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Compute the upper bound on deviation with a 99% confidence interval
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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countOk = score.Statistics.GetValueOrDefault(HitResult.Ok);
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countMeh = score.Statistics.GetValueOrDefault(HitResult.Meh);
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countMiss = score.Statistics.GetValueOrDefault(HitResult.Miss);
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estimatedUr = computeEstimatedUr(score, taikoAttributes);
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estimatedUr = computeDeviationUpperBound(taikoAttributes) * 10;
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// The effectiveMissCount is calculated by gaining a ratio for totalSuccessfulHits and increasing the miss penalty for shorter object counts lower than 1000.
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if (totalSuccessfulHits > 0)
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@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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if (attributes.GreatHitWindow <= 0 || estimatedUr == null)
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return 0;
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double accuracyValue = Math.Pow(65 / estimatedUr.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
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double accuracyValue = Math.Pow(70 / estimatedUr.Value, 1.1) * Math.Pow(attributes.StarRating, 0.4) * 100.0;
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double lengthBonus = Math.Min(1.15, Math.Pow(totalHits / 1500.0, 0.3));
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@ -115,10 +115,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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}
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/// <summary>
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/// Calculates the tap deviation for a player using the OD, object count, and scores of 300s, 100s, and misses, with an assumed mean hit error of 0.
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/// Consistency is ensured as identical SS scores on the same map and settings yield the same deviation.
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/// Computes an upper bound on the player's tap deviation based on the OD, number of circles and sliders,
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/// and the hit judgements, assuming the player's mean hit error is 0. The estimation is consistent in that
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/// two SS scores on the same map with the same settings will always return the same deviation.
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/// </summary>
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private double? computeEstimatedUr(ScoreInfo score, TaikoDifficultyAttributes attributes)
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private double? computeDeviationUpperBound(TaikoDifficultyAttributes attributes)
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{
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if (totalSuccessfulHits == 0 || attributes.GreatHitWindow <= 0)
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return null;
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@ -126,53 +127,51 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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double h300 = attributes.GreatHitWindow;
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double h100 = attributes.OkHitWindow;
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// Determines the probability of a deviation leading to the score's hit evaluations. The curve's apex represents the most probable deviation.
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double likelihoodGradient(double d)
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const double z = 2.32634787404; // 99% critical value for the normal distribution (one-tailed).
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// The upper bound on deviation, calculated with the ratio of 300s to 100s, and the great hit window.
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double? calcDeviationGreatWindow()
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{
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if (d <= 0)
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return 0;
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if (countGreat == 0) return null;
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double p300 = logDiff(0, logPcHit(h300, d));
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double p100 = logDiff(logPcHit(h300, d), logPcHit(h100, d));
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double p0 = logPcHit(h100, d);
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double n = totalSuccessfulHits;
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double gradient = Math.Exp(
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(countGreat * p300
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+ (countOk + 0.5) * p100
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+ countMiss * p0) / totalHits
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);
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// Proportion of greats hit, ignoring misses.
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double p = countGreat / n;
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return -gradient;
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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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// We can be 99% confident that the deviation is not higher than:
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return h300 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
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}
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double deviation = FindMinimum.OfScalarFunction(likelihoodGradient, 30);
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// The upper bound on deviation, calculated with the ratio of 300s + 100s to misses, and the good hit window.
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// This will return a lower value than the first method when the number of 100s is high, but the miss count is low.
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double? calcDeviationGoodWindow()
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{
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if (totalSuccessfulHits == 0) return null;
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return deviation * 10;
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double n = totalHits;
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// Proportion of greats + goods hit.
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double p = totalSuccessfulHits / 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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// We can be 99% confident that the deviation is not higher than:
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return h100 / (Math.Sqrt(2) * SpecialFunctions.ErfInv(pLowerBound));
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}
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if (calcDeviationGreatWindow() is null)
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return calcDeviationGoodWindow();
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return Math.Min(calcDeviationGreatWindow()!.Value, calcDeviationGoodWindow()!.Value);
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}
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private int totalHits => countGreat + countOk + countMeh + countMiss;
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private int totalSuccessfulHits => countGreat + countOk + countMeh;
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private double logPcHit(double x, double deviation) => logErfcApprox(x / (deviation * Math.Sqrt(2)));
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// Utilises a numerical approximation to extend the computation range of ln(erfc(x)).
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private double logErfcApprox(double x) => x <= 5
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? Math.Log(SpecialFunctions.Erfc(x))
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: -Math.Pow(x, 2) - Math.Log(x * Math.Sqrt(Math.PI)); // https://www.desmos.com/calculator/kdbxwxgf01
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// Subtracts the base value of two logs, circumventing log rules that typically complicate subtraction of non-logarithmic values.
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private double logDiff(double firstLog, double secondLog)
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{
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double maxVal = Math.Max(firstLog, secondLog);
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// To avoid a NaN result, a check is performed to prevent subtraction of two negative infinity values.
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if (double.IsNegativeInfinity(maxVal))
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{
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return maxVal;
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}
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return firstLog + SpecialFunctions.Log1p(-Math.Exp(-(firstLog - secondLog)));
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}
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}
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}
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