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@ -21,14 +21,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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return -multiplier * Math.Pow(Math.Cos(denominator * Math.PI * ratio), power);
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}
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/// <summary>
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/// Gives a bonus for target ratio using a bell-shaped function.
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/// </summary>
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private static double bellCurve(double ratio, double targetRatio, double width, double multiplier)
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{
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return multiplier * Math.Exp(Math.E * -(Math.Pow(ratio - targetRatio, 2) / Math.Pow(width, 2)));
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}
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/// <summary>
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/// Calculates the difficulty of a given ratio using a combination of periodic penalties and bonuses.
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/// </summary>
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@ -45,10 +37,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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difficulty += terms;
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// Give bonus to near-1 ratios
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difficulty += bellCurve(ratio, 1, 0.5, 1);
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difficulty += DifficultyCalculationUtils.BellCurve(ratio, 1, 0.5);
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// Penalise ratios that are VERY near 1
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difficulty -= bellCurve(ratio, 1, 0.3, 1);
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// Penalize ratios that are VERY near 1
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difficulty -= DifficultyCalculationUtils.BellCurve(ratio, 1, 0.3);
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return difficulty / Math.Sqrt(8);
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}
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@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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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.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
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@ -215,8 +216,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double staminaPeak = staminaPeaks[i] * 0.0317;
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double readingPeak = readingPeaks[i] * reading_skill_multiplier;
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double peak = norm(1.5, colourPeak, staminaPeak);
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peak = norm(2, peak, rhythmPeak, readingPeak);
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double peak = DifficultyCalculationUtils.Norm(1.5, colourPeak, staminaPeak);
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peak = DifficultyCalculationUtils.Norm(2, peak, rhythmPeak, readingPeak);
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// Sections with 0 strain are excluded to avoid worst-case time complexity of the following sort (e.g. /b/2351871).
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// These sections will not contribute to the difficulty.
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@ -263,12 +264,5 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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return 10.43 * Math.Log(sr / 8 + 1);
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}
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/// <summary>
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/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector.
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/// </summary>
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/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
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/// <param name="values">The coefficients of the vector.</param>
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private double norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
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}
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}
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@ -156,7 +156,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double n = totalHits;
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// Proportion of greats + goods hit.
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double p = Math.Max(0, totalSuccessfulHits - 0.1 * h100) / n;
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double p = Math.Max(0, totalSuccessfulHits - 0.0005 * countOk) / n;
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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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@ -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 System.Linq;
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namespace osu.Game.Rulesets.Difficulty.Utils
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{
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@ -46,5 +47,23 @@ namespace osu.Game.Rulesets.Difficulty.Utils
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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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/// <summary>
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/// Calculates a Gaussian-based bell curve function (https://en.wikipedia.org/wiki/Gaussian_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="mean">The mean (center) of the bell curve</param>
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/// <param name="width">The width (spread) of the curve</param>
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/// <param name="multiplier">Multiplier to adjust the curve's height</param>
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/// <returns>The output of the bell curve function of <paramref name="x"/></returns>
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public static double BellCurve(double x, double mean, double width, double multiplier = 1.0) => multiplier * Math.Exp(Math.E * -(Math.Pow(x - mean, 2) / Math.Pow(width, 2)));
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/// <summary>
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/// Returns the <i>p</i>-norm of an <i>n</i>-dimensional vector (https://en.wikipedia.org/wiki/Norm_(mathematics))
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/// </summary>
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/// <param name="p">The value of <i>p</i> to calculate the norm for.</param>
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/// <param name="values">The coefficients of the vector.</param>
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/// <returns>The <i>p</i>-norm of the vector.</returns>
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public static double Norm(double p, params double[] values) => Math.Pow(values.Sum(x => Math.Pow(x, p)), 1 / p);
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}
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}
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