Statistics brainstorming.

Thread in 'Research & Development' started by K, 26 Oct 2011.

  1. K

    K

    latest TGM3 data logger version 0.61 (29 dec 2011):

    http://jagorochi.free.fr/TGM3_LOGGER/

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

    I don't know if it's a good think to talk about it here, but let's try.
    soon (or later) a patch for Ti will be released allowing anybody to play in good
    condition without mumbo jumbo hardware.
    I already made a Cheat engine trainer for the game. Mostly m-roll purpose but i want to
    enhance it.
    I was recording stats for some time until the game fuck'd up the save.
    https://docs.google.com/spreadsheet/ccc?key=0ApaBubc6gunxdGFSdUxGc3FaTnpxSHktQlhYN2cwQXc
    It was really paintful in the arse to screenshot every game result and input data in the
    sheet.
    So i want to automate this process stats in master mode, and retreive data in a log file

    Please help me to find what kind of information could be retreived to create interesting
    game statistics.
    Note : Even if it need some code injection manipulation (eg line stats by section) i
    talk about raw data extraction. So don't ask about statistic that can be that can obviously be calculated afterward.
    Note : Shirase is not on the business plan for now.

    - (done) PLAYER ID
    - (done) Game number
    - (done) Rotation system (classic world)
    - (done) Game type (Normal, Promotion, demotion)
    - (done) Final Grade
    - (done) Grade at lvl 999 (before entering staff roll)
    - (done) Sections time (x10)
    - (done) Cool time (x9)
    - (done) Section time loss (x10)
    - (done) Line stats by Section (Tetris, triple, Double, Single)
    - (done) Line stats for Staff Roll (Tetris, triple, Double, Single)
    - (done) Staff Roll survival time (max = completion)
    - (done) Medals earned
    - (done) Score
    - (done) Gold SK earned level
    - (done) played date and time
    - Spawn count by section
    - Hold count by section
    - Initial Hold count by section
    - mid air Inactive tetramino time count (by section)
    - landed Inactive tetramino time count (by section)
    - Step/Rotation reset count by section (World system)
    - number of key input per section (cyberguile)
     
    Last edited: 28 Dec 2011
  2. what about: number of key input per section
    average number of key input per section, staff roll included/excluded
    average number of key input per tetromino
     
    Last edited: 26 Oct 2011
  3. K

    K

    Yo, i remember about this in lockJaw. don't know if it's pertinent, but if you are talking about physical input it should not be too hard to retreive.

    those can be calculated afterward with total key input per section divided by number of piece spawn by section.
     
  4. well, it will help players that are using a lot of tap tap tap tap tap tap to improve their game ^^
     
  5. mat

    mat

    record each piece and its input in a fumen replay. go big or go home.
     
  6. K

    K

    rofl
    yeah that's would be fucking big... but are you talking about "this" fumen ?:sneaky:
     
  7. K

    K

    - Gold SK earned level
    - played date and time
     
  8. K

    K

    keep digging...
    Code:
    14<[]>             section     cool       lost       line
    14<[]> Section 0 | 00:55:16 | 00:41:28 | --:--:-- | 0-1-0-5 
    14<[]> Section 1 | 00:49:06 | 00:36:71 | 00:02:13 | 0-0-0-7 
    14<[]> Section 2 | 00:57:41 | 00:39:43 | 00:04:31 | 5-1-0-4 
    14<[]> Section 3 | 00:49:76 | 00:30:23 | --:--:-- | 5-3-0-4 
    14<[]> Section 4 | 00:42:21 | 00:29:98 | 00:03:16 | 3-2-0-5 
    14<[]> Section 5 | 00:29:90 | 00:21:81 | 00:00:88 | 5-1-1-5 
    14<[]> Section 6 | --:--:-- | --:--:-- | --:--:-- | 0-0-0-1 
    14<[]> Section 7 | --:--:-- | --:--:-- | --:--:-- | 0-0-0-0 
    14<[]> Section 8 | --:--:-- | --:--:-- | --:--:-- | 0-0-0-0 
    14<[]> Section 9 | --:--:-- | --:--:-- | --:--:-- | 0-0-0-0 
    14<[]> Cool Flag = 01-345---- 
     
  9. Number of holes in the m-roll could be interesting (although, the coolest thing would be to save all the m-roll placements in a file and then write your own replayer for it). Also, showing the grade points in both the fading roll and the m-roll would be awesome (maybe even during the game if you set a "cheat"-flag?!). My last suggestion is "time wasted by hold per section", which is 0 if you IHS exclusively and otherwise the accumulated time between spawn and hold.

    Still, you've made pretty cool progress, keep it up :)
     
  10. K

    K

    Yo dudes
    I currently trying to find out how work the master mode ranking system (promotion/demotion). In need in the first place to understand lot of unknow data and how work the save file system.
    Can some WORLD player provide me their save stats so i can analyse how the memory is organised between WORLD and CLASSIC.
    i need stats where WORLD records are stronger than CLASSIC or at least mixed red/blue bar
    Amnesia, Kevin, Steve.. send me that stuff by email and don't forget the button account password ! ;)
     
  11. Mixed bar is determined by a nybble for each mode. IIRC, 0xF is maxed Classic, 0x8 is half-and-half, and 0x0 is maxed World.
     
