Implement new colour encoding and evaluator

This commit is contained in:
vun 2022-07-05 14:41:40 +08:00
parent 5f8d21f33d
commit 505a24a68e
11 changed files with 326 additions and 273 deletions

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@ -1,6 +1,7 @@
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
{
@ -12,40 +13,70 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
return Math.Tanh(Math.E * -(val - center) / width);
}
public static double EvaluateDifficultyOf(ColourEncoding encoding)
private static double sigmoid(double val, double center, double width, double middle, double height)
{
return 1 / Math.Pow(encoding.MonoRunLength, 0.5);
return sigmoid(val, center, width) * (height / 2) + middle;
}
public static double EvaluateDifficultyOf(CoupledColourEncoding coupledEncoding)
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="MonoEncoding"/>.
/// <param name="encoding">The encoding to evaluate.</param>
/// <param name="i">The index of the mono encoding within it's parent <see cref="ColourEncoding"/>.</param>
/// </summary>
public static double EvaluateDifficultyOf(MonoEncoding encoding, int i)
{
double difficulty = 0;
for (int i = 0; i < coupledEncoding.Payload.Length; i++)
return sigmoid(i, 2, 2, 0.5, 1);
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="ColourEncoding"/>.
/// </summary>
/// <param name="encoding">The encoding to evaluate.</param>
/// <param name="i">The index of the colour encoding within it's parent <see cref="CoupledColourEncoding"/>.</param>
public static double EvaluateDifficultyOf(ColourEncoding encoding, int i)
{
return sigmoid(i, 2, 2, 0.5, 1);
}
/// <summary>
/// Evaluate the difficulty of the first note of a <see cref="CoupledColourEncoding"/>.
/// </summary>
public static double EvaluateDifficultyOf(CoupledColourEncoding encoding)
{
return 1 - sigmoid(encoding.RepetitionInterval, 2, 2, 0.5, 1);
}
/// <summary>
/// Pre-evaluate and *assign* difficulty values of all hit objects encoded in a <see cref="CoupledColourEncoding"/>.
/// Difficulty values are assigned to <see cref="TaikoDifficultyHitObjectColour.EvaluatedDifficulty"/> of each
/// <see cref="TaikoDifficultyHitObject"/> encoded within.
/// </summary>
public static void PreEvaluateDifficulties(CoupledColourEncoding encoding)
{
double coupledEncodingDifficulty = EvaluateDifficultyOf(encoding);
encoding.Payload[0].Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += coupledEncodingDifficulty;
for (int i = 0; i < encoding.Payload.Count; i++)
{
difficulty += EvaluateDifficultyOf(coupledEncoding.Payload[i]);
ColourEncoding colourEncoding = encoding.Payload[i];
double colourEncodingDifficulty = EvaluateDifficultyOf(colourEncoding, i) * coupledEncodingDifficulty;
colourEncoding.Payload[0].EncodedData[0].Colour!.EvaluatedDifficulty += colourEncodingDifficulty;
for (int j = 0; j < colourEncoding.Payload.Count; j++)
{
MonoEncoding monoEncoding = colourEncoding.Payload[j];
monoEncoding.EncodedData[0].Colour!.EvaluatedDifficulty += EvaluateDifficultyOf(monoEncoding, j) * colourEncodingDifficulty;
}
}
return difficulty;
}
public static double EvaluateDifficultyOf(TaikoDifficultyHitObjectColour? colour)
{
if (colour == null) return 0;
// double difficulty = 9.5 * Math.Log(colour.Encoding.Payload.Length + 1, 10);
double difficulty = 3 * EvaluateDifficultyOf(colour.Encoding);
// foreach (ColourEncoding encoding in colour.Encoding.Payload)
// {
// difficulty += sigmoid(encoding.MonoRunLength, 1, 1) * 0.4 + 0.6;
// }
// difficulty *= -sigmoid(colour.RepetitionInterval, 1, 7);
difficulty *= -sigmoid(colour.RepetitionInterval, 6, 5) * 0.5 + 0.5;
return difficulty;
}
public static double EvaluateDifficultyOf(DifficultyHitObject current)
{
return EvaluateDifficultyOf(((TaikoDifficultyHitObject)current).Colour);
TaikoDifficultyHitObject? taikoObject = current as TaikoDifficultyHitObject;
if (taikoObject != null && taikoObject.Colour != null)
{
return taikoObject.Colour.EvaluatedDifficulty;
}
return 0;
}
}
}

