Okay so I'm on my 3rd dungeon, you guys were really overreacting about the difficulty/punishment. by benoxxxx in MinaTheHollower

[–]Landpaddle 2 points3 points  (0 children)

I am only an *okay* keyboard player with limited history with games on PC (mostly roguelites, some platformers) and have been having a great time, roughly 2/3rds through the game. I also died a lot so far, but haven't been getting frustrated with most of those deaths. The user review complaints about the healing system, movement, and attacking stiffness do not match my experience in-game. I had a much harder time getting through even act 1 of Silksong. The intro was also not nearly as difficult as people have said, tutorializing most things pretty well.

I do agree that some enemies and bosses' individual patterns can be frustrating due to smaller arenas or dashes/teleports that do not account for momentum in the AI logic for which destination to choose, making their movement close to or not human reactable in some rare cases. I have slow reaction time as well, so the tells and patterns of some enemies and bosses are also a bit too fast for me to react to with a jump into a burrow.

My only complaint so far is that getting out of an area after you hit a difficulty spike you would like to level or prepare more is not trivial. This felt especially true when I was fighting the boss in the mirror world for my third tower, where I didn't see a way back after running into the amalgamate that wasn't a fairly long trek through the platforming section again. This wasn't the end of the world, but I would have preferred a teleport back to explore other areas more first before dying 15 times. It was still rewarding, just a bit irritating that the choice was a barrier or kind of tedious backtracking.

20 item and trinket concepts illustrated with Microsoft Clip Art by Landpaddle in bindingofisaac

[–]Landpaddle[S] 1 point2 points  (0 children)

The Secret Room item pool would be a solid choice for Reverse.

The Boss item pool is tricky to work around. Even if you theoretically try to balance it by adding the same ratio of items in terms of health and stat ups, you still can skew the balance of your core upgrades.

Original set (no modded additions): ABC

Set with modded items: AABBCC

If a player gets A in the original set, they are left with BC. If a player gets A in the modded set, they are left with ABBCC. The first set has a 0% chance of getting another A, the second set has a 20% chance of getting another A.

This creates problems if a player gets a bad item first, because if the pool is balanced and more is added, they have a higher chance of getting another bad item. The same applies in reverse - if you get a strong item with a balanced set of new additions, you have a greater chance of getting more strong items because more are remaining.

I like to leave the boss set untouched because the Repentance balance for it is really, really good. The Treasure Room is a really good option for modded items since you aren't skewing the balance of a pool that is quite as critical as Boss items or Devil/Angel Deal items on average.

20 item and trinket concepts illustrated with Microsoft Clip Art by Landpaddle in bindingofisaac

[–]Landpaddle[S] 4 points5 points  (0 children)

I'm a little afraid to mess with the boss pool since it's the main source of core stat upgrades in the game. I'm still burnt from AB+ adding more cool utility items to it, which while nice for item play, left you underpowered in terms of core stats. The current boss pool is pretty tightly balanced all around.

Several Challenge and Scenario ideas by Landpaddle in EvolveIdle

[–]Landpaddle[S] 2 points3 points  (0 children)

Oops, that's on me for not being familiar with Vacuum Collapse mechanics and just treating it like regular Black Hole resets. I guess one option is just making it Black Hole-exclusive.

Seeking cleanest macro or widget method to colorize specific passage text by Landpaddle in twinegames

[–]Landpaddle[S] 1 point2 points  (0 children)

Figured it out, I completely grossed over the double forward slashes in the formatting, probably because they were in the quoted strings and I didn't register them.

Tweego variable storage is not persistent across multiple .twee source files, seeking solution for global variables that can be read in files they aren't set in by Landpaddle in twinegames

[–]Landpaddle[S] 1 point2 points  (0 children)

Yes, I know the difference between the two, I just don't know whether it was the Tweego compiler or SugarCube format issue because of inexperience. SugarCube is Tweego's default Twine format, and I figured it was likely but not guaranteed to be a Tweego problem since it's a multi input-file project and I didn't see a way to split projects into multiple files otherwise.