    Last edited: 30 Nov 2011
  12. Muf

    Muf

    In other words, World is worthless :trollface:
     
  13. K

    K

    lot of annoying bugs but almost done for master mode..
    Code:
    1Player = UMA / Game n° 1152 on 12/18/11 21:02 
    Mode = CLASSIC MASTER 
    No Examination 
    COOL FLAG = 012345678- 
    FINAL GRADE = MK (S8+9 Cools before entering staff roll) 
                                               +-------------------+ 
                                               |    LINE STATS     | 
    +---------+----------+----------+----------+----+----+----+----+ 
    | Section |   TIME   |   COOL   |   LOST   |  1 |  2 |  3 |  4 | 
    +---------+----------+----------+----------+----+----+----+----+ 
    |   0-99  | 00:52:21 | 00:40:50 | --:--:-- |  1 |  - |  - |  5 | 
    | 100-199 | 00:46:10 | 00:29:53 | --:--:-- |  3 |  1 |  - |  5 | 
    | 200-299 | 00:43:68 | 00:30:90 | --:--:-- |  - |  - |  - |  6 | 
    | 300-399 | 00:38:11 | 00:25:16 | --:--:-- |  4 |  - |  - |  6 | 
    | 400-499 | 00:30:75 | 00:21:41 | 00:01:75 |  2 |  - |  - |  6 | 
    | 500-599 | 00:28:06 | 00:18:18 | 00:01:71 |  - |  2 |  - |  6 | 
    | 600-699 | 00:26:41 | 00:17:05 | 00:01:50 |  4 |  - |  - |  5 | 
    | 700-799 | 00:30:28 | 00:18:16 | 00:00:65 |  2 |  4 |  1 |  3 | 
    | 800-899 | 00:29:80 | 00:19:58 | 00:00:98 |  5 |  5 |  - |  4 | 
    | 900-998 | 00:33:01 | --:--:-- | --:--:-- | 10 |  1 |  2 |  1 | 
    +---------+----------+----------+----------+----+----+----+----+ 
    | CREDITS | FAILED !   00:46:90 | 00:07:51 | 21 |  2 |  2 |  1 | 
    +---------+----------+----------+----------+----+----+----+----+ 
    | MEDALS  |ST=SILVER |AC=NONE   |CO=NONE   | SK = 276| 459| 720| 
    +---------+----------+----------+----------+----+----+----+----+ 
     
  14. K

    K

    there it is :
    link removed..

    once started it autoAttach to game/game_windowed/game_fullscreed (.exe)
    and wait for logging data on the folder where the cheat is located.

    I already noticed that the first game might not be logged.. i don't understand exactly but i'll check.
    please report other bugs.
     
    Last edited: 22 Dec 2011
  15. K

    K

  16. this is supercool.
     
  17. K

    K

    TODO :
    -fix on staff roll timer counter
    -fix on staff roll point calcultion (invisible or not)

    should we add something like "automatic posting data to tetrisconcept.net" :p

    we could also dream about something like input retreive for replay..
    after all the TGM routine for randomisation is quite simple.. retreiving frame input and reinjecting it for replay should not be "that hard"...
     
  18. K

    K

    [​IMG]
     
  19. K

    K

    version 0.61
    fixed 2 bugs
    see readme.txt
     
  20. Something weird just happened on Ti. I was playing a quick game to test the new version and I got a Promotional Exam. This was the data gathered:

    Code:
    1Player unlogged on 12/28/11 17:35
    Mode = CLASSIC MASTER PROMOTION for S6 Succeeded !
    Grade = S9  / S2 + 7 Cools / Game Over at level 801
    TIME = 06:55:78                              +-------------------+
                                                 |    LINE STATS     |
    +---------+----------+------------+----------+----+----+----+----+
    | Section |   TIME   |    COOL    |   LOST   |  1 |  2 |  3 |  4 |
    +---------+----------+------------+----------+----+----+----+----+
    |   0-99  | 01:05:46 | 00:45:71 * | 00:00:30 |  2 |  - |  1 |  5 |
    | 100-199 | 01:08:71 | 00:47:76   | 00:00:30 | 10 |  3 |  2 |  1 |
    | 200-299 | 01:09:50 | 00:48:18 * | --:--:-- |  9 |  6 |  1 |  1 |
    | 300-399 | 00:50:33 | 00:32:33 * | --:--:-- |  4 |  3 |  2 |  3 |
    | 400-499 | 00:43:63 | 00:28:11 * | 00:01:46 |  8 |  2 |  1 |  2 |
    | 500-599 | 00:36:53 | 00:27:13 * | --:--:-- | 17 |  4 |  1 |  - |
    | 600-699 | 00:41:75 | 00:22:86 * | 00:06:01 | 14 |  4 |  1 |  1 |
    | 700-799 | 00:39:65 | 00:24:71 * | 00:02:36 | 19 |  2 |  - |  1 |
    | 800-899 | --:--:-- | --:--:--   | --:--:-- |  - |  - |  - |  - |
    | 900-998 | --:--:-- |            | --:--:-- |  - |  - |  - |  - |
    +---------+----------+------------+----------+----+----+----+----+
    | MEDALS  |ST=SILVER |AC=NONE     |CO=NONE   | SK = NONE         |
    +---------+----------+------------+----------+-------------------+
    I wasn't awarded a SK medal. What could have caused this?
     

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