NEW THREAD NEW NAME NEW STYLE NEW CALC REAL TEAM
viewtopic.php?t=343301&start=&start=0
-Work in Progress-
These are some of the core calculations in the DAT difficulty system. Please post an additions or subtracts you feel should be put in place as not everything is complete yet.
After all calculations there will be a score like this "387". This is the Raw Score.
The actual score to be less confusing will take the 387 will be divided by 100.
This will then be 3.87, which will then be rounded up to make 39. This is the Score.
Since this is an unofficial team requested maps and bubbled maps will be the only ones assessed. Their score by permission from the mapper will be placed in the description of the map.
Thank you for reading.
I will not hesistate to get your comments removed if you can't take things seriously, any silly jokes or rude comments will be removed. Constructive criticism and questioning is acceptable, however, NO WARS
This project is not complete yet and neither is the team. If you would like to apply for the team, make sure to keep watching this thread. Applications will be coming in the future.
I have goals in the future to make this a half machine based half human based process. Doing everything by machine will not work , and doing things just by humans may also cause some mistakes. Having a tool do parts of the work and the human the other parts will guarantee an accurate rating or a rating extremely close to accurate. A tool maybe like AiBAT but for DATs. (AiDAT). If anyone wants to help with this seeing as I'm new to programming and I don't work with the osu!sdk, I will be very thankful.
viewtopic.php?t=343301&start=&start=0
What is DAT?
DAT is the Difficulty Assessment and Spread Evaluation Team. My goal for this team is to create a better consistency in the difficulty levels of threads whilst eliminating star difficulty. The reason for this is the fact that there are many mapsets out there today that are inconsistent in there spreads where there are large jumps from easy to normal and no differences between hard and insane, or easy and normal are the same and the jump from hard to insane is massive.
Why eliminate star difficulty?
Star difficulty is one of the key factors of this problem. There are guidelines set to have a specific amount of stars on an easy to get ranked but as many of us know, star rating can be pretty buggy and difficult to make means with. In this day and age the style of beatmaps has changed requiring a better rating system to be put in place, so why not make it a team?
Why not make it all computer based calculations?
DAT has it's own way of calculating difficulty almost as if it were done by a machine, however to have everything done by a machine may make it harder for everything to have variance. so you need an always growing and continuously updating system that includes more and more calculations, some having to start out with a widespread opinion to even be put through the system.
What else will DAT do besides being a calculator?
DAT is another modding team like BAT or the deceased MAT. Not only will we calculate the difficulty we will take more time to mod the map based on it's difficulty and consistency in the spread. Now, this does not mean making your insane easier. This means making each jump in the difficulty of a set be equal or as close as possible to equal.
DAT is here to:
DAT is the Difficulty Assessment and Spread Evaluation Team. My goal for this team is to create a better consistency in the difficulty levels of threads whilst eliminating star difficulty. The reason for this is the fact that there are many mapsets out there today that are inconsistent in there spreads where there are large jumps from easy to normal and no differences between hard and insane, or easy and normal are the same and the jump from hard to insane is massive.
Why eliminate star difficulty?
Star difficulty is one of the key factors of this problem. There are guidelines set to have a specific amount of stars on an easy to get ranked but as many of us know, star rating can be pretty buggy and difficult to make means with. In this day and age the style of beatmaps has changed requiring a better rating system to be put in place, so why not make it a team?
Why not make it all computer based calculations?
DAT has it's own way of calculating difficulty almost as if it were done by a machine, however to have everything done by a machine may make it harder for everything to have variance. so you need an always growing and continuously updating system that includes more and more calculations, some having to start out with a widespread opinion to even be put through the system.
What else will DAT do besides being a calculator?
DAT is another modding team like BAT or the deceased MAT. Not only will we calculate the difficulty we will take more time to mod the map based on it's difficulty and consistency in the spread. Now, this does not mean making your insane easier. This means making each jump in the difficulty of a set be equal or as close as possible to equal.
DAT is here to:
- Eliminate Star Rating
- Create an evolving difficulty scale system that is willing to be used by the community.
- Provide consistent spacing between difficulties in spreads.
- Create an Overall better mapset!
