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Professor Prinny

Kert wrote:

Remyria wrote:

Will you add the 3 others modes (Even if for them, it would be different)?

I am not proficient at other mods at all. Can't promise anything

Even if you aren't proficient in the other mods, couldn't you discuss it with people who are?
Topic Starter
Kert

Professor Prinny wrote:

Even if you aren't proficient in the other mods, couldn't you discuss it with people who are?
Everyone can suggest stuff here in this thread
Endaris
Based on what I wrote in my earlier post I suggest the following:
Right now it looks like you're checking OD first and rhythmical complexity after(if at all). Worst case would be if you just check amount of circles vs. amount of sliders.
In my opinion you should try and figure out some difficulty for rhythmic patterns and factor in speed and OD based on how difficult the pattern actually is.
This would fix the issue of rhythmically very easy maps with high OD(esp Easy and Normaldiffs with DTHR) being overweight in terms of accuracy while it would push actually difficult maps up as the OD would be worth more.
Topic Starter
Kert

Endaris wrote:

Based on what I wrote in my earlier post I suggest the following:
Right now it looks like you're checking OD first and rhythmical complexity after(if at all). Worst case would be if you just check amount of circles vs. amount of sliders.
In my opinion you should try and figure out some difficulty for rhythmic patterns and factor in speed and OD based on how difficult the pattern actually is.
This would fix the issue of rhythmically very easy maps with high OD(esp Easy and Normaldiffs with DTHR) being overweight in terms of accuracy while it would push actually difficult maps up as the OD would be worth more.
Don't worry we're updating accuracy hopefully at the end of this week
Kyozoru
Does it Really calculate your profile?
Topic Starter
Kert
Yes.

Meanwhile we got a new update!

- Added user top PP scores
- Versus mode
- New Accuracy algorithm
- Some scaling tweaks
- Cosmetic changes
Houtarou Oreki
You're awesome
Sieg

Houtarou Oreki wrote:

You're awesome
Niioxce
I love this idea, keep it up!
Endaris
Already looks way better. Quite a lot to do still.
My precision-rank though:

SPOILER
Precision

QLOCKS - Aozora (v2b) [x265 Difficulty] +HDHR (99.05%)
452
Hitomi Kuroishi - Over the Sky (Card N'FoRcE) [Hard] +HDHR (96.32%)
445
Hyadain - CRASH!! (Let's do it) (mtmcl) [Burai's Insane] (94.41%)
375
Wada Kouji - Biggest Dreamer (Ekaru) [Kasada's Insane] (94.89%)
363
Chata - Papapapanda (Nymph) [Insane] +HR (98.68%)
361
Koji Kondo - Dragon Roost Island (HolyBoy) [Normal] +HDHR (98.33%)
357
Rabpit - Saika (tsuka) [Expert] (98.7%)
348
Amane - Melt in the sky (Gabi) [Hard] +HR (97.9%)
336
Nightcore - You Got Me Dancing (osuplayer111) [Insane] (96.5%)
327
Kajiura Yuki - The Dreamers (Lissette) [Hard] +HR (97.2%)
316
DJ Satomi - Castles in the Sky (Hikato) [Insane] (98.41%)
313
Masami Ueda - Shinshuu Plains (Card N'FoRcE) [God] (96.66%)
308
Drop - Granat (Kaguya Hourain) [Hard] +HDHR (99%)
299
Enya - Trains And Winter Rains (Blue Dragon) [Hard] (99.49%)
289

This should try to include spacing and speed somehow, as Aozora+HR is pretty easy to aim compared to stuff like Saika. As the "ability to hit small circles" is related to Agility there should be some noticeable influence.
abraker

Endaris wrote:

As the "ability to hit small circles" is related to Agility there should be some noticeable influence.
Ability to hit small circles should be related to precision, not agility.
Endaris
You can't hit a small circle without moving your cursor using your agility... ?
And if you can, you don't have to move your cursor and it isn't impressive at all if you hit it?
CelegaS
Should be ppv3
otoed1

