🚀 Implement maxV2 scoring algorithm / 引入 maxV2 评分算法以优化评分准确性#8
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ocetars wants to merge 2 commits intoMar-7th:masterfrom
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🚀 Implement maxV2 scoring algorithm / 引入 maxV2 评分算法以优化评分准确性#8ocetars wants to merge 2 commits intoMar-7th:masterfrom
ocetars wants to merge 2 commits intoMar-7th:masterfrom
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根据自己理解做出了一些改进,请作者看看是否合理,希望交流一下~ |
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Description / 描述
本次提交对遗器评分算法进行了核心升级,在评分 JSON 中引入了
maxV2字段。1. 核心变更:区分部位计算逻辑 (Per-part Calculation)
为了更精准地反映获取难度,新算法根据主属性类型应用了不同的词条分布模型:
(4 初始 + 5 强化 = 9 次计数)
(6, 1, 1, 1)极限分布
位面球、连结绳
(3 初始 + 4 强化 + 1 填充 = 8 次计数)
(5, 1, 1, 1)极限分布
2. 沿用词条互斥 (Exclusion Logic)
针对随机主属性部位(如暴击衣):
3. 完全向后兼容性 (Backward Compatibility)
为确保现有应用不受影响,采用了非破坏性更新:
max字段: 继续沿用旧版算法(全统一模型 + 1.2 系数 + 平均值),旧版数据结构保持不变。maxV2字段: 采用对象结构存储各部位独立的理论最高分,格式为{"1": val, "2": val, ...}。Results / 结果验证
使用新版算法对 521 个实际角色样本进行了重新评分,效果如下:


改进效果总结
极佳的动态范围 (High Dynamic Range):
数据在
[0, 1]全谱系区间内分布合理。算法克服了常见的“数值堆积”或“两极化”问题,密度曲线平滑无断层,展现了优秀的抗饱和能力。高精度的区分度 (High Granularity):
即使在样本集中的高分区间,算法依然保持了敏锐的颗粒度。如图 2 所示,这种分布支持更精细的段位划分(如这里我选择做出了 9 层分段,亦可根据需求轻松自定义),能精准捕捉并拉开样本间微小的质量差异。
更真实的体感 (Realistic Experience):
0.8 - 0.9区间,高度契合玩家对“小毕业 -> 大毕业 -> 极限毕业”的心理预期。Checklist / 检查清单
score.json输出格式符合预期README.md文档说明max字段和计算方法的兼容