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@ -0,0 +1,42 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
public class ColourEncoding
{
public List<MonoEncoding> Payload { get; private set; } = new List<MonoEncoding>();
public bool isIdenticalTo(ColourEncoding other)
{
return other.Payload[0].RunLength == Payload[0].RunLength &&
other.Payload[0].EncodedData[0].HitType == Payload[0].EncodedData[0].HitType;
}
public bool hasIdenticalMonoLength(ColourEncoding other)
{
return other.Payload[0].RunLength == Payload[0].RunLength;
}
public static List<ColourEncoding> Encode(List<MonoEncoding> data)
{
// Compute encoding lengths
List<ColourEncoding> encoded = new List<ColourEncoding>();
ColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
if (i == 0 || lastEncoded == null || data[i].RunLength != data[i - 1].RunLength)
{
lastEncoded = new ColourEncoding();
lastEncoded.Payload.Add(data[i]);
encoded.Add(lastEncoded);
continue;
}
lastEncoded.Payload.Add(data[i]);
}
return encoded;
}
}
}

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@ -0,0 +1,122 @@
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
public class CoupledColourEncoding
{
private const int max_repetition_interval = 16;
public List<ColourEncoding> Payload = new List<ColourEncoding>();
public CoupledColourEncoding? Previous { get; private set; } = null;
/// <summary>
/// How many notes between the current and previous identical <see cref="TaikoDifficultyHitObjectColour"/>.
/// Negative number means that there is no repetition in range.
/// If no repetition is found this will have a value of <see cref="max_repetition_interval"/> + 1.
/// </summary>
public int RepetitionInterval { get; private set; } = max_repetition_interval + 1;
public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
{
List<MonoEncoding> firstPass = MonoEncoding.Encode(data);
List<ColourEncoding> secondPass = ColourEncoding.Encode(firstPass);
List<CoupledColourEncoding> thirdPass = CoupledColourEncoding.Encode(secondPass);
return thirdPass;
}
public static List<CoupledColourEncoding> Encode(List<ColourEncoding> data)
{
List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
CoupledColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
lastEncoded = new CoupledColourEncoding()
{
Previous = lastEncoded
};
bool isCoupled = i < data.Count - 2 && data[i].isIdenticalTo(data[i + 2]);
if (!isCoupled)
{
lastEncoded.Payload.Add(data[i]);
}
else
{
while (isCoupled)
{
lastEncoded.Payload.Add(data[i]);
i++;
isCoupled = i < data.Count - 2 && data[i].isIdenticalTo(data[i + 2]);
}
// Skip over peeked data and add the rest to the payload
lastEncoded.Payload.Add(data[i]);
lastEncoded.Payload.Add(data[i + 1]);
i++;
}
encoded.Add(lastEncoded);
}
// Final pass to find repetition interval
for (int i = 0; i < encoded.Count; i++)
{
encoded[i].FindRepetitionInterval();
}
return encoded;
}
/// <summary>
/// Returns true if other is considered a repetition of this encoding. This is true if other's first two payload
/// identical mono lengths.
/// </summary>
public bool isRepetitionOf(CoupledColourEncoding other)
{
if (this.Payload.Count != other.Payload.Count) return false;
for (int i = 0; i < Math.Min(this.Payload.Count, 2); i++)
{
if (!this.Payload[i].hasIdenticalMonoLength(other.Payload[i])) return false;
}
return true;
}
/// <summary>
/// Finds the closest previous <see cref="TaikoDifficultyHitObjectColour"/> that has the identical <see cref="CoupledColourEncoding.Payload"/>.
/// Interval is defined as the amount of <see cref="CoupledColourEncoding"/> chunks between the current and repeated encoding.
/// </summary>
public void FindRepetitionInterval()
{
if (Previous?.Previous == null)
{
RepetitionInterval = max_repetition_interval + 1;
return;
}
CoupledColourEncoding? other = Previous.Previous;
int interval = 2;
while (interval < max_repetition_interval)
{
if (this.isRepetitionOf(other))
{
RepetitionInterval = Math.Min(interval, max_repetition_interval);
return;
}
other = other.Previous;
if (other == null) break;
++interval;
}
RepetitionInterval = max_repetition_interval + 1;
}
}
}

