05-1-2011, 02:31 PM | #261 |
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Re: A new beginning for our SM community.
The statistics are just functions of song performance and player performance. Ideally, the new SM client would keep track of this data. Everything scales in real-time and is fully accurate based on available data. You literally can't get a more accurate difficulty rating than this.
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05-1-2011, 02:35 PM | #262 |
FFR Player
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Re: A new beginning for our SM community.
the problem would be implementing it
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05-1-2011, 02:36 PM | #263 |
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Re: A new beginning for our SM community.
why? it's piss-easy to implement
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05-1-2011, 02:46 PM | #264 |
FFR Player
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Re: A new beginning for our SM community.
nvm i forgot we could use the same system to record scores that smo uses. only problem i see would be distinguishing the multiple files for one song.
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05-1-2011, 02:47 PM | #265 |
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Re: A new beginning for our SM community.
compare particular data within .sm/dwi files?
edit: to ones already on the sever i would assume |
05-1-2011, 02:48 PM | #266 |
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Re: A new beginning for our SM community.
Checksumming is an easy way out of that one (assuming the files are not stored on-server but are played locally and then verified) -- similar to how Flash game data is processed.
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05-1-2011, 03:02 PM | #267 |
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Re: A new beginning for our SM community.
The backbone of my ideas for the score/simfile database/online gameplay hinged on hashes of simfile data:
1) Checksum simfile metadata (aside from offset which could be different on each player's computer if they decide to edit files manually? idk) 2) Checksum each chart. |
05-1-2011, 03:05 PM | #268 |
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Re: A new beginning for our SM community.
Yeah, hashes are the way to go.
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05-1-2011, 04:16 PM | #269 |
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Re: A new beginning for our SM community.
@Reincarnate - Everything you said about the system is exactly what it should be. All though you can't have it be automatic. At this point in time, most people could do more difficult songs relatively easier than some simpler songs for whatever reasons. I don't see the problem with manual rating any songs that come in after the system is in place.
On another note, is the SM for this going to be a build off of 3.9, 4.0, or what... And as for a theme, is there anything in talks? Or is it all still talk of having the site up etc... first? |
05-1-2011, 07:19 PM | #270 | |
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Re: A new beginning for our SM community.
NPS + FudgeFactor combine an actual system (that will never need to be rerated unless the definition of a second changes or we suddenly evolve into something different than human) with organized subjectivity. To use FudgeFactor on a 1-100 system is to use a subjective system on a subjective system. It makes no sense.
Also, found a huge hole in this thread. Quote:
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05-1-2011, 08:00 PM | #271 | |
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Re: A new beginning for our SM community.
Quote:
If a "simple song" is still tough to do, then it's that much tougher to do and the weighting will take it into account. The beauty of an objective rating system is that it doesn't matter what people "perceive" a file to be in terms of difficulty. |
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05-1-2011, 08:15 PM | #272 | |
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Re: A new beginning for our SM community.
Quote:
By the way, let me see if I'm getting this right. 10 beginners fail a song on beginner, song get's rated higher? OML get's AAAed by 50 experts and it's rating get's lowered... The easier song seems harder to pass because no experts play it? |
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05-1-2011, 08:24 PM | #273 | |
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Re: A new beginning for our SM community.
Quote:
In other words, pretty much this: Re: Your last point: No, that's what the system is actually meant to guard against. It takes into account who plays the song and how well they do on it. The end result is a market-weighted metric that says "On average, given a completely randomly-drawn player, this is how hard you can expect this file to be, and thusly it will tell you something about what kind of score you should expect for yourself" which is what you want an ideal difficulty ranking to convey. Last edited by Reincarnate; 05-1-2011 at 08:27 PM.. |
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05-1-2011, 08:31 PM | #274 |
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Re: A new beginning for our SM community.
I really like this idea. I had just started playing SM as the "glory days" were waning, so something like this is exciting.
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05-1-2011, 08:39 PM | #275 |
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Re: A new beginning for our SM community.
Thirdstyle difficulty rating
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05-1-2011, 09:01 PM | #276 |
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Re: A new beginning for our SM community.
TS doesn't implement it properly
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05-1-2011, 09:05 PM | #277 |
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Re: A new beginning for our SM community.
I'd be up for this! :O
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05-1-2011, 09:46 PM | #278 |
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Re: A new beginning for our SM community.
So just to clarify on what Reincarnate and Oni have stated;
Basically set up a default difficulty 1, and 100, and then for the songs in the middle, set up some form of program algorithm where, based on SMO scores the mean score will dictate what the difficulty is? Example: Say there's 100 songs played, and AOAO happens to have the 12th lowest raw score. This would mean it is a difficulty 88, because the program will weigh it out vs the other songs. Would this be difficult to create? It sounds like it would work great if it could be done, but it would have to be embedded in the new client, and it would also make the work that I would be doing (manually changing difficulties) obselete.
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05-1-2011, 10:02 PM | #279 |
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Re: A new beginning for our SM community.
There are problems to all sorts of rating systems. Subjective ratings are obviously biased because they may not be accurate and are prone to judgment errors (FFR tries to use a subjective system, and if you actually crunch all the data, you see all sorts of problems where people are dominating, say, a low 7 but sucking on a high 6).
Going by pure performance alone is misleading due to selection bias. Sometimes only sucky players will play a particular song. Sometimes only good players will pick a particular song. Counting failures in your scores will lead to errors where people are just quitting early because they get bored (or want to play something else) and so on. Best to count passes-only. This is why you also need to account for *who* is playing your file. So how do you assess who's playing your files? You need a skill metric that objectively defines who owns and who sucks. So how do you tell who's good and who isn't? % performance is limited as it doesn't tell you WHAT songs you're good at -- so we need to know the difficulty of the files being played. So you've got a bit of a circular problem. You need to know how hard the files are, but to do this, you need to know how good the players are playing the files -- but to assess how good they are, you need to take into account how hard the files are they've owned, etc. Which is where Bayesian weighting and/or bootstrapping comes in. NPS would be decent for this. In other words, "load up" each file with a difficulty ranking based on its NPS alone. Now you have something to get a decent estimate for how good a player is (so even if you play only easy files, your performance metric will indicate that you're mainly getting your high % from low-NPS files). Although NPS would merely be a bootstrap for loading initial values. After that you'd let the skill+performance feedback loop run its course and allow difficulties to shift to their natural places (which ideally wouldn't be far for most files that scale true difficulty from NPS, but perhaps far for files that don't follow the gaussian distribution well). |
05-1-2011, 11:48 PM | #280 |
FFR Player
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Re: A new beginning for our SM community.
Same concept though. Something like this would be pretty sweet. Hopefully all goes well with it
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