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Zerg Build Order optimizer. - Page 11

Forum Index > StarCraft 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58
 
 tetracycloide   October 14 2010 02:50. Posts 295
Profile # 
The muta BOs make it really apparent that the program needs to account for taking guys off of gas. An ideal muta rush should be building a lair at 100 gas, spire at 200 gas, and the first X mutas at X*100 gas. The 8 muta build gets mutas at 600 minerals and 844 gas and builds the last muta at 100/300 which is obviously a lot of wasted time spent on gas. Should probably just take extractor tricks out of the equations too since they clearly don't properly account for the right amount of time spent off mining to do them and the risk/reward varies wildly between players.
My vanity is justified
Old Post

 
 Glacius0   Netherlands. October 14 2010 02:57. Posts 66
Profile # 
Uhm..none of the muta builds use queens? O_o Wow...
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 dGretch   United States. October 14 2010 03:00. Posts 28
Profile # 
^^ thinking the same thing. i dont see the applicability of, say, the 5 muta BO because theres almost a 0% chance you wouldnt face some sort of aggressions by then

basically, anything beyond the first 5 mins of the game seems like a stretch. i would never build for mutas without building at least queen(s) and spine(s)
Old Post

 
 ch33psh33p   October 14 2010 03:05. Posts 2585
Profile Blog # 
^ Except that isn't what this BO was trying to acomplish.

Add the parameters yourself, 8 Muta + Queen + Spines or howeer else you want to pull it off.

Define your own conditions, he's only providing examples.
 
Old Post

 
 dGretch   United States. October 14 2010 03:09. Posts 28
Profile # 
^^ true
Old Post

 
 Lomilar   United States. October 14 2010 03:18. Posts 130
Profile # 
I'm not entirely sure why it chose an expo over a queen, if it didn't get the other two gas. Could be a bug here.

edit: Or maybe not. It likes to stay low supply, and looks like it chose a hatch over queen because it had the minerals to spare, but not the supply, choosing to spend the supply on drones instead. It was waiting for minerals to come in to build the spire, but then after the spire was built and mutas were on their way, it had an extra 200 minerals.

I think what this build order is telling us is that other things can be fit in here, at very little cost.

edit 2: And that waiting for a spire is a giant pain in the butt.
Last edit: 2010-10-14 03:25:35
Old Post

 
 Phrencys   Canada. October 14 2010 03:25. Posts 263
Profile # 
@tetracycloide

just because you don't have 0min/0gas after reaching your goal doesn't mean that the build isn't optimized to get the mutas ASAP.

You're piling gas while the lair/spire build, and you wouldn't get mutas faster by piling minerals. Besides, we all know that you must be way ahead in gas when you go mutas because they're just so gas expensive... but that's not the point; the application just tried to find the fastest way to make you hatch mutas.
Old Post

 
 Zocat   Germany. October 14 2010 03:27. Posts 1776
Profile # 
Damn you!
Was going to start my implementation of the same thing (though for all races) this weekend!



On October 14 2010 01:43 Lomilar wrote:
2. It sounds like you guys want it, and you want it now. I'll go ahead and create a project site tomorrow night and release it open source. I need to clean up the code, maybe write some comments, and refactor a bit before I'd feel comfortable pushing it out into the world.



Thank you!
Open source means the protoss & terran users will have something similiar very soon


Quick question:
Does your program send workers to newly build expansions to circumvent oversaturation? Do they get there "instantly"?
Last edit: 2010-10-14 03:27:42
Old Post

 
 Ardek   United States. October 14 2010 03:28. Posts 16
Profile # 
To have the best economy while holding off a 4 gate, you could just say,

I need 30 zerglings and 2 spine crawlers by 6:30 (like use Unit Tester to see how much you would actually need to fend off 4 gate)

but make as many drones as possible while still having that many


this is cool. won't break sc2 tho. it might create a lot of noobs who memorize a few builds but will never be top players though
Old Post

 
 CraftedSC   October 14 2010 03:29. Posts 31
Profile # 
This is some cool stuff. Like many have said before me, having the code account for variables like harvester move speed and distance to hatchery. Could be cool to also allow for users to input other variables like pulling a drone for scouting.
It seems that the greatest Zerg players are forged during times of adversity. Dire situations bring out the best, and when Zergs are dropping left and right, there's always one that remains.
Old Post

 
 jpditri   United States. October 14 2010 03:32. Posts 82
Profile Blog # 

On October 14 2010 03:27 Zocat wrote:

Quick question:
Does your program send workers to newly build expansions to circumvent oversaturation? Do they get there "instantly"?


from earlier in the thread,


A flaw right now is that it assumes the workers are maynarded over instantly, with no mineral time lost. That is going on the list of things to fix.

 
Old Post

 
 Phrencys   Canada. October 14 2010 03:33. Posts 263
Profile # 
@Lomilar you need to tell your application that at around 3:30 we can have a proxy reaper in our base.