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@ -0,0 +1,40 @@
using osu.Game.Rulesets.Difficulty.Preprocessing;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
public class MonoEncoding
{
public List<TaikoDifficultyHitObject> EncodedData { get; private set; } = new List<TaikoDifficultyHitObject>();
public int RunLength => EncodedData.Count;
public static List<MonoEncoding> Encode(List<DifficultyHitObject> data)
{
List<MonoEncoding> encoded = new List<MonoEncoding>();
MonoEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject previousObject = (TaikoDifficultyHitObject)taikoObject.PreviousNote(0);
if (
previousObject == null ||
lastEncoded == null ||
taikoObject.HitType != previousObject.HitType)
{
lastEncoded = new MonoEncoding();
lastEncoded.EncodedData.Add(taikoObject);
encoded.Add(lastEncoded);
continue;
}
lastEncoded.EncodedData.Add(taikoObject);
}
return encoded;
}
}
}

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@ -0,0 +1,50 @@
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>. This is only present for the
/// first <see cref="TaikoDifficultyHitObject"/> in a <see cref="CoupledColourEncoding"/> chunk.
/// </summary>
public class TaikoDifficultyHitObjectColour
{
public CoupledColourEncoding Encoding { get; private set; }
public double EvaluatedDifficulty = 0;
private TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
{
Encoding = encoding;
}
// TODO: Might wanna move this somewhere else as it is introducing circular references
public static List<TaikoDifficultyHitObjectColour> EncodeAndAssign(List<DifficultyHitObject> hitObjects)
{
List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
List<CoupledColourEncoding> encodings = CoupledColourEncoding.Encode(hitObjects);
// Assign colour to objects
encodings.ForEach(coupledEncoding =>
{
coupledEncoding.Payload.ForEach(encoding =>
{
encoding.Payload.ForEach(mono =>
{
mono.EncodedData.ForEach(hitObject =>
{
hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
});
});
});
// Preevaluate and assign difficulty values
ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
});
return colours;
}
}
}

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@ -1,77 +0,0 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
public class ColourEncoding
{
/// <summary>
/// Amount consecutive notes of the same colour
/// </summary>
public int MonoRunLength = 1;
/// <summary>
/// Amount of consecutive encoding with the same <see cref="MonoRunLength" />
/// </summary>
public int EncodingRunLength = 1;
/// <summary>
/// How many notes are encoded with this encoding
/// </summary>
public int NoteLength => MonoRunLength + EncodingRunLength;
/// <summary>
/// Beginning index in the data that this encodes
/// </summary>
public int StartIndex = 0;
public bool isIdenticalTo(ColourEncoding other)
{
return other.MonoRunLength == MonoRunLength && other.EncodingRunLength == EncodingRunLength;
}
public static List<ColourEncoding> Encode(List<DifficultyHitObject> data)
{
// Compute mono lengths
List<ColourEncoding> firstPass = new List<ColourEncoding>();
ColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject previousObject = (TaikoDifficultyHitObject)taikoObject.PreviousNote(0);
if (
previousObject == null ||
lastEncoded == null ||
taikoObject.HitType != previousObject.HitType ||
taikoObject.Rhythm.Ratio > 1.9) // Reset colour after a slow down of 2x (set as 1.9x for margin of error)
{
lastEncoded = new ColourEncoding();
lastEncoded.StartIndex = i;
firstPass.Add(lastEncoded);
continue;
}
lastEncoded.MonoRunLength += 1;
}
// Compute encoding lengths
List<ColourEncoding> secondPass = new List<ColourEncoding>();
lastEncoded = null;
for (int i = 0; i < firstPass.Count; i++)
{
if (i == 0 || lastEncoded == null || firstPass[i].MonoRunLength != firstPass[i - 1].MonoRunLength)
{
lastEncoded = firstPass[i];
secondPass.Add(firstPass[i]);
continue;
}
lastEncoded.EncodingRunLength += 1;
}
return secondPass;
}
}
}

