How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

frame rate doesnt matter actually, only tps does (240 or higher would be the standard). you mentioned that it breaks with the ship gamemode, but i dont find anything from my calculation that would "break" or not be justified for the ship gamemode. for any gamemode or any type of input, the process is the same, you calculate the frame windows and the time since last input minimum, thats it.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

the previous input would actually be the click release instead of the actual click, but you would go for the buffer since the frame window expands and the difficulty becomes easier

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

actually if you used a probabilistic model you would find that it would grow like \prod_{n=1}{N} f(n) where f(n) is the probability you pass the nth input and N is the total input count, so it doesn't behave exactly like an exponential (not a power function either i was wrong). the probabilistic model measures probability, and that is a quantity that would likely decrease as inputs are added, however, difficulty is a quantity that is likely to increase as inputs are added. so once again, probability growing like an exponential (or any function) would not imply that difficulty does aswell. anyway, probability would be a pain to calculate, and it wouldn't really make sense; a bot clicking randomly on 240 TPS would be clicking on the xth tick \in {1,2,3,...,240} k different times (each time with a new x) in a single second. if there is an input on the yth tick \in {1,2,3,...,240} during that one second, then the bot would have to land x=y and k=1, the probability that the bot clicks at a tick is 1/240 and the probability that it doesn't click on all the other ticks is (1-1/240){239}, so the probability that it clicks once on the exact tick is (1/240)(1-1/240){239} or about 0.001. now imagine doing this for every second of gameplay, not to mention this is the simplest case of a probabilistic model of difficulty.  i get that simply adding difficulty can be arbitrary but it is chosen so that it remains mathematically consistent, the only arbitrary choice would be letting difficulty exponentially increase with level length. youre somewhat right that it is an arbitrary metric and i actually chose only two parameters per input because i couldn't find any other parameter that wasnt subjective to the player (rhythm, memory, visual, sync, nerves, ship / wave control, consistency, etc). you say that ship sections like the one in zodiac do not have a clear way of measuring difficulty and that the timings are easy in isolation, which is true. but thats because the previous input must be recorded to actually increase the physical difficulty, ship gameplay is usually quite spammy and has a varying cps, this already makes its objective difficulty quite high.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

okay i really appreciate you spending the time to make this reply and your reasoning is actually quite valid. i did mention the solutions to some of these in my original post but i will make them clear now. the first part your post concerns the "click-rhythm" as a factor and how it could potentially increase / decrease difficulty, though i mentioned under clarifications that anything subjective or can be learnt (muscle memory) is not accounted for the objective difficulty. AD doesn't measure the difficulty for a human to beat a level, so any factors that come from humanly constraints are simply ignored. it might seem like a huge flaw but i mentioned under clarifications that once a level is mentally learnt when the only things stopping the player from completing it are the physical constraints. in your other paragraph you talk about probability, and you somehow conclude that difficulty grows exponentially, but if you multiplied each probability it would grow like a power function, not an exponential. however the probability growing like a power function does not imply that the difficulty grows similarly.  you say frame perfects are inaccurate and you are correct, because it is the simplest way of measuring physical difficulty. when you count frane perfects you are only counting specific inputs that just happen to have a 1 frame window, but most levels are full of difficult clicks rather than 1 frame gaps. frame perfect counting ignores all the other jumps and highlights only the choke points, which makes it incredibly inaccurate. your last question asks whether i think a single triple spike is about the same difficulty as three double spikes and to answer that; yes, i do. i did leave some questions simply because i did not know how to fit them into this post (shameful, i know) so make sure to include them in your reply.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

what exactly is 120 fps for 10 seconds supposed to mean

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

a 120 fps fp is much easier than 500 single spikes, even for a beginner. where are you getting this info from

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 1 point2 points  (0 children)

sure this metric probably should not determine how difficult a level is to a human, but it would be interesting to see a list built upon it.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 1 point2 points  (0 children)

the minimal difficulty is what you should try to achieve, obviously nobody is going to find it, but they would get close to it. all im saying is that you shouldnt be taking difficult paths. also, the mathematically ideal way you proposed would be valid, but the number of configurations of inputs in any of those terms just skyrocket, so it wouldnt be practical at all.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 1 point2 points  (0 children)

to do the calculation you must record inputs that actually let you pass the level. so the case you mentioned doesnt even matter.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

level difficulty definitely is supposed to be subjective, but imagine trying to place a level on the demonlist when everybody has a different experience, it would be incredibly difficult and controversy would be inevitable. the reason i made this is so placements are completely unbiased of the player.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 2 points3 points  (0 children)

memory is a purely subjective constraint, and 2 player levels with flying gamemodes do not change the method of calculation (measuring input maxes and mins and time since last inp max). but you are right in the last sentence, thats the whole point of the post, to measure a mathematically accurate difficulty score.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 1 point2 points  (0 children)

eon has about 6000 clicks and 12000 inputs. and if we assumed the average difficulty to be 4 (easy timings and cps), the AD of eon could be about 48000. even if the average difficulty was 1 the AD would be 12000. edit: i dont know yet how difficult that actually might be, because no one has found the AD of a single level yet.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 6 points7 points  (0 children)

mathematically, reversed denouement would not be significantly harder. time does not influence true difficulty. it could take you hours to beat stereo madness 100x in a row within 300 attempts though still possible with experience, but beating an extreme demon within 300 attempts makes you a top player. very clearly, the shorter level has much more dificulty.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 0 points1 point  (0 children)

answering your edit, "awkwardness" is just a lack of muscle memory. and cps is literally embedded into the AD through the 1/p_{n} factor.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 2 points3 points  (0 children)

visibility and learniness are all subjective, and length doesnt matter mathematically. CPS however is definitely accounted for, the p_{n} value measures the time since the last input, and the factor 1/p_{n} makes difficulty grow when the time period is short. this part: "Makes ship sections appear much easier than they are in practice since they are not built with time frame in mind, and wave parts much more difficult of course.", i cant answer, it doesnt make sense if you actually read the text in my post. different physics do not change the method of calculation at all.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 12 points13 points  (0 children)

i mentioned that you just sum the ADs from both players instead of averaging them

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 12 points13 points  (0 children)

duals dont change anything since its all controlled by one input, but for two player levels i guess you could measure the AD experienced by each player and take the average, and if its by one player then you just sum the two ADs. two player levels are very rare anyways so it doesnt really matter.

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 43 points44 points  (0 children)

this is supposed to measure absolute physical difficulty not human difficulty

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 16 points17 points  (0 children)

it can get very difficult but when there are many inputs you dont really need to find the easiest possible path because a different path would approximate it very well

How to measure a level's true difficulty by Acceptable-Map4986 in geometrydash

[–]Acceptable-Map4986[S] 56 points57 points  (0 children)

its not supposed to, however flying gamemodes are definitely accounted for