CelegaS wrote:

Should be ppv3
If this is developed well it could actually do just that.
Poncho
is the website down right now?
Topic Starter
Kert
Endaris
Works for me.
Streaming/stamina can need some love too, it looks like deathstreams are correctly identified but that apart it's not looking so good:

This is for Tenacity

daniwellP - Nyanyanyanyanyanyanya! (theowest) [Collab] (97.87%)
326
(one hell of a long stream-map with spaced streams(up to 16 notes?) but no deathstreams)

DJ Genericname - Dear You (Rue) [Dear Rue] (98.32%)
393
Master Blaster - Come Clean (Nightcore Mix) (Asphyxia) [Collab] (97.44%)
390
Ceui - Asphodelus (terametis) [Insane] (99.05%)
382
^ all way easier in terms of streaming
The 15bpm difference to Asphodelus shouldn't matter at all if you look at the density of streams and the spacing.
Minhtam
Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
Endaris

Minhtam wrote:

Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
both, but top 100 scores aren't updated as regularly
Minhtam

Endaris wrote:

Minhtam wrote:

Wait, so osu!Skills counts the players top 100 performances instead of the top 100 scores now?
both, but top 100 scores aren't updated as regularly
It needs to be able to count more than that. I have plenty of scores that would have given more than 200 precision (thanks +HR), but they don't count because they fall outside my top 100 plays, hence my low precision rating. If there was a way for osu!Skills to take into account every single recorded score, the program would be absolutely perfect.
-Sandy Corzeta-
Are you guys do have some API implementation on the future development?

if you do, please make some wiki or documentation of it like osu! did.
-Sandy Corzeta-
And sorry, a little bit some of bug issues. Why does most of the performances on the list taken on normal mode. Can you implement it on mania mode too?


*its cause i'm a mania player.
logitechf1f4
woulld be best if you can measure skills for osu!mania too :)
Dj Spada

Halogen- wrote:

While this is a really cool idea in concept, the execution of this is really difficult and much like performance points, highly subjective.
just for standard user,


cri in russian.
Aikyuu-Chan
Really, I really approved it! :) ;)
Good work, and keep it up! :D
Professor Gila
very interesting :3

how about for other mode? :? :? :? :? :? :?
rurumofb
I havent ranked 100 maps yet, so how does this program calculate my skill?
Topic Starter
Kert

-Sandy Corzeta- wrote:

Are you guys do have some API implementation on the future development?
We're not considering this currently.

rurumofb wrote:

I havent ranked 100 maps yet, so how does this program calculate my skill?
It looks at your scores from here - https://osu.ppy.sh/u/7023372#_leader and recalculates them in osu!Skills

For anyone wanting other modes (taiko, ctb, maniato be implemented:
Suggest a list of skills for a mode and give precise descriptions. After that we can start implementing new modes too.
Professor Gila
Great!

my suggestion for ctb:

Reading: since ctb has AR, reading should be implemented
Agility: how perfect the timing when players dash to get another fruit, or when the player moves
Precision: how stable the fruit catches. Is it at the middle (most precised), or at the edges (less precised) (need help for this point, is this point as accuracy or precision) rip english? ;w;
Accuracy: Overall accuracy
Memory: Flashlight Performance
Instinct: Hidden Performance (Perhaps this should be implemented too, on std, taiko and mania?)

That's all i can tell for ctb, i need help here ;w;

Edit: For precision, due to the limitation on catcher speed, sometimes the fruit couldn't be caught at the center, but it possibly does (although not so center), but requires more agility :3

inb4 this stuff will be featured on next osu weekly ;w;

whyyyyyyyyyyyyyyyyyyyyyyyy ;w; why osu api limits to top100 scores only, whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy ;wwwwwwwwwwwwwwwwwwwwwwwwwww;
Houtarou Oreki

lidahapi wrote:

Great!
my suggestion for ctb:
Reading: since ctb has AR, reading should be implemented
Agility: how perfect the timing when players dash to get another fruit, or when the player moves
Precision: how stable the fruit catches. Is it at the middle (most precised), or at the edges (less precised) (need help for this point, is this point as accuracy or precision) [spoiler]rip english? ;w;[/spoiler]
Accuracy: Overall accuracy
Memory: Flashlight Performance
Instinct: Hidden Performance (Perhaps this should be implemented on std, taiko and mania?)
That's all i can tell for ctb, i need help here ;w;
[spoiler]inb4 this stuff will be featured on next osu weekly ;w;[/spoiler]


Agility and precision would require replays, what makes it... difficult if not impossible.
dionzz99
mania has accuracy , stamina , reading , speed as the main part..
idk if this term needed at all
- jumpstream : http://puu.sh/kUD9I.png
- jackhammers : http://puu.sh/kUDcL.png ; http://puu.sh/kUDe1.png ; http://puu.sh/kUDgc.png : http://puu.sh/kUDiE.png
- Long Notes : http://puu.sh/kUDeW.png ; http://puu.sh/kUDkA.png
- Chords : http://puu.sh/kUDnC.png ;
- quadstream : http://puu.sh/kUDwu.jpg ; http://puu.sh/kUDxO.png
- Burst : http://puu.sh/kUDEy.png ;
- stairs : http://puu.sh/kUE3j.png (1/4 1/6 and 1/8 also called stairs with the pattern like that)
and some weird things i don't know the term used : http://puu.sh/kUDZP.jpg
Pope Gadget
Is speed related to tenacity?

Also mania would be awkward with there being a large range of different key-modes and whatnot
Some people are extreme at 4k, some people can actually play 10k.
K3rmit
Why my username not found ?
Shurelia

[Yui Hirasawa] wrote:

Why my username not found ?
http://osuskills.tk/user/[Yui_Hirasawa]


You need to use "_" instead space.
Satyrizard
Love this! Keep up the good work please :)
abraker

Pope Gadget wrote:

Is speed related to tenacity?.
Kinda, kinda not. Tenacity is the ability to maintain rhythm in a stream, and the 2 factors are time between notes and the length of the stream. This is not to be confused with stamina however. You can still have high tenacity for a very, very long, low bpm stream.

----------------------------


dionzz99 wrote:

mania has accuracy , stamina , reading , speed as the main part..
So far that skills I came up for mania with are:
  • Stamina - Dependent on max number of notes on some colum at a certain time. If one column has a bunch of 1/8ths and others don't, then it's high stamina.

    Dexterity - Finger Independence. Dependent on number of keys and may be nerfed depending how the hold notes are arranged. Not sure about DP keymode though (10k+). If there is a better word for this, please tell.

    Reading - Number of notes on all columns, but it's a bit more complicated than that. Dense stairs are easy to read, yet broken streams are one of the hardest things to read.
Your proposed skills:
  • Accuracy - may or may not be a separate thing though. Accuracy is essentially the combination of how well you do on all other things. For instance if you get a 100, then all other results are surely to go down as well. This would be more of a stat rather than a skill, imo.

    Speed - is isn't this related to stamina?
----------------------------

lidahapi wrote:

Reading: since ctb has AR, reading should be implemented
Agility: how perfect the timing when players dash to get another fruit, or when the player moves
Precision: how stable the fruit catches. Is it at the middle (most precised), or at the edges (less precised) (need help for this point, is this point as accuracy or precision) rip english? ;w;
Accuracy: Overall accuracy
Memory: Flashlight Performance
Instinct: Hidden Performance (Perhaps this should be implemented too, on std, taiko and mania?)
For precision it doesn't look into replay data, so it's impossible to figure that out right now. If you need to be pixel perfect to catch the fruits, then that would require high precision. Agility can also be put into precision since it's like a stat in this case. If your agility is low, then your precision will be low since you can't move to the fruit in time to be precise.

CtB has no accuracy, it's only precision (elaborate on this if you think I'm wrong).