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@ -1,73 +0,0 @@
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
public class CoupledColourEncoding
{
public int RunLength = 1;
public ColourEncoding[] Payload;
/// <summary>
/// Beginning index in the data that this encodes
/// </summary>
public int StartIndex { get; private set; } = 0;
public int EndIndex { get; private set; } = 0;
private CoupledColourEncoding(ColourEncoding[] payload)
{
Payload = payload;
}
public static List<CoupledColourEncoding> Encode(List<ColourEncoding> data)
{
List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
CoupledColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
if (lastEncoded != null) lastEncoded.EndIndex = data[i].StartIndex - 1;
if (i >= data.Count - 2 || !data[i].isIdenticalTo(data[i + 2]))
{
lastEncoded = new CoupledColourEncoding(new ColourEncoding[] { data[i] });
lastEncoded.StartIndex = data[i].StartIndex;
}
else
{
lastEncoded = new CoupledColourEncoding(new ColourEncoding[] { data[i], data[i + 1] });
lastEncoded.StartIndex = data[i].StartIndex;
lastEncoded.RunLength = 3;
i++;
// Peek 2 indices ahead
while (i < data.Count - 2 && data[i].isIdenticalTo(data[i + 2]))
{
lastEncoded.RunLength += 1;
i++;
}
// Skip over peeked data
i++;
}
encoded.Add(lastEncoded);
}
return encoded;
}
public bool hasIdenticalPayload(CoupledColourEncoding other)
{
if (this.Payload.Length != other.Payload.Length) return false;
for (int i = 0; i < this.Payload.Length; i++)
{
if (!this.Payload[i].isIdenticalTo(other.Payload[i])) return false;
}
return true;
}
}
}

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@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
@ -63,7 +64,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
centreObjects, rimObjects, noteObjects, difficultyHitObjects.Count)
);
}
TaikoDifficultyHitObjectColour.EncodeAndAssign(difficultyHitObjects);
var encoded = TaikoDifficultyHitObjectColour.EncodeAndAssign(difficultyHitObjects);
return difficultyHitObjects;
}