These are some of the core calculations in the DAT difficulty system. Please post an additions or subtracts you feel should be put in place as not everything is complete yet.
osu!standard
DAT Chart and Rating Scale
[Designed by TheGrimOfCrazy]
[Added Input]
Irreversible
Podzy
RLC
--------------------------------------------------------------------------------------------------------------------------------------------------
What is DAT - DAT is a team of users on osu![osu.ppy.sh|osugame.com] who work to decide the difficulty level of beatmaps.
Status of DAT: Inactive - Setting up
See more on DAT at: Coming Soon!
This file is to show how the semi-standardized system for DAT is used and what we go through and add up to decide difficulty.
[Q&A]
Q: Why can't is be fully standardized?
A: This is the problem with most systems, it requires little to none of actual user input.
Q: Why not fully opinion based?
A: This is a problem with the old idea of DAT where things could completely depend on the player rating.
A Semi-standardized form with partial opinions from multiple people will get the closest range of difficulty.
--------------------------------------------------------------------------------------------------------------------------------------------------
THIS FILE IS FOR OSU!STANDARD - TAIKO, CTB, MANIA ARE IN SEPERATE FILES
-----------[osu!standard]-------------------------------------------------------------------------------------------------------------------------
[Standardized Elements]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Beats per Minute]
BPM - How fast the songs beats are
Multi Var Constant
+1 +2 +0
BPM #/2=x eg. BPM 200/2 = 100
--------------------------------------------------------------------------------------------------------------------------------------------------
[Note Density]
Every 15 seconds of the song Note Density is calculated based on what snap is use more often.
1/1 1/2 1/3 1/4 1/6 1/8 1/12
+10 +11 +12 +14 +18 +19 +22 = y
eg. 30 second song
1: 15 seconds mostly 1/2 +11
2: 15 seconds mostly 1/4 +14
[=25]
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV]
SV = SV
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV Changes]
SV Change is calculated for every SV change
sv1 - sv2 = y |y| = z z*2=x +x
eg. 1.00 - 2.00= -1 |-1|=1 1*2 [=2]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Spacing]
1/2 Spacing - If spacing is less than 1.00 it gets -1
If more: +2
If equal: +0
1/4 Spacing - If spacing is less than .6 it gets -1
If more: +2
If equal +0
1/8 Spacing - If spacing is less than .4 it gets -1
If more: +2
If equal +0
---Other BSDs will be calculated later---
--------------------------------------------------------------------------------------------------------------------------------------------------
[Streams]
The first stream in a map must be 5+ circles before it is calculated.
2^n+1 [x] 5 9 17 33 65 etc.
= [1 2 4 6 8 etc.]
The streams after the first stream that are 5+ automatically gain: [+ 1]
for each circle after 5 give: [+.5]
The streams after the first stream that are x*2-1 or greater gain: [+ 5]
For each circle after "x*2-1" give: [+ 1]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Sliders+Stream]
If the stream consists of mainly circles, each repeat slider: [- 1]
If the stream is completely repeat sliders. -DO NOT CALCULATE AS STREAM-
If the stream is completely 1/4 or 1/8 sliders, calculate the same as a stream. (Ends do not count as another circle except for first and last sliders ends.)
If the stream is mixed variance, calculate like streams but add: [+ 4]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Stacks]
The first stack in a map must be 5+ before it is calculated.
2^n+1 [x] 5 9 17 33 65 etc.
= [1 2 4 6 8 etc.]
The stacks after the first stream that are 5+ automatically gain: [+ 1]
for each circle after 5 give: [+.5]
The stacks after the first stream that are x*2-1 or greater gain: [+ 3]
For each circle after "x*2-1" give: [+ 1]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Sliders+Stacks]
If the stacks consists of mainly circles, each repeat slider: [-.5]
If the stacks is completely repeat sliders. -DO NOT CALCULATE AS STACKS-
If the stacks is mixed variance, calculate like stacks but add: [+ 2]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Drastic Jumps]
When a jump hits a spacing of x2 or more of the Average Spacing(for BSD), it will be given +1
--------------------------------------------------------------------------------------------------------------------------------------------------
THIS FILE IS FOR OSU!STANDARD - TAIKO, CTB, MANIA ARE IN SEPERATE FILES
-----------[osu!standard]-------------------------------------------------------------------------------------------------------------------------
[Sight Based] +slightly opinionated elements & = Drastic - no pause
--------------------------------------------------------------------------------------------------------------------------------------------------
[Directional Flow]
Directional Flow is decided based on every break in flow.