Meaning that around 2:40 (13-14 supply on the Muta5 BO) we should consider a spine crawler or some lings.

Definitely need to consider replacing that hatch by 2 queens if possible too, but I admit it's nice to see that the application even CONSIDERS going 2hatches without a single queen. Tell her that the No-Queen Monday Funday was weeks ago!
Old Post

 
 Cyber_Cheese   Australia. October 14 2010 03:59. Posts 3598
Profile Blog # 
question: can it factor in upgrades?

also the 5/6/7/8 muta thing on previous page, it seems the extractor trick breaks your population
Last edit: 2010-10-14 04:12:32
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Old Post

 
 Lomilar   United States. October 14 2010 04:29. Posts 130
Profile # 

On October 14 2010 03:59 Cyber_Cheese wrote:
question: can it factor in upgrades?

also the 5/6/7/8 muta thing on previous page, it seems the extractor trick breaks your population


Yeah, it can factor in upgrades.

I'll check into the extractor trick thing. It seems to be messing with something.
Old Post

 
 Sanasante   United States. October 14 2010 04:35. Posts 320
Profile # 
I don't know if my thread on page 11 will ever get read but I wanted to provide my input. I think that this program should be used as a guideline and nothing more. A guideline to compare what is theoretically possible and how close you have achieved this theoretical possibility,

The problem is that this program can be used to refine 1 base all-in cheeses. While this is not necessarily bad it can create a big problem in the lower leagues.
It is during our darkest moments that we must focus to see the light
Old Post

 
 Stiver   Canada. October 14 2010 05:22. Posts 285
Profile # 

On October 13 2010 15:29 Klesky wrote:
If it takes several hours to go through all the combinations and do random trials and take averages. All to determine with a high -probability- that it is 'optomized.'

Why would you write it in Java? It sounds like a very intensive operation.

C/ASM. Should bring that over-night down to a reasonable amount of time.


(I assume if it is written in Java, C++ would be a more suitable code to translate to) C
would be preferable yeah, but Java as a "slow language" hasn't been a relevant complaint in years. Java's base speed has become incredibly fast.
Last edit: 2010-10-14 05:23:50
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
Old Post

 
 Aberu   United States. October 14 2010 05:30. Posts 816
Profile Blog # 
Let's say you get 7 roaches super fast thanks to this. But then he went just a few marauders, and held off the attack. Your economy now sucks, and you lose. That's why this isn't as amazing as the OP is claming it to be. No build can be ironed out in this way. There is no godlike build in Starcraft. It's not like Red Alert 2 was (where literally you had to get 3 tanks as fast as possible and push out and reinforce in Soviet vs Soviet, or you lost).
srsly
Old Post

 
 darmousseh   United States. October 14 2010 05:48. Posts 3420
Profile Blog # 

On October 14 2010 01:43 Lomilar wrote:
Wow. Good morning all.

1. Minerals are collected as an average per second, not in intervals of 5. That is because I didn't want to determine exactly when 5 minerals came in from each drone, since those timings are based on how they shuffled around when you first told them to mine, etc.

2. It sounds like you guys want it, and you want it now. I'll go ahead and create a project site tomorrow night and release it open source. I need to clean up the code, maybe write some comments, and refactor a bit before I'd feel comfortable pushing it out into the world.

3. All numbers were pulled from Liquipedia.

4. The numbers crunching for 5 muta (and 6 muta and 7 muta and 8 muta) are complete.

The actions that take place while the mutas are building can be ignored. They are things based on the scoring algorithm that the computer decided are good... I'm confused about the extractor trick.

5 muta
+ Show Spoiler +

6 muta
+ Show Spoiler +

7 muta
+ Show Spoiler +

8 muta
+ Show Spoiler +



A scoring algorithm? I'm assuming you are using a depth search then.
Developer for http://sc2sl.com
Old Post

 
 Stiver   Canada. October 14 2010 05:58. Posts 285
Profile # 
Are you just going to be releasing the executable, or maybe share some source code?

I feel like it would be beneficial to combine some efforts to add features not everyone wants or needs, but many do.
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
Old Post

 
 Lomilar   United States. October 14 2010 05:58. Posts 130
Profile # 

On October 14 2010 05:30 Aberu wrote:
Let's say you get 7 roaches super fast thanks to this. But then he went just a few marauders, and held off the attack. Your economy now sucks, and you lose. That's why this isn't as amazing as the OP is claming it to be. No build can be ironed out in this way. There is no godlike build in Starcraft. It's not like Red Alert 2 was (where literally you had to get 3 tanks as fast as possible and push out and reinforce in Soviet vs Soviet, or you lost).


:-/

So put in 7 roaches and 32 drones as your input, and tada, you have a build for a fully saturated base and 7 roaches, but it is later, then why have the roaches, and round and round in circles we go.

It determines optimal build orders within the constraints of the game. It doesn't make a build good. I really hope this becomes obvious.
Old Post

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