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Adopting a "Star Perceptual Map"

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This is a feature request. Feature requests can be voted up by supporters.
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Luna
t/92485

It's really damn accurate for how basic it is, with a couple of improvements this would work great I'm sure
Zare
Luna is right, combine this with Tom's Calculator and this would be a relly nice addition.
Topic Starter
RBRat3
Well that took it's sweet ass time for 23k maps :P This can be added with no issues with the map display when arranged right. I didn't look if a max was being factored or not but when turned into a percentage and graphed it should work great ^_^

If it isn't then all ranked maps need to be calculated to find a max value to at least be remotely accurate by having a boundary to go by otherwise its just a number to any newb.
peppy
Any calculations can be easily worked into osu! to calculate when a map is displayed, so that is no issue. I think if this was to be implemented, it'd be best to keep the number of stats to a bare minimum. Four looks really nice, five is alright, but any more just seems crowded and reduces the usefulness of the display.
Yuzeyun

Sakura wrote:

Reposting:

I think it would be better if we start basing it off DDR's star graph:



And then change some values to osu! meanings, like Air = Jumps, Voltage = spacing changes?, Chaos = speed changes?, things like that.
I'm pretty sure Chaos and Stream would fall under the same category, Chaos in DDR is the non 4th/8th notes ratio in the map (that's why a very streamy chart gets easily 1.00 Chaos) :P

Anyway I'm for this idea, but actually it should be adjusted to every mode (In Taiko the graph would be very different, I'm pretty sure that we would need as equivalent : Stream, Chaos, Freeze (Spinners and Sliders or Dendens and Drumrolls will be under this). Voltage I still don't know wtf it means, though it's been 7 years I have been playing it, wtf.
Topic Starter
RBRat3

peppy wrote:

Any calculations can be easily worked into osu! to calculate when a map is displayed, so that is no issue. I think if this was to be implemented, it'd be best to keep the number of stats to a bare minimum. Four looks really nice, five is alright, but any more just seems crowded and reduces the usefulness of the display.
Well I came up with a min of 8 for simplicity, But the only way it could be useful is getting rid of the ruler and putting actual numbers at the rim like so :S

Somewhat similar to this

Yea I know Pink all up in this *^&$@!
peppy
I meant the different type of stats displayed (in the above case, 4) rather than the range of each stat. So yeah, this is fine.
Mithos
I wouldn't mind this, but we should add Speed/BPM to the graph as it is a huge part of map difficulty.
Topic Starter
RBRat3
You can add anything to it but the name of the game is getting an arrangement of value sets where it can form a shape you can understand. Putting things in a random order will just spit out a goofy shape that will leave you sitting there going wtf is this.

For the mock up its pretty straight forward, Bigger the diamond the harder it is.
deadbeat
personally, i don't think circle size would be as needed in the diamond as the other 3. maybe that could be replaced with bpm or something like that?
Topic Starter
RBRat3
Gimmie a max bpm estimate to work with and a map and we'll see how it translates :)
Zare
Let BPM cap at 220. Every map above 220 gets the max and maybe an additional small "extra star"
Mithos
I was going to say 250 because anything faster than that is usually in the approved.
deadbeat
i think 220 bpm is fine. i can only think of one ranked map higher than that. so 220 should do
MMzz
But if you're on doubletime won't the map need to adjust to the new BPM. Mods like hardrock should also effect it.
Topic Starter
RBRat3

MMzz wrote:

But if you're on doubletime won't the map need to adjust to the new BPM. Mods like hardrock should also effect it.
With mods on there can be a dead zone in the star where it would intersect a red ring of sorts...

Id show you what I mean but I'm busy trying to pull something out of my ass and it really isn't working so well XD
deadbeat
what about a second star map that is toggled by the use of mods?
Mithos
The problem with having a high max number for BPM is that while other elements like approach rate and overall difficulty often reach the higher parts of it's spectrum, BPM will only reach 2/3rds of the way for some of the hardest ranked songs in the game (without mods). BPM should go to 220 or 250, and any BPM that goes over that through mods or whatever get a star or something saying it goes over the max.

Next thing for bpm... What do we do about BPM changes?
Topic Starter
RBRat3

Mithost wrote:

The problem with having a high max number for BPM is that while other elements like approach rate and overall difficulty often reach the higher parts of it's spectrum, BPM will only reach 2/3rds of the way for some of the hardest ranked songs in the game (without mods). BPM should go to 220 or 250, and any BPM that goes over that through mods or whatever get stars.

Next thing for bpm... What do we do about BPM changes?
Take all the changes and average it?
Mithos

RBRat3 wrote:

Mithost wrote:

The problem with having a high max number for BPM is that while other elements like approach rate and overall difficulty often reach the higher parts of it's spectrum, BPM will only reach 2/3rds of the way for some of the hardest ranked songs in the game (without mods). BPM should go to 220 or 250, and any BPM that goes over that through mods or whatever get stars.