--------------------------------------------------------------------------------------------------------------------------------------------------
Circular Flow - All flows together one note right aft the other no sharp turns.
+0
&Flow Break - Break in set flow.
+2
Dynamic Soft Flow - Slight non harsh movement but soft turning. eg. Awake - Supernova [Kite's Insane]
+3
&Flow Break - Break in set flow.
+3
Dynamic Multi Flow - Mix of Dynamic Hard and Soft flow.
+4
&Flow Break - Break in set flow.
+3
Dynamic Hard Flow - Hard and harsh movement. eg. t+pazolite feat. Rizna - Distorted Lovesong [Love]
+7
&Flow Break - Break in set flow.
+4
eg. Map with 2 flow breaks.
Circular flow at start. +0
break +2
Dynamic Hard Flow at mid. +5
break +4
Dynamic Soft Flow at end. +3
=14*2 [=28]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Standard Patterns] - patterns are only calculated if they are a change in flow and/or have a grander spacing than average(besides circle)
--------------------------------------------------------------------------------------------------------------------------------------------------
Square: +6 - variance of Square: -1
Triangle: - no variance -
Star: +3 - variance of Star: +1
Circle(More than 6 points): +5 - variance of Circle: +2
--------------------------------------------------------------------------------------------------------------------------------------------------
THIS FILE IS FOR OSU!STANDARD - TAIKO, CTB, MANIA ARE IN SEPERATE FILES
-----------[osu!standard]-------------------------------------------------------------------------------------------------------------------------
[Tricky Elements] +slightly opinionated (will be updated lots) |THIS ONE WILL CONSTANTLY CHANGE|
--------------------------------------------------------------------------------------------------------------------------------------------------
Exact back and forth patterns at a bpm of +=175[1/2] (3 circles or more)
(if smaller bpm but on 1/4 or anything that makes it faster than or equal to 175bpm 1/2 is also included.)
+1 (each set of 2 after first set of 3)
--------------------------------------------------------------------------------------------------------------------------------------------------
more to be added. thanks :)
Taiko
DAT Chart and Rating Scale
[Designed by TheGrimOfCrazy]
[Added Input]
Irreversible
Podzy
RLC
--------------------------------------------------------------------------------------------------------------------------------------------------
What is DAT - DAT is a team of users on osu![osu.ppy.sh|osugame.com] who work to decide the difficulty level of beatmaps.
Status of DAT: Inactive - Setting up
See more on DAT at: Coming Soon!
This file is to show how the semi-standardized system for DAT is used and what we go through and add up to decide difficulty.
[Q&A]
Q: Why can't is be fully standardized?
A: This is the problem with most systems, it requires little to none of actual user input.
Q: Why not fully opinion based?
A: This is a problem with the old idea of DAT where things could completely depend on the player rating.
A Semi-standardized form with partial opinions from multiple people will get the closest range of difficulty.
--------------------------------------------------------------------------------------------------------------------------------------------------
THIS FILE IS FOR OSU!TAIKO - STANDARD, CTB, MANIA ARE IN SEPERATE FILES
-----------[osu!taiko]----------------------------------------------------------------------------------------------------------------------------
[Standardized Elements]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Beats per Minute]
BPM - How fast the songs beats are
Multi Var Constant
+1 +2 +0
BPM #/2=x eg. BPM 200/2 = 100
--------------------------------------------------------------------------------------------------------------------------------------------------
[Note Density]
Every 15 seconds of the song Note Density is calculated based on what snap is use more often.
1/1 1/2 1/3 1/4 1/6 1/8 1/12
+10 +11 +12 +14 +18 +19 +22 = y
eg. 30 second song
1: 15 seconds mostly 1/2 +11
2: 15 seconds mostly 1/4 +14
[=25]
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV]
SV = SV
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV Changes]
SV Change is calculated for every SV change
sv1 - sv2 = y |y| = z z*2=x +x
eg. 1.00 - 2.00= -1 |-1|=1 1*2 [=2]
--------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------
more to be added. thanks :)
osu!CtB
DAT Chart and Rating Scale
[Designed by TheGrimOfCrazy]
[Added Input]
Irreversible
Podzy
RLC
--------------------------------------------------------------------------------------------------------------------------------------------------
What is DAT - DAT is a team of users on osu![osu.ppy.sh|osugame.com] who work to decide the difficulty level of beatmaps.
