If you had a list with the difficulty of each combo increment in the map (made with the strain graphs: Circles, Spinners and Slider Starts would have a value equal to their respective strains, while slider ticks and ends would have a fraction of their respective slider strains), you could find the easiest section of the map that gives X combo (by considering the "easiest section" as the section with the smaller sum of strains, it might be a good idea to fine-tune the scaling of the strains if using that criteria, by, for example, using a list of each strain to the power of 1.5, in order to increase the relative worth of the hardest parts)jesus1412 wrote:
The reason I suggested this is because star rating already finds the most difficult parts of the map, at least to my knowledge. Toms difficult calculator could generate graphs of the difficulty at certain times, hence why I thought the idea was feasible. Here's a picture of one of the graphs in question:
For example: In a map with maximum 100,000 combo with the speed strain like this (I just used a random number generator and a Gaussian filter to generate the graph, with many points to test how fast the computer can find those values):
The easiest sections that give 10%, 20%, 30%, ..., 90% of the max combo would be:
(Calculating and generating those graphics took 3.447622 seconds, in maps with smaller max combo it would take considerably less)
Third Example
Finding those sections could be useful for determining the worth of getting certain amount of max combo in the maps when calculating pp. For example, the difficulty factor could be related to the star difficulty of the section that was determined to be the easiest instead of the overall star difficulty (and, to compensate, reduce the penalty for misses and combo lost). This would balance the amount of pp given in maps where getting 95% of the max combo is relatively easy, since the hardest part is just at the end on the map, for example; or, maps where the hard parts are just in the middle, where getting 75% of the max combo (caused by a random mistake, after doing well on the hard parts) is undervalued.With another strain graph
http://a.pomf.se/pkjgav.mp4
http://a.pomf.se/panvrz.mp4 The same strain graph, but before applying the algorithm, the strain values were squared, making it so the hardest parts are weighted more. Ideally, the criteria should be "the section that would have the lowest star rating", but because of the way it is calculated (weighted sum based on rank of the strain values), it would severely increase the calculation time
http://a.pomf.se/pkjgav.mp4
http://a.pomf.se/panvrz.mp4 The same strain graph, but before applying the algorithm, the strain values were squared, making it so the hardest parts are weighted more. Ideally, the criteria should be "the section that would have the lowest star rating", but because of the way it is calculated (weighted sum based on rank of the strain values), it would severely increase the calculation time
The main issue would having to calculate the star difficulty for each play (which could potentially be very expensive for the servers), for that, instead of calculating after each play, calculate several star difficulties per map varying the combo and interpolate the star difficulties between the pre-calculated values for each play (this would increase considerably the amount of time it takes to recalculate values each algorithm change, though).