Hidden performance deals with AR and time you have to react. Unless Kert decides to separate reaction based reading from density based reading, I'll consider them as one.
Pope Gadget

abraker wrote:

Speed - isn't this related to stamina?
lmao
Speed is more about how fast you're able to play, in relation to hand-eye coordination and being able to move your fingers fast enough to transition to the next notes, regardless of if you're able to withhold that speed for a decent period.
Burst patterns require intense speed and precision to hit well, but doesn't test stamina. Speedcore 300, for example.
abraker

Pope Gadget wrote:

abraker wrote:

Speed - isn't this related to stamina?
lmao
Speed is more about how fast you're able to play, in relation to hand-eye coordination and being able to move your fingers fast enough to transition to the next notes, regardless of if you're able to withhold that speed for a decent period.
Burst patterns require intense speed and precision to hit well, but doesn't test stamina. Speedcore 300, for example.
Hmmm ... bursts is not the best example you could give, but I see what you mean. Bursts look more closely related to reading. I choke on some bursts more due to the inability to read them rather than not being able to press fast enough. And if I am able to read them, it's more closely related to accuracy and even possibly to stamina if there was a stamina heavy part just before that.

If I was to isolate this, it would be something along the line of hitting a single 1/16 jack. In this case only frequency matters and not time, whereas stamina is dependent on the frequency and time it lasts. A map that has 1/16 jacks on 2 columns repeating every 1/2 is not likely to be picked up by stamina, but would be picked up by speed. This map would be an excellent example. Correct me if I misunderstood.

Also there is another skill or a factor for other skills I am trying to figure out, but can't really form a solid idea of. An example would be a jack in midst of a bunch of chords like the 1/4 pairs here, transitioning from pattern to pattern such as from 1|4, 2|3, 1|4 pattern to 1|2, 3|4, 1|2 pattern. Anything that would generally break the flow would be an example. I would throw those under reaction based reading or speed, but I'm getting a feeling that's not the full story.


EDIT: I spent about 5 hours or so mining out awesome plays (and rediscovering old ones) using osu!Skills. Some of these are just too shocking to believe.

stamina:

tenacity:

agility:
precision:
accuracy:
Edit: Thanks Pahare for finding HazzardFreak's insane precision!
Professor Gila
"CtB has no accuracy, it's only precision (elaborate on this if you think I'm wrong)."

If accuracy refers to rhythmic accuracy when tapping, then you're right

I think i have figured out about precision.

While i say that precision is about how stable the fruit catches, it might seem refer to how stable when facing some hypers. (The key for Precision is Stability and Agility is Timing)

By checking the Error and Unstable rate, Precision should be figured out. However i'm thinking that Error itself should be counted as agility. the range is from minus to plus milliseconds value. the closer to 0ms the value is, the better.

and the lower the unstable rate, the better the precision will get

If precision is related to agility, then Error and Unstable rate will count (But i'm not sure about this yet)

Sorry if you think it's ambiguous, but i still need help ;w;

For mania:
While most people can't play 7k very well and can play 4k very well, they should be separated for various keys. While various keycount maps like 8k is ranked, it's possible to separate them

PS: This is a suggestion for mania
-Makishima S-
Hello there!

Small feedback from me, checked it and looks promissing. Nice job guys!
I found small problem with tag "Precision". I am owner of 99% acc FC of Irreversible CS7 maps but there are not taken into consideration in your script (point wise). If you ask me:



1. Spica is extremly easy to play with HDHRDT if you are used to OD9 (it's OD10 tho but there is nothing particulary hard in this map in matter of patterns)
2. https://osu.ppy.sh/b/339055&m=0 Irre Extra takes way more effort to FC with high acc than for example https://osu.ppy.sh/b/253595 - can you explain how it's counted?
3. https://osu.ppy.sh/b/297350 is almost full long slider based map, i dont find it fitting into precision category.

When i find time, i will make more research and maybe play highly pointed maps again to find if they -- in my personal opinion -- fits categories.

Yet, thanks guys for this site, as someone who mainly focus on aim and acc, it showed good score: Aim > Precision > Acc.

Keep up good work, it looks very promissing.
Cheers!
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