Status of DAT: Inactive - Setting up
See more on DAT at: https://osu.ppy.sh/forum/t/148270
This file is to show how the semi-standardized system for DAT is used and what we go through and add up to decide difficulty.
[Q&A]
Q: Why can't is be fully standardized?
A: This is the problem with most systems, it requires little to none of actual user input.
Q: Why not fully opinion based?
A: This is a problem with the old idea of DAT where things could completely depend on the player rating.
A Semi-standardized form with partial opinions from multiple people will get the closest range of difficulty.
--------------------------------------------------------------------------------------------------------------------------------------------------
THIS FILE IS FOR OSU!CtB - TAIKO, STANDARD, MANIA ARE IN SEPERATE FILES
-----------[osu!CTB]------------------------------------------------------------------------------------------------------------------------------
[Standardized Elements]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Beats per Minute]
BPM - How fast the songs beats are
Multi Var Constant
+1 +2 +0
BPM #/2=x eg. BPM 200/2 = 100
--------------------------------------------------------------------------------------------------------------------------------------------------
[Note Density]
Every 15 seconds of the song Note Density is calculated based on what snap is use more often.
1/1 1/2 1/3 1/4 1/6 1/8 1/12
+10 +11 +12 +14 +18 +19 +22 = y
eg. 30 second song
1: 15 seconds mostly 1/2 +11
2: 15 seconds mostly 1/4 +14
[=25]
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV]
SV = SV
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV Changes]
SV Change is calculated for every SV change
sv1 - sv2 = y |y| = z z*2=x +x
eg. 1.00 - 2.00= -1 |-1|=1 1*2 [=2]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Spacing]
1/2 Spacing - If spacing is less than 1.00 it gets -1
If more: +2
If equal: +0
1/4 Spacing - If spacing is less than .6 it gets -1
If more: +2
If equal +0
1/8 Spacing - If spacing is less than .4 it gets -1
If more: +2
If equal +0
---Other BSDs will be calculated later---
--------------------------------------------------------------------------------------------------------------------------------------------------
[Streams]
The first stream in a map must be 5+ circles before it is calculated.
2^n+1 [x] 5 9 17 33 65 etc.
= [1 2 4 6 8 etc.]
The streams after the first stream that are 5+ automatically gain: [+ 1]
for each circle after 5 give: [+.5]
The streams after the first stream that are x*2-1 or greater gain: [+ 5]
For each circle after "x*2-1" give: [+ 1]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Stacks]
The first stack in a map must be 5+ before it is calculated.
2^n+1 [x] 5 9 17 33 65 etc.
= [1 2 4 6 8 etc.]
The stacks after the first stream that are 5+ automatically gain: [+ 1]
for each circle after 5 give: [+.5]
The stacks after the first stream that are x*2-1 or greater gain: [+ 3]
For each circle after "x*2-1" give: [+ 1]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Drastic Jumps]-MAY BE MODIFIED AS CTB HAS AN ADDED JUMP SYSTEM-
When a jump hits a spacing of x2 or more of the Average Spacing(for BSD), it will be given +1
--------------------------------------------------------------------------------------------------------------------------------------------------
THIS FILE IS FOR OSU!CTB - TAIKO, STANDARD, MANIA ARE IN SEPERATE FILES
-----------[osu!CTB]------------------------------------------------------------------------------------------------------------------------------
[Sight Based] +slightly opinionated elements & = Drastic - no pause
--------------------------------------------------------------------------------------------------------------------------------------------------
[Directional Flow]
Directional Flow is decided based on every break in flow.
--------------------------------------------------------------------------------------------------------------------------------------------------
Circular Flow - All flows together one note right aft the other no sharp turns.
+0
&Flow Break - Break in set flow.
+2
Dynamic Soft Flow - Slight non harsh movement but soft turning. eg. Awake - Supernova [Kite's Insane]
+3
&Flow Break - Break in set flow.
+3
Dynamic Multi Flow - Mix of Dynamic Hard and Soft flow.
+4
&Flow Break - Break in set flow.
+3
Dynamic Hard Flow - Hard and harsh movement. eg. t+pazolite feat. Rizna - Distorted Lovesong [Love]
+7
&Flow Break - Break in set flow.