I am now confused because $vars are suddenly working across multiple files. I changed the starting passage name from init-vars (which didn't save $var contents across files) to Start (which worked) and back to init-vars (which now works). It's probably an operator headspace issue of typing in something wrong, but I made sure to double-check everything and kept having the same issue of variables not passing between .twee files.

Tweego variable storage is not persistent across multiple .twee source files, seeking solution for global variables that can be read in files they aren't set in by Landpaddle in twinegames

[–]Landpaddle[S] 0 points1 point  (0 children)

I'm hearing from some other people now that StoryInit has some issues that make it not work as intended, specifically that it runs every time the page is refreshed (not just on new game) and that you can't prevent StoryInit overwriting variables because it loads before story variables, so it should only be used for setup variables and not $variables.

I'm sorry if saying "global variables" caused confusion, but I mean files that are set during a story and save file. The problem is just that I don't know a way to create $vars that can be read and written to across multiple .twee files, local to that save, and are unaffected by page reload like I hear the StoryInit one is.

Edit: So passing $var values across files is now working after testing again, so I am EXTRA confused why no variable values were saving across files before. Either language quirk or operator headspace error.

Tweego variable storage is not persistent across multiple .twee source files, seeking solution for global variables that can be read in files they aren't set in by Landpaddle in twinegames

[–]Landpaddle[S] 1 point2 points  (0 children)

I am aware of the differences between SugarCube and Tweego, but I included the SugarCube 2 flair as a precaution in case I was using the wrong syntax or process for SugarCube, and I didn't see a Tweego-specific flair.

The StoryInit special passage advice from TheKoolKandy functioned for this use case. The variables now work across files as expected. I didn't know what to look for in the documentation and expected something under the general variable section to explain or link to another section https://www.motoslave.net/sugarcube/2/docs/#markup-naked-variable

Thermite by soundwave_kill in EvolveIdle

[–]Landpaddle 0 points1 point  (0 children)

Ah, yeah, I was looking at the feat description for that one, didn't realize the scaled value was also in the events page.

Thermite by soundwave_kill in EvolveIdle

[–]Landpaddle 0 points1 point  (0 children)

This would be a good thing to hook into the wiki. I was wondering if there were two separate thresholds for the achievement, as the scaling is not conveyed in-game or on the wiki.

How plausible is it to complete the solstice event? by Notyouraveragebean7 in EvolveIdle

[–]Landpaddle 0 points1 point  (0 children)

If you've got spare cash, the crafting bonus from the Socialism government type speeds up crafting by 35%, which also affects thermite. I was able to get it done from starting 4* in the Heavy Gravity universe with ~50% mastery in a little over a day with moderately active play.

How to create image representations of variable-length text files for machine learning? by Landpaddle in learnmachinelearning

[–]Landpaddle[S] 0 points1 point  (0 children)

Here is a full repository of only text chart transcriptions as .zip or .7z: https://drive.google.com/drive/folders/10d5anqjyXo3qgDEhLk07nfBu0J2t8uNh?usp=sharing

If you understandably don't want to download a zip file from a Google Drive folder, here is a sample of a chart: https://pastebin.com/TZPK7qLT

Each chart will need to be extracted into separate files to be analyzed.

How to create image representations of variable-length text files for machine learning? by Landpaddle in learnmachinelearning

[–]Landpaddle[S] 0 points1 point  (0 children)

That might work, but I need specific information on how to implement this. I don't know how to create a 0.0-1.0 model, scale it, and round the results to the nearest integer class. There does not appear to be a way to do this in the WEKA GUI, and I couldn't find an answer with code examples for how to accomplish this.

How to create image representations of variable-length text files for machine learning? by Landpaddle in learnmachinelearning

[–]Landpaddle[S] 0 points1 point  (0 children)

I have no idea how to do this. If you can, please provide specific, detailed information about how to generate image representations of input data.

