任務書Brief
粗估Rough estimate遊戲規則Game rule- 目標Target
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- 目標範圍Target extent
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- 那一夜(當地)Night (local)
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- 點數預算Point budget
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- μ_ref 參考面亮度μ_ref reference surface brightness
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- A_ref 參考面積A_ref reference area
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- FWHM 需求Required FWHM
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- 權重 D/R/CWeights D / R / C
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- 單張上限Max sub length
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- 最低高度Min altitude
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總分Score = round(1000 × raw ÷ raw標準解std),raw = (wD·D + wR·R + wC·C) × P。標準解(出題時對預報版搜出來的計畫)永遠是 1000 分;分數只在伺服器算,同一份計畫永遠同分。The standard plan (searched on the forecast when the challenge was set) always scores 1000; scores are computed on the server only, and the same plan always gets the same score.
D 深度depth = min(1.5, log₂(1 + S/N ÷ S/N標準解std)),S/N = √npix · Σq·S·t ÷ √Σq·((S+B)·t + RN²),npix = A_ref ÷ 像素尺度pixel scale²。比的是同一塊天空(固定面積),大像素灌不了分;拼接取跟目標相交各格裡最差的那格。It compares a fixed patch of sky, so big pixels cannot inflate it; mosaics take the worst tile that touches the target. 粗估Rough estimate
R 解析resolution = min(1, FWHM 需求req ÷ FWHM),FWHM = √(seeingeff² + 繞射diffraction² + 追蹤tracking²),下限 2 × 像素尺度 × bin(彩色相機再 ×2);seeing 乘 X^0.6(Roddier 1981)。floored at 2 × pixel scale × bin (×2 again for colour cameras); seeing scales as X^0.6 (Roddier 1981). 粗估Rough estimate
C 構圖framing = 目標範圍落在任一格裡的比例(2,000 個取樣點,同模擬器的拼接幾何)。the fraction of the target extent inside any tile (2,000 sample points, same mosaic geometry as the simulator).
P 瑕疵defects = 核心飽和 ×0.85;不導星又超過赤道儀單張上限 × 上限 ÷ 單張(最低 0.5)。core saturation ×0.85; unguided subs over the mount limit × limit ÷ sub (floor 0.5). 遊戲規則Game rule
每張保留率Sub retention q = c開始start × exp(−Σ(1−c)·Δt ÷ 600 s):c 是無厚雲比例;單張越長,遇雲整張作廢的期望損失越大。透明度低於報廢門檻、太陽在 −18° 以上、月亮在天上(照亮 > 10%)、目標低於 max(山稜線, 10°) 的張數不算;消光 0.2 mag/airmass 只作用在訊號。c is the cloud-free fraction; the longer the sub, the more you expect to lose to clouds. Subs below the transparency threshold, in twilight (Sun above −18°), with the Moon up (> 10% lit) or with the target below max(ridge, 10°) do not count; extinction 0.2 mag/airmass dims the signal only. 遊戲規則Game rule
引擎Engine rough-1・規則rules sn-a1。物理是望遠鏡工作台的粗估公式移植到伺服器(physics_rough),不是精密模型。The physics is the Telescope Workbench’s rough model ported to the server (physics_rough), not a precise model.