+4
eg. Map with 2 flow breaks.
Circular flow at start. +0
break +2
Dynamic Hard Flow at mid. +5
break +4
Dynamic Soft Flow at end. +3
=14*2 [=28]
--------------------------------------------------------------------------------------------------------------------------------------------------
TTHIS FILE IS FOR OSU!CTB - TAIKO, STANDARD, MANIA ARE IN SEPERATE FILES
-----------[osu!CTB]------------------------------------------------------------------------------------------------------------------------------
[Tricky Elements] +slightly opinionated (will be updated lots) |THIS ONE WILL CONSTANTLY CHANGE|
--------------------------------------------------------------------------------------------------------------------------------------------------
Exact back and forth patterns at a bpm of +=175[1/2] (3 circles or more)
(if smaller bpm but on 1/4 or anything that makes it faster than or equal
to 175bpm 1/2 is also included.)+1 (each set of 2 after first set of 3)
--------------------------------------------------------------------------------------------------------------------------------------------------
more to be added. thanks :)
osu!Mania
DAT Chart and Rating Scale
[Designed by TheGrimOfCrazy]
[Added Input]
Irreversible
Podzy
RLC
--------------------------------------------------------------------------------------------------------------------------------------------------
What is DAT - DAT is a team of users on osu![osu.ppy.sh|osugame.com] who work to decide the difficulty level of beatmaps.
Status of DAT: Inactive - Setting up
See more on DAT at: https://osu.ppy.sh/forum/t/148270
This file is to show how the semi-standardized system for DAT is used and what we go through and add up to decide difficulty.
[Q&A]
Q: Why can't is be fully standardized?
A: This is the problem with most systems, it requires little to none of actual user input.
Q: Why not fully opinion based?
A: This is a problem with the old idea of DAT where things could completely depend on the player rating.
A Semi-standardized form with partial opinions from multiple people will get the closest range of difficulty.
--------------------------------------------------------------------------------------------------------------------------------------------------
THIS FILE IS FOR OSU!MANIA - STANDARD, CTB, TAIKO ARE IN SEPERATE FILES
-----------[osu!mania]----------------------------------------------------------------------------------------------------------------------------
[Standardized Elements]
--------------------------------------------------------------------------------------------------------------------------------------------------
[Beats per Minute]
BPM - How fast the songs beats are
Multi Var Constant
+1 +2 +0
BPM #/2=x eg. BPM 200/2 = 100
--------------------------------------------------------------------------------------------------------------------------------------------------
[Note Density]
Every 15 seconds of the song Note Density is calculated based on what snap is use more often.
1/1 1/2 1/3 1/4 1/6 1/8 1/12
+10 +11 +12 +14 +18 +19 +22 = y
eg. 30 second song
1: 15 seconds mostly 1/2 +11
2: 15 seconds mostly 1/4 +14
[=25]
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV]
SV = SV
--------------------------------------------------------------------------------------------------------------------------------------------------
[SV Changes]
SV Change is calculated for every SV change
sv1 - sv2 = y |y| = z z*2=x +x
eg. 1.00 - 2.00= -1 |-1|=1 1*2 [=2]
--------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------
more to be added. thanks :)
After all calculations there will be a score like this "387". This is the Raw Score.
The actual score to be less confusing will take the 387 will be divided by 100.
This will then be 3.87, which will then be rounded up to make 39. This is the Score.
Since this is an unofficial team requested maps and bubbled maps will be the only ones assessed. Their score by permission from the mapper will be placed in the description of the map.
Thank you for reading.
I will not hesistate to get your comments removed if you can't take things seriously, any silly jokes or rude comments will be removed. Constructive criticism and questioning is acceptable, however, NO WARS
This project is not complete yet and neither is the team. If you would like to apply for the team, make sure to keep watching this thread. Applications will be coming in the future.
I have goals in the future to make this a half machine based half human based process. Doing everything by machine will not work , and doing things just by humans may also cause some mistakes. Having a tool do parts of the work and the human the other parts will guarantee an accurate rating or a rating extremely close to accurate. A tool maybe like AiBAT but for DATs. (AiDAT). If anyone wants to help with this seeing as I'm new to programming and I don't work with the osu!sdk, I will be very thankful.