fix: switch tier bonuses from additive to percentage-based

Additive bonuses (+12 fixed points) didn't scale with the blended
score range. Log-compressed popularity puts most scores in a narrow
80-92 band, making +12 disproportionately large.

Percentage multipliers scale naturally:
  Artist:  exact +15%, starts-with +8%, substring 0%, none -15%
  Album:   credit-exact +15%, credit-contains +10%, title-exact +5%,
           title-contains 0%, none -10%

A tier-0 exact match with blended score 86 gets 86×1.15=99.
A tier-1 starts-with with blended score 92 gets 92×1.08=99.
The 4× popularity gap exactly offsets the 7% tier advantage —
proportional behavior where the boost scales with the artist's
existing score rather than being a fixed number.
This commit is contained in:
2026-03-30 02:43:16 -04:00
parent 80d7123478
commit e481968f56
+23 -24
View File
@@ -902,29 +902,28 @@ const (
minBlendedScore = 25 minBlendedScore = 25
) )
// tierBonus maps artist name-match tiers to additive score adjustments. // tierBonus maps artist name-match tiers to percentage score multipliers.
// These are soft bonuses — a sufficiently popular lower-tier result can // Applied as: score = score * (1 + multiplier). A popular lower-tier
// overcome the tier advantage. The effective gap between adjacent tiers // result can overcome the tier advantage when the popularity gap is
// (~6 points on a 0100 scale) requires roughly a 45× popularity // proportionally larger than the tier difference.
// difference to overcome.
// //
//nolint:gochecknoglobals //nolint:gochecknoglobals
var tierBonus = map[int]int{ var tierBonus = map[int]float64{
0: 12, // exact match: "shannon" == "shannon" 0: 0.15, // exact match: +15%
1: 6, // starts with: "shannon" in "shannon and the clams" 1: 0.08, // starts with: +8%
2: 0, // substring: "shannon" in "del shannon" 2: 0.0, // substring: no change
3: -10, // no substring match: only individual words matched 3: -0.15, // no substring match: -15%
} }
// rgTierBonus maps release group match tiers to additive score adjustments. // rgTierBonus maps release group match tiers to percentage multipliers.
// //
//nolint:gochecknoglobals //nolint:gochecknoglobals
var rgTierBonus = map[int]int{ var rgTierBonus = map[int]float64{
0: 12, // artist credit exact match 0: 0.15, // artist credit exact match: +15%
1: 8, // artist credit contains query 1: 0.10, // artist credit contains query: +10%
2: 4, // title exact match 2: 0.05, // title exact match: +5%
3: 0, // title contains query 3: 0.0, // title contains query: no change
4: -5, // no match in either field 4: -0.10, // no match: -10%
} }
// mbSpecialPurposeArtists is a set of MusicBrainz Special Purpose // mbSpecialPurposeArtists is a set of MusicBrainz Special Purpose
@@ -1115,14 +1114,14 @@ func (e *Service) boostNameMatches(query string, result *MBSearchResult) {
return return
} }
// Apply tier bonus/penalty to artist scores. This replaces // Apply tier multiplier to artist scores. Percentage-based so the
// the hard tier sort — tiers are now additive adjustments to // boost scales with the artist's existing score — a popular
// the blended score, so a sufficiently popular near-match can // near-match can overcome an unpopular exact match when the
// overcome an unpopular exact match. // popularity gap is proportionally larger than the tier difference.
if len(result.Artists) > 1 { if len(result.Artists) > 1 {
for i := range result.Artists { for i := range result.Artists {
tier := nameMatchTier(q, strings.ToLower(result.Artists[i].Name)) tier := nameMatchTier(q, strings.ToLower(result.Artists[i].Name))
result.Artists[i].Score += tierBonus[tier] result.Artists[i].Score = int(float64(result.Artists[i].Score) * (1.0 + tierBonus[tier]))
} }
sort.SliceStable(result.Artists, func(i, j int) bool { sort.SliceStable(result.Artists, func(i, j int) bool {
@@ -1134,13 +1133,13 @@ func (e *Service) boostNameMatches(query string, result *MBSearchResult) {
e.disambiguateSameNameArtists(q, result.Artists) e.disambiguateSameNameArtists(q, result.Artists)
} }
// Apply tier bonus/penalty to release group scores. // Apply tier multiplier to release group scores.
if len(result.ReleaseGroups) > 1 { if len(result.ReleaseGroups) > 1 {
for i := range result.ReleaseGroups { for i := range result.ReleaseGroups {
tier := rgMatchTier(q, tier := rgMatchTier(q,
strings.ToLower(result.ReleaseGroups[i].Title), strings.ToLower(result.ReleaseGroups[i].Title),
strings.ToLower(result.ReleaseGroups[i].ArtistCredit)) strings.ToLower(result.ReleaseGroups[i].ArtistCredit))
result.ReleaseGroups[i].Score += rgTierBonus[tier] result.ReleaseGroups[i].Score = int(float64(result.ReleaseGroups[i].Score) * (1.0 + rgTierBonus[tier]))
} }
sort.SliceStable(result.ReleaseGroups, func(i, j int) bool { sort.SliceStable(result.ReleaseGroups, func(i, j int) bool {