDelta) < deltaDifferenceEpsilon)
{
if (islandSize < 7)
islandSize++; // island is still progressing, count size.
// island is still progressing
island.AddDelta((int)currDelta);
}
else
{
if (currObj.BaseObject is Slider) // bpm change is into slider, this is easy acc window
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.125;
if (prevObj.BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle
effectiveRatio *= 0.25;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.3;
if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet)
effectiveRatio *= 0.25;
// repeated island polarity (2 -> 4, 3 -> 5)
if (island.IsSimilarPolarity(previousIsland))
effectiveRatio *= 0.5;
if (previousIslandSize % 2 == islandSize % 2) // repeated island polartiy (2 -> 4, 3 -> 5)
effectiveRatio *= 0.50;
if (lastDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
// previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this.
if (lastDelta > prevDelta + deltaDifferenceEpsilon && prevDelta > currDelta + deltaDifferenceEpsilon)
effectiveRatio *= 0.125;
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay * Math.Sqrt(4 + islandSize) / 2 * Math.Sqrt(4 + previousIslandSize) / 2;
// repeated island size (ex: triplet -> triplet)
// TODO: remove this nerf since its staying here only for balancing purposes because of the flawed ratio calculation
if (previousIsland.DeltaCount == island.DeltaCount)
effectiveRatio *= 0.5;
var islandCount = islandCounts.FirstOrDefault(x => x.Island.Equals(island));
if (islandCount != default)
{
int countIndex = islandCounts.IndexOf(islandCount);
// only add island to island counts if they're going one after another
if (previousIsland.Equals(island))
islandCount.Count++;
// repeated island (ex: triplet -> triplet)
double power = logistic(island.Delta, 2.75, 0.24, 14);
effectiveRatio *= Math.Min(3.0 / islandCount.Count, Math.Pow(1.0 / islandCount.Count, power));
islandCounts[countIndex] = (islandCount.Island, islandCount.Count);
}
else
{
islandCounts.Add((island, 1));
}
// scale down the difficulty if the object is doubletappable
double doubletapness = prevObj.GetDoubletapness(currObj);
effectiveRatio *= 1 - doubletapness * 0.75;
rhythmComplexitySum += Math.Sqrt(effectiveRatio * startRatio) * currHistoricalDecay;
startRatio = effectiveRatio;
previousIslandSize = islandSize; // log the last island size.
previousIsland = island;
if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting
if (prevDelta + deltaDifferenceEpsilon < currDelta) // we're slowing down, stop counting
firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.
islandSize = 1;
island = new Island((int)currDelta, deltaDifferenceEpsilon);
}
}
else if (prevDelta > 1.25 * currDelta) // we want to be speeding up.
else if (prevDelta > currDelta + deltaDifferenceEpsilon) // we're speeding up
{
// Begin counting island until we change speed again.
firstDeltaSwitch = true;
// bpm change is into slider, this is easy acc window
if (currObj.BaseObject is Slider)
effectiveRatio *= 0.6;
// bpm change was from a slider, this is easier typically than circle -> circle
// unintentional side effect is that bursts with kicksliders at the ends might have lower difficulty than bursts without sliders
if (prevObj.BaseObject is Slider)
effectiveRatio *= 0.6;
startRatio = effectiveRatio;
islandSize = 1;
island = new Island((int)currDelta, deltaDifferenceEpsilon);
}
lastObj = prevObj;
prevObj = currObj;
}
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
return Math.Sqrt(4 + rhythmComplexitySum * rhythm_overall_multiplier) / 2.0; // produces multiplier that can be applied to strain. range [1, infinity) (not really though)
}
private static double logistic(double x, double maxValue, double multiplier, double offset) => (maxValue / (1 + Math.Pow(Math.E, offset - (multiplier * x))));
private class Island : IEquatable<Island>
{
private readonly double deltaDifferenceEpsilon;
public Island(double epsilon)
{
deltaDifferenceEpsilon = epsilon;
}
public Island(int delta, double epsilon)
{
deltaDifferenceEpsilon = epsilon;
Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
DeltaCount++;
}
public int Delta { get; private set; } = int.MaxValue;
public int DeltaCount { get; private set; }
public void AddDelta(int delta)
{
if (Delta == int.MaxValue)
Delta = Math.Max(delta, OsuDifficultyHitObject.MIN_DELTA_TIME);
DeltaCount++;
}
public bool IsSimilarPolarity(Island other)
{
// TODO: consider islands to be of similar polarity only if they're having the same average delta (we don't want to consider 3 singletaps similar to a triple)
// naively adding delta check here breaks _a lot_ of maps because of the flawed ratio calculation
return DeltaCount % 2 == other.DeltaCount % 2;
}
public bool Equals(Island? other)
{
if (other == null)
return false;
return Math.Abs(Delta - other.Delta) < deltaDifferenceEpsilon &&
DeltaCount == other.DeltaCount;
}
public override string ToString()
{
return $"{Delta}x{DeltaCount}";
}
}
}
}