Next thing for bpm... What do we do about BPM changes?
Take all the changes and average it?
That could work.

Should other elements that hit their max (AR 10 for example) get an above max notification? I think BPM being the only one to have it would be kinda weird.
Topic Starter
RBRat3
Well the thing about averaging it is that it doesn't account for length...

like 300bpm changes to 80bpm but the 80bpm section only lasts 30 seconds which makes the average (190) useless and inaccurate without factoring its length of use.

I suck at math but there is a way to factor it
Cyclohexane
that wouldn't really work if you look at songs like ICARUS which get up to 251bpm for less than one second and are otherwise around 140bpm. Same thing for songs like New Castle Legions by Dirty Androids, whose bpm goes up throughout the whole song (starts at 120, finishes at 180bpm with 150 and 170 sections in the middle)
Plus imo bpm isn't always a good indicator of a map's difficulty. If you take Skrillex - Bangarang, LC's diff, it's 128bpm and yet not for the faint of heart. And that's an Insane. It makes even less sense on easier difficulties.
Mithos
I tried to make an equation to do it but honestly for now if you make a minimum length requirement (in bars) for timing sections with BPM changes, you can weed out the small BPM jumps and get an average from that.

Also, BPM isn't the only factor going into the diamond/pentagon.
MMzz
Honestly we should just stick to the 4 facotrs from difficulty settings. BPM is already displayed anyways, and BPM difficulty is pretty opinionated.
For instance 220 BPM in taiko is nothing for me.
Wishy
Agreed, some people find some BPMs harder than anothers. For example, I find playing 220~240 BPM streamy maps easier than 165 BPM@accuracy, while it is usually the opposite since lots of players can't stream that fast, but are better at lower BPMs.
Mindwaves
really good idea,support.
Zare
I still think we should add "Jumps" and "Streams" as additional factors by using Tom's calculator.
Topic Starter
RBRat3
This is what I mean by a dead zone, The red ring would represents overages when a mod is applied
bwross
BPM shouldn't be used... it's a set parameter of the map like OD, DR, CS, and AR. It has a specific value and it's already displayed in a clear way for people that want to know it. What you want is a measure of EBPM (Effective BPM)... because things like significance of BPM changes (ie how important is the range of BPM displayed) and what baseline the map is mapped to (ie 1/2 beats vs 1/4 beats) are the things that are currently hidden, but can be calculated.

As for how to measure EBPM, well, it's essentially the baseline object density of a map. Objects/second is one measure of that. Also interesting are the peak burst rates (ie the streamy bits) and the lengths of bursts (because the occasional triple isn't a stream). Movement rate is the same... a baseline average velocity (the "air speed" of the map... a measure of the size of the beat spacing), the peak burst rates (how extreme jumps are) and the lengths of those bursts (how long the jump sequences are). These are the things I would be focusing on, and recall that Tom was working on, and had a pretty good grasp of what was needed to extract meaningful numbers (which is why I've never felt the need to play with things personally further). They're also the exact things that you want on a star graph... things like set parameters should just be listed. Derived stats from the mapping are the only things that need be on a star map, and Tom seemed to have a good handle on those, so I'd go with his stuff (although I haven't seriously looked at his stuff, just read the post a while back, I remember it to be fairly solid, and people seem to like the numbers he's producing). If peak burst rates and lengths are combined that gives four stats: an EBPM measure, streaminess, average velocity, and jumpiness.

This leaves room for say some sort of measure of chaos... ie the jerkiness of the map, jerk technically being changes in acceleration, but in this case it could probably be derived somehow from the amount and size of changes in adjacent intervals between objects.

Average queue length would be another possible derived stat that could be used. However, that depends on if AR remains not a preference, and it's also going to be correlated to both AR and the measures of object density (both the average and the burstiness), in a way that might be easily enough judged (assuming that the object density is available on the star graph and the AR is listed elsewhere). So it could probably be left out to keep the map simple (it also has the problem of interpretation... both ends are hard in their own way).

That leaves five stats: two for streams, two for jumps, and one to represent rhythm/flow chaos. Which seems a good mix to me for giving a feeling about what the map itself might be like (as opposed to just the parameters it will be played under).
Mithos
I thought the polygons were made to measure the intensity (thus the difficulty) of the map. I agree with bwross, but BPM should not be ruled out as it still affects difficulty greatly.
bwross
The thing is that BPM doesn't directly affect difficulty at all. What matters is how it's used... a 320BPM map can easily be mapped like it was only 160BPM (or vice-versa). So Just knowing 320 or 160 can be deceptive. That's why the focus should be on the objects in the map, not the music. Which is why you want stats based on the density of objects... which is very much like the BPM (same units), but is actually things the player has to do.

