Oh and is it possible to add some limit option to the program so it doesn't use all the cpu? I couldn't run it on my laptop since it killed itself after a while running at 100%. My main comp doesn't enjoy it either. So a limit would be appreciated. other than that, great effort. Keep up the good work!
SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 39
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emkro
41 Posts
Oh and is it possible to add some limit option to the program so it doesn't use all the cpu? I couldn't run it on my laptop since it killed itself after a while running at 100%. My main comp doesn't enjoy it either. So a limit would be appreciated. other than that, great effort. Keep up the good work! | ||
CarbonTwelve
Australia525 Posts
On January 20 2011 04:20 emkro wrote: "LATEST Jan 17 2010: v9.0 has been released:" prob someone already said this but its 2011 now Picky picky ;D Fixed... Oh and is it possible to add some limit option to the program so it doesn't use all the cpu? I couldn't run it on my laptop since it killed itself after a while running at 100%. My main comp doesn't enjoy it either. So a limit would be appreciated. other than that, great effort. Keep up the good work! Limiting CPU usage across multiple threads is actually rather hard to do in the code. If your CPU has multiple cores/hyperthreading then one option you can do yourself though is go into task manager (either Ctrl-Alt-Delete and select it, or right click off the task bar), go into Processes, right click on SCBuildOrderGUI_vX.X.exe and 'Set Affinity', then restrict the process to only one 'CPU'. This will reduce CPU usage down to 1/2 or 1/4 (or possibly 1/6) of the total. | ||
trueneu
2 Posts
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shammythefox
United Kingdom286 Posts
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graNite
Germany4434 Posts
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shammythefox
United Kingdom286 Posts
On January 27 2011 00:56 graNite wrote: It will be finished at 420. thanks, also i assume putting in one nexus counts as the expansion rather than the one you start with? | ||
LetoAtreides82
United States1188 Posts
On January 27 2011 01:36 shammythefox wrote: thanks, also i assume putting in one nexus counts as the expansion rather than the one you start with? No, whatever number you put in there is the total number of that unit or structure you want. For example if you were to put 6 probes then you'd automatically accomplish your waypoint at the start of the game because you start with 6 probes. So if you want an expo at a certain time you need to put at least a 2. | ||
shammythefox
United Kingdom286 Posts
On January 27 2011 01:40 LetoAtreides82 wrote: No, whatever number you put in there is the total number of that unit or structure you want. For example if you were to put 6 probes then you'd automatically accomplish your waypoint at the start of the game because you start with 6 probes. So if you want an expo at a certain time you need to put at least a 2. so what happens with the default which is 0? it just ignores the one you start with? | ||
CarbonTwelve
Australia525 Posts
On January 27 2011 02:13 shammythefox wrote: so what happens with the default which is 0? it just ignores the one you start with? What you ask for is a requirement / a minimum. So basically, yes, it ignores anything more than what you ask for. | ||
skirtsteak
United States1 Post
Is it just because of the composition of the build? In the first post, it talks about it taking "seconds" where as this is now hours. Great program btw, I really love it though. | ||
rofio
Australia7 Posts
On November 12 2010 10:41 Undead_Knight wrote: I am just applying for a masters in artificial intelligence. This topic interests me a lot I was wondering how is it that you simulate a build order in a game? For what I understand, your breeding function is just mutating the best builds. But in order to know who to mutate you need to determine its fitness. This fitness should come from running the build order and looking at the result compared to your stud. Or, how do you calculate the fitness of a build? I'm pretty sure skynet will evolve from this guy's optimized sc2 build order generator to enslave humanity. Just saying.. | ||
CarbonTwelve
Australia525 Posts
On January 27 2011 12:09 skirtsteak wrote: Maybe it's just my computer,but the build I'm trying is taking a very long time. Running on all my CPUs for a build of just 8 marines, 4 maruders, 2 medivacs, it has taken about 3 hours and only has a "completion likelihood of 50%." Is it just because of the composition of the build? In the first post, it talks about it taking "seconds" where as this is now hours. Great program btw, I really love it though. The "completion likelihood" feature is just an indication of how confident it is that the BO it has is the very best possible one. It's based on how long it's been running for, and how recent an update came. A likelihood of 50% would mean that it was roughly 1.5 hours ago that it made an update, so given that it still made an improvement 1.5 hours after it started it's not unlikely it'll make another improvement. Either way though, even if it's not the absolute best possible BO that the algorithm suggests, it's still going to be very good I'd say if you get that far any improvement is probably only going to be a matter of a few milliseconds, maybe a second at most. | ||
LagT_T
Argentina535 Posts
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ouckack
France3 Posts
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CarbonTwelve
Australia525 Posts
On February 01 2011 06:11 ouckack wrote: I created an account just to say thank you for this application. You rock!!!! Thanks, and happy birthday | ||
friendo
46 Posts
Is there a FAQ or user guide? I'd like to specify using a SCV to scout, or a scan from the orbital command - can I do this? Does the system look at using a supply calldown from the orbital instead of building a supply depot? | ||
graNite
Germany4434 Posts
Yes the system prefers supply calldown when it makes the build faster. You can workaround this by setting the exact number of supply depots you need as target. | ||
HighQuality
United States56 Posts
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CarbonTwelve
Australia525 Posts
On February 07 2011 05:32 HighQuality wrote: Is there an issue with the save files? WHenever i load my previous terran build orders, it loads a new empty protoss file. Saving/loading isn't implemented atm. | ||
HighQuality
United States56 Posts
On February 07 2011 07:21 CarbonTwelve wrote: Saving/loading isn't implemented atm. I see. Thanks for clearing that up. | ||
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