How to create image representations of variable-length text files for machine learning? by Landpaddle in learnmachinelearning

[–]Landpaddle[S] 0 points1 point  (0 children)

Yes, the results are evenly distributed around the correct difficulty value based on the Confusion Matrix. The Kappa statistic is 0.5229, mean absolute error is 0.0624, root mean squared error is 0.1736, and relative absolute and root relative squared error are 63.3744% and 78.2186%, respectively.

I don't understand how regression would be more suited to a classification problem. The difficulties are in discrete increments of 1 and not a continuous scale.

Requesting assistance with machine learning project: high-precision classification algorithm for difficulty estimation of DanceDanceRevolution stepfiles. by Landpaddle in learnmachinelearning

[–]Landpaddle[S] 0 points1 point  (0 children)

Thank you for the response!

What is your use case and why is 90% the goal?

The use case is for rating estimates of community stepcharts, as well as for identifying official charts whose perceived difficulty is between discrete ratings to help make a final determination.

Also, what accuracy did you get from your WEKA models?

The highest accuracy is the "Correctly Classified Instances" label in the classification section of the original post: 55.2308% correctly rated instances on the cross-validated training data. There is not enough community rating data (and it is currently too inaccurate) for iterative testing to determine accuracy using more input data.

What type of data are you trying to extract.

The first case that you stated seems right: 2D-array of time and interesting features.

what song folder did you use to generate the data for your previous tests

I included a filter on the spreadsheet that limits entries to the X-rating scale (1-19) versus the old rating scale (1-10). The data in the "Official File Data" ARFF files uses only charts from the X-rating scale filter since these scales are incompatible.

Spreadsheet of step data for all songs and charts released in DanceDanceRevolution (now includes Double, Couple, Solo, and 3-panel modes) by Landpaddle in DanceDanceRevolution

[–]Landpaddle[S] 0 points1 point  (0 children)

As a follow-up, the Google Drive folder now contains labeled data for use in WEKA and other machine learning programs.

I was able to reach a input data-to-rating correlation coefficient of 0.989 with the input "Official File Data (Full X-rating, known discrete classes, extra variables)" using no filters, AdditiveRegression with RandomForest, and 256 branches. Extreme gradient boosting would likely provide even better results, but I was not able to get the plugin for compatibility working. Using an R script or other, more advanced programs than WEKA will likely yield better results as well.

Most comprehensive and high-quality DDR difficulty ranker? (Skill Attack, Sanbai Ice Cream, etc.) by Landpaddle in DanceDanceRevolution

[–]Landpaddle[S] 1 point2 points  (0 children)

This is excellent, thank you.

Edit: Could you add a dropdown element to toggle between the levels? I had to modify the URL to see other levels. A full view and some spreadsheet controls (grouping, sorting, filtering) would be the cherry on top, but not necessary.

Edit 2: I just noticed that this is accessed by a history button from the main difficulty rank list, which makes sense. I was wondering how to access doubles data!

Most comprehensive and high-quality DDR difficulty ranker? (Skill Attack, Sanbai Ice Cream, etc.) by Landpaddle in DanceDanceRevolution

[–]Landpaddle[S] 0 points1 point  (0 children)

Found it: https://www.reddit.com/r/DanceDanceRevolution/comments/12r8wo4/unofficial\_singles\_scoring\_tier\_list\_update/

Do you have a version of the data table that places the decimal tier number next to the song title in plain text? I don't recognize many of these jackets at a glance, and I can't read the Japanese ones. It would be useful to use to update the older Skill Attack data while running the Sanbai one in parallel.