Now, the BPM itself is still useful to know. People like to judge themselves against the BPM level of stream they can do well. But for that you want to know the exact value of BPM, not just an impression of how large it is... and that's something that's currently displayed (and should remain). However, the listing of a song at a BPM you have difficulty streaming at doesn't mean that it has any real streams that you have to go up against (or whether the streams in the map are divided into chunks of a size you can manage, or are put together into a single long death stream where you're going to eventually slide off). To know that, it comes back to the objects and how they're packed in the map. Right now that can be done to an extent by using the number of objects and the length (which can give objects/second)... but deeper analysis of the map and it's bursts could be far more accurate.
Mithos
I don't mind if speed is added in a different form, but it seemed like some people in the thread were saying the speed of the map (notes and all) have no sway on difficulty. I think more people would be able to play the big black if it was 120 BPM xD. Note Density sounds good, but we still need a way of calculating it then.
Timekiller
I wholly support the idea of showing/visualizing more stats per map, but I can't say I like the "diamond" way. Simple - it takes up too much space, and map selection interface already feels cramped enough. I'd be fine with plain old horizontal bars - for OD, DR, CS, and AR, with colors ranging from dark green (easy) to crimson(insane). Pros: intuitive, expandable (stream intensity, spin rate and other things would be REALLY nice to see :3). Cons: plain, still might take up lots of space depending on implementation.
TheVileOne
If they were to add this I would like the stats represented to be things that actually reflected the actual difficulty of the map. Things like average distance snap, approach rate, OD, circle size, stream length/ number of streams, and the stream density of a song. A large amount of factors can be lumped together in major categories like Accuracy, Technical, and Endurance ratings. Each map could also be given an intensity rating.

I just don't think just showing all the basic stats is any indication of a beatmap's actual difficulty, and we all know star rating can be poor at determining that. So a solution would be to detect things that do make a beatmap more difficult and represent those things as data values that we can actually ascertain valuable information from. The base stats are only a partial indication of difficulty.

Edit: A future idea would be a dynamic difficulty graph in which it takes your success rate for playing x difficulty at x average BPM, and it would then compare the stats of the difficulty to the proficiency of the player and then determine how difficult that map will be based off the number differences.

That would be very difficult to implement.
deadbeat

TheVileOne wrote:

If they were to add this I would like the stats represented to be things that actually reflected the actual difficulty of the map. Things like average distance snap, approach rate, OD, circle size, stream length/ number of streams, and the stream density of a song. A large amount of factors can be lumped together in major categories like Accuracy, Technical, and Endurance ratings. Each map could also be given an intensity rating.
so then maybe select maybe 4-5 categories. and those categories could be calculated using things that would effect the overall difficulty? like, as you said, average distance snap, approach rate, OD, circle size, stream length/ number of streams, and the stream density of a song
Topic Starter
RBRat3

Timekiller wrote:

I wholly support the idea of showing/visualizing more stats per map, but I can't say I like the "diamond" way. Simple - it takes up too much space, and map selection interface already feels cramped enough. I'd be fine with plain old horizontal bars - for OD, DR, CS, and AR, with colors ranging from dark green (easy) to crimson(insane). Pros: intuitive, expandable (stream intensity, spin rate and other things would be REALLY nice to see :3). Cons: plain, still might take up lots of space depending on implementation.
The way I wanted it is an addon button that shows a page for it, from a default point you wont even see it on the song select until clicked upon...
So I really don't see what space your referring to unless its that tiny 16x16px icon :P
Timekiller

RBRat3 wrote:

The way I wanted it is an addon button that shows a page for it, from a default point you wont even see it on the song select until clicked upon...
So I really don't see what space your referring to unless its that tiny 16x16px icon :P
I'm referring to the large space that the diamond inside a circle takes up, regardless of whether it's shown by default :3 where diamond shows 4 stats, you can place 6-7 bar graphs plus some additional info like pass rate, actual bpm spread per song time and whatever else.
bwross
The "diamond" can show more stats if you want it to... you just add more arms to the star. Don't focus so much on the graphic mockup... the number of stats and what they are are up for discussion.
My1_old
nic3 Idea support
Topic Starter
RBRat3

Timekiller wrote:

I'm referring to the large space that the diamond inside a circle takes up, regardless of whether it's shown by default :3 where diamond shows 4 stats, you can place 6-7 bar graphs plus some additional info like pass rate, actual bpm spread per song time and whatever else.
Well it is a bar graph at its heart but adding more arms/legs doesn't take up anymore room. Theoretically its limitless but whether or not its discernible is another question XD...

The whole point of using one is being able to associate shapes with a maps difficulty attributes and bar graphs cant do this, well they can but its going to take a little more thought to get the association than you would with a shape and bar graphs tend to make you look at each individual bar rather than looking at it as a whole while a perceptual map allows you to do both.

As stated by bwross the mock up is well a mock up... The main issue is coming up with value sets that actually mean something to you and relate accurately to the map.

All that aside a graph is a graph is a graph... I don't see any reason not to slap a button on that page that will display these value sets in any applicable graphing format you wish after all it is just numbers with eyecandy :P
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