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@ -31,21 +31,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
// derive strainTime for calculation
var osuCurrObj = (OsuDifficultyHitObject)current;
var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
var osuNextObj = (OsuDifficultyHitObject?)current.Next(0);
double strainTime = osuCurrObj.StrainTime;
double doubletapness = 1;
// Nerf doubletappable doubles.
if (osuNextObj != null)
{
double currDeltaTime = Math.Max(1, osuCurrObj.DeltaTime);
double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime);
double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime);
double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference);
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / osuCurrObj.HitWindowGreat), 2);
doubletapness = Math.Pow(speedRatio, 1 - windowRatio);
}
double doubletapness = 1.0 - osuCurrObj.GetDoubletapness((OsuDifficultyHitObject?)osuCurrObj.Next(0));
// Cap deltatime to the OD 300 hitwindow.
// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.

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@ -20,7 +20,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
/// </summary>
public const int NORMALISED_RADIUS = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
private const int min_delta_time = 25;
public const int MIN_DELTA_TIME = 25;
private const float maximum_slider_radius = NORMALISED_RADIUS * 2.4f;
private const float assumed_slider_radius = NORMALISED_RADIUS * 1.8f;
@ -93,7 +94,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
this.lastObject = (OsuHitObject)lastObject;
// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
StrainTime = Math.Max(DeltaTime, min_delta_time);
StrainTime = Math.Max(DeltaTime, MIN_DELTA_TIME);
if (BaseObject is Slider sliderObject)
{
@ -136,6 +137,24 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
return Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0);
}
/// <summary>
/// Returns how possible is it to doubletap this object together with the next one and get perfect judgement in range from 0 to 1
/// </summary>
public double GetDoubletapness(OsuDifficultyHitObject? osuNextObj)
{
if (osuNextObj != null)
{
double currDeltaTime = Math.Max(1, DeltaTime);
double nextDeltaTime = Math.Max(1, osuNextObj.DeltaTime);
double deltaDifference = Math.Abs(nextDeltaTime - currDeltaTime);
double speedRatio = currDeltaTime / Math.Max(currDeltaTime, deltaDifference);
double windowRatio = Math.Pow(Math.Min(1, currDeltaTime / HitWindowGreat), 2);
return 1.0 - Math.Pow(speedRatio, 1 - windowRatio);
}
return 0;
}
private void setDistances(double clockRate)
{
if (BaseObject is Slider currentSlider)
@ -143,7 +162,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
computeSliderCursorPosition(currentSlider);
// Bonus for repeat sliders until a better per nested object strain system can be achieved.
TravelDistance = currentSlider.LazyTravelDistance * (float)Math.Pow(1 + currentSlider.RepeatCount / 2.5, 1.0 / 2.5);
TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME);
}
// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
@ -167,8 +186,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
if (lastObject is Slider lastSlider)
{
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, min_delta_time);
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time);
double lastTravelTime = Math.Max(lastSlider.LazyTravelTime / clockRate, MIN_DELTA_TIME);
MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, MIN_DELTA_TIME);
//
// There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects.

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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
private double currentStrain;
private double skillMultiplier => 24.983;
private double skillMultiplier => 25.18;
private double strainDecayBase => 0.15;
private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000);