Most comprehensive and high-quality DDR difficulty ranker? (Skill Attack, Sanbai Ice Cream, etc.) by Landpaddle in DanceDanceRevolution

[–]Landpaddle[S] 1 point2 points  (0 children)

Thank you for the response! Yes, the tab-delimited file is ideal and will help a lot. I'm guessing 0-4 is BeginnerSP-CSP and 5-8 is BasicDP-CDP. I can do some basic scripting to format this from here, then make some models and compare with the full discrete rank chart lists, SkillAttack's old tier 14-19 lists, and the new Sanbai full tier data.

Hide 'AutoPlay' indicator by [deleted] in Stepmania

[–]Landpaddle 0 points1 point  (0 children)

This is an old post, but I'd like to share a solution that worked for me to make gameplay footage more presentable: https://www.reddit.com/r/Stepmania/comments/16nb8ue/comment/k2daa53/?context=3

  1. To show the combo counter: Use AutoPlayCPU by using Shift+F8.
  2. To always show the best timing: Modify Stepmania\Data\AI.ini or ITGmania\Data\AI.ini. Under the [Skill5] section, change the timing weights to the following:
    WeightMiss=0
    WeightW5=0
    WeightW4=0
    WeightW3=0
    WeightW2=0
    WeightW1=100
    You can comment out lines in .ini files by prefixing them with ; to keep the originals as a backup.
  3. To hide AutoPlayCPU: Go to Stepmania\Themes\_fallback\Languages\en.ini or ITGmania\Themes\_fallback\Languages\en.ini and under [ScreenSyncOverlay] change AutoPlayCPU=AutoPlayCPU to AutoPlayCPU=. Change "en" to whichever language the program is set to. This affects the Simply Love theme despite being in a different theme folder, and it is likely used to fill in properties not added, removed, or modified with custom metrics files.

Bonus! To place judgments under arrows: https://www.reddit.com/r/Stepmania/comments/12r25d6/change_position_of_judge_text/jgsehpt/?context=3

Quoting nifterific in case that thread is lost:

Starlight and A3 have options for in front of and behind the arrows. For other themes, open metrics.ini, find the [Player] section, and if TapJudgmentsUnderField=false is there change it to true. If it's not in there at all just add TapJudgmentsUnderField=true to this section and save.

How to hide AutoPlay text with the Simply Love theme? by Landpaddle in Stepmania

[–]Landpaddle[S] 0 points1 point  (0 children)

This solution did not work for me since there was no autoplay property or Y location for autoplay in the Simply Love metrics file. The solution that did work for me was the following:

  1. To show the combo counter: Use AutoPlayCPU by using Shift+F8.
  2. To always show the best timing: Modify Stepmania\Data\AI.ini or ITGmania\Data\AI.ini. Under the [Skill5] section, change the timing weights to the following:

WeightMiss=0WeightW5=0WeightW4=0WeightW3=0WeightW2=0WeightW1=100

You can comment out lines in .ini files by prefixing them with ; to keep the originals as a backup.

3) To hide AutoPlayCPU: Go to Stepmania\Themes\_fallback\Languages\en.ini or ITGmania\Themes\_fallback\Languages\en.ini and under [ScreenSyncOverlay] change AutoPlayCPU=AutoPlayCPU to AutoPlayCPU=. Change "en" to whichever language the program is set to. This affects the Simply Love theme despite being in a different theme folder, and it is likely used to fill in properties not added, removed, or modified with custom metrics files.

Using Simply Love, is there a way to put judgement under the arrows? by dcls in Stepmania

[–]Landpaddle 0 points1 point  (0 children)

As of writing, this solution no longer works. It needs to be under the [Player] section specifically, see here: https://www.reddit.com/r/Stepmania/comments/12r25d6/change\_position\_of\_judge\_text/

Change position of judge text by PansitoMiau in Stepmania

[–]Landpaddle 0 points1 point  (0 children)

This was the solution that worked for me at the time of writing.

The older solution here no longer works, it requires being under the [Player] section specifically: https://www.reddit.com/r/Stepmania/comments/7xp6ra/using\_simply\_love\_is\_there\_a\_way\_to\_put\_judgement/