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@ -1,90 +0,0 @@
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing
{
/// <summary>
/// Stores colour compression information for a <see cref="TaikoDifficultyHitObject"/>. This is only present for the
/// first <see cref="TaikoDifficultyHitObject"/> in a <see cref="CoupledColourEncoding"/> chunk.
/// </summary>
public class TaikoDifficultyHitObjectColour
{
private const int max_repetition_interval = 16;
/// <summary>
/// How many notes between the current and previous identical <see cref="TaikoDifficultyHitObjectColour"/>.
/// Negative number means that there is no repetition in range.
/// If no repetition is found this will have a value of <see cref="max_repetition_interval"/> + 1.
/// </summary>
public int RepetitionInterval { get; private set; } = max_repetition_interval + 1;
/// <summary>
/// Encoding information of <see cref="TaikoDifficultyHitObjectColour"/>.
/// </summary>
public CoupledColourEncoding Encoding { get; private set; }
public TaikoDifficultyHitObjectColour? Previous { get; private set; } = null;
public TaikoDifficultyHitObjectColour? repeatedColour { get; private set; } = null;
public TaikoDifficultyHitObjectColour(CoupledColourEncoding encoding)
{
Encoding = encoding;
}
public static List<TaikoDifficultyHitObjectColour> EncodeAndAssign(List<DifficultyHitObject> hitObjects)
{
List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
List<CoupledColourEncoding> encodings = CoupledColourEncoding.Encode(ColourEncoding.Encode(hitObjects));
TaikoDifficultyHitObjectColour? lastColour = null;
for (int i = 0; i < encodings.Count; i++)
{
lastColour = new TaikoDifficultyHitObjectColour(encodings[i])
{
Previous = lastColour
};
colours.Add(lastColour);
}
foreach (TaikoDifficultyHitObjectColour colour in colours)
{
colour.FindRepetitionInterval();
((TaikoDifficultyHitObject)hitObjects[colour.Encoding.StartIndex]).Colour = colour;
}
return colours;
}
/// <summary>
/// Finds the closest previous <see cref="TaikoDifficultyHitObjectColour"/> that has the identical <see cref="CoupledColourEncoding.Payload"/>.
/// Interval is defined as the amount of <see cref="CoupledColourEncoding"/> chunks between the current and repeated encoding.
/// </summary>
public void FindRepetitionInterval()
{
if (Previous?.Previous == null)
{
RepetitionInterval = max_repetition_interval + 1;
return;
}
TaikoDifficultyHitObjectColour? other = Previous.Previous;
int interval = 2;
while (interval < max_repetition_interval)
{
if (Encoding.hasIdenticalPayload(other.Encoding))
{
RepetitionInterval = Math.Min(interval, max_repetition_interval);
repeatedColour = other;
return;
}
other = other.Previous;
if (other == null) break;
++interval;
}
RepetitionInterval = max_repetition_interval + 1;
}
}
}

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@ -2,10 +2,12 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
@ -15,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
/// </summary>
public class Colour : StrainDecaySkill
{
protected override double SkillMultiplier => 1;
protected override double SkillMultiplier => 0.7;
protected override double StrainDecayBase => 0.4;
/// <summary>
@ -38,6 +40,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
return difficulty;
}
public static String GetDebugHeaderLabels()
{
return "StartTime,Raw,Decayed,CoupledRunLength,RepetitionInterval,EncodingRunLength,Payload(MonoRunLength|MonoCount)";
}
// TODO: Remove befor pr
public string GetDebugString(DifficultyHitObject current)
{
@ -47,18 +54,18 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
TaikoDifficultyHitObjectColour? colour = taikoCurrent?.Colour;
if (taikoCurrent != null && colour != null)
{
ColourEncoding[] payload = colour.Encoding.Payload;
List<ColourEncoding> payload = colour.Encoding.Payload;
string payloadDisplay = "";
for (int i = 0; i < payload.Length; ++i)
for (int i = 0; i < payload.Count; ++i)
{
payloadDisplay += $"({payload[i].MonoRunLength}|{payload[i].EncodingRunLength})";
payloadDisplay += $"({payload[i].Payload[0].RunLength}|{payload[i].Payload.Count})";
}
return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.RepetitionInterval},{colour.Encoding.RunLength},{payloadDisplay}";
return $"{current.StartTime},{difficulty},{CurrentStrain},{colour.Encoding.Payload[0].Payload.Count},{colour.Encoding.RepetitionInterval},{colour.Encoding.Payload.Count},{payloadDisplay}";
}
else
{
return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0";
return $"{current.StartTime},{difficulty},{CurrentStrain},0,0,0,0,0";
}
}
}

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@ -38,10 +38,10 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
if (debugColour)
{
String filename = $"{beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
String filename = $"{beatmap.BeatmapInfo.OnlineID} - {beatmap.BeatmapInfo.Metadata.Title}[{beatmap.BeatmapInfo.DifficultyName}].csv";
filename = filename.Replace('/', '_');
colourDebugOutput = new StreamWriter(File.OpenWrite($"/run/mount/secondary/workspace/osu/output/colour-debug/{filename}"));
colourDebugOutput.WriteLine("StartTime,Raw,Decayed,RepetitionInterval,EncodingRunLength,Payload");
colourDebugOutput.WriteLine(Colour.GetDebugHeaderLabels());
}
}