• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:30
CET 01:30
KST 09:30
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book9Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info7herO wins SC2 All-Star Invitational14
Community News
Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win1Nexon's StarCraft game could be FPS, led by UMS maker1PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)9Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7
StarCraft 2
General
Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win Nexon's StarCraft game could be FPS, led by UMS maker Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game?
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 512 Overclocked The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Potential Map Candidates BW General Discussion Liquipedia.net NEEDS editors for Brood War
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread ZeroSpace Megathread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1540 users

Cost Theory and No. of Workers in a Game - Page 3

Forum Index > BW General
Post a Reply
Prev 1 2 3 All
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
January 27 2010 02:12 GMT
#41
On January 27 2010 11:04 ix wrote:
Nope, make a map and test it. Central mineral patch, 1 extra matrix away from the natural and you will see little gaps between the workers' mining. This is a better patch than the diagonal ones which have larger gaps as they are further away which seems to lose about 1 second of mining time every 2 times it's mined as the 2nd probe is still travelling.


Ok. now we're getting somewhere. But does that mean that you need 3 for max efficiency on that patch? Do you ever have 2 sitting there, for any period of time, when it could be mining somewhere else instead?

You can definitely micro 5 probes to gather from 2 patches which are not ideal, provided that they are close enough to eachother. And, on most mineral patches, that is normal.

There's a more obvious and undebateable way of proving you're wrong. Measure the mining rate of 1 patch, put infinite workers on it and measure over 5 mins say, tell me what value you get. Now measure the rate of 9 workers on 9 patches on a normal spawn like Python. See, the number is less than half the rate suggested by 9 times the maxed out single patch. Therefore it is not possible to max out the minerals with patches times 2 workers


However, are you taking into consideration that, when there are more than 1 per patch, that they could actually be used to mine more than a single patch?

There is a lot going on..... Simplifying it down to "ooh, 2 miners must work on this single patch" is such a narrow view, when we're talking about the ideal way of doing it. And, even if you can't get 100% efficiency from 18 workers, but you can get 99.8%, isn't that good enough, since the extra 50 minerals wouldn't even generate a significant change?

Seriously, this stuff is useful for the AI competitions, but that's about it.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
January 27 2010 02:12 GMT
#42
can u all take this to PM or get a room?
University of Kentucky Basketball #1
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
January 27 2010 02:16 GMT
#43
On January 27 2010 11:12 Bill Murray wrote:
can u all take this to PM or get a room?


Actually, I'm leaving at this point anyways. If he doesn't want to listen to the conventional wisdom, as well as listen to the work done by dozens of other people before him, that's fine by me.

And, if I ever face him, and he spends those extra few seconds counting his probes, I'll make him pay for this distraction. It's not really that applicable in a real-game situation. You don't start with 27 probes, you start with 4, and work your way up, likely having less than 27 at your main, and 24 at your natural until 10 minutes into the game.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
ix
Profile Joined July 2003
United Kingdom184 Posts
Last Edited: 2010-01-27 03:04:22
January 27 2010 02:40 GMT
#44
My point is about what is achievable, the 24/25 number is something that may remain stable without intervention, you are talking about what an AI with constant intervention can do. I repeatedly said the conventional wisdom (22 workers for 9 patches) seems to be correct if you can't remove wander. I am looking at dealing with wandering and how it behaves, has someone else investigated this? If so link. There are a number of real game issues that this is useful for and I'll write a post to talk about some of it.
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
January 27 2010 04:23 GMT
#45
People may have not looked directly at wandering, but any time mining rates are tested, wandering is part of it. And, in an achievable situation, it is one of the many variables involved. Through testing, as well as some interesting mathematical manipulation, a result of about 25 workers/9 mineral patches has been determined to give the best "bang for the buck", while being slightly above or slightly below is acceptable.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
ix
Profile Joined July 2003
United Kingdom184 Posts
January 27 2010 04:30 GMT
#46
Can you link that? I've only seen CDRDude's and a couple of others but not what you're talking about.
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
January 27 2010 05:20 GMT
#47
On January 27 2010 13:30 ix wrote:
Can you link that? I've only seen CDRDude's and a couple of others but not what you're talking about.


Even better:

This is really, really good stuff.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
ix
Profile Joined July 2003
United Kingdom184 Posts
Last Edited: 2010-01-27 06:20:38
January 27 2010 05:55 GMT
#48
BTW I just tested 25 probes on Python 12 and get 1096 per min, which is a lot lower than what 27 can achieve. What numbers do you get for 25 and 27 unstable and stable?

Hmm, interesting PDF. I will test some of that, it's certain to me that 2 is only optimal for a very few mineral patches. His numbers also seem a little off, or perhaps miss out hidden timing costs such as a frame to begin mining. I note that his 9 patch max mining number is the same as mine.

Map Patches Workers for Max Workers per patch
Luna 9 27 3

He gives the time cost of mining as 5.33t which must be incorrect, it gives a number far higher than my long 1 patch testing, than any of my tests, even errors.

60 / (5.33t * (15/24.8)) = 18.6116323 mineral loads per minute

18.6116323 * 8 = 148.89 minerals per min per patch

9 patches = 1,340 minerals per min

The second part of the divisor is the Normal framerate divided by the Fastest framerate to get how long in Fastest mining takes according to this. It's best IMO to do everything in terms of Fastest with seconds being real seconds (I think this is what APMLive's timer uses). A good alternative might, especially if someone can access any of the code or decompile parts would be to talk in terms of frames as you should by definition be able to talk in integers. His value would seem to suggest mining takes 80 frames, my numbers seem to suggest about 84 frames to mine or there is additional wasted time. The mineral count seems higher than anything I can do with no apparent wandering, there must wasted frames to begin mining or something. This also disagrees with his percentages of mining I think,

His optimal probe gathering rate is 56% of max from one patch. That's a single probe earning 83.38 minerals per min. That sounds insanely high, I've never seen a single probe do anything beyond 72/min, can you find a patch that performs that well? Have I made a mistake somewhere here?
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
January 27 2010 15:41 GMT
#49
Just testing on a single mineral setup means little, especially if building placement, and addon placement haven't been considered as well. A building on one side of the map can modify the pathing of workers on the other side of the map..... I've seen it happen..... Even then, a nexus, a cc, and a hatchery all have a different shape, which affects how the workers behave. The workers are also a different size, and have different lengths of time for their animations, which affects it as well.

2 workers on a single patch is slightly less than twice the mineral return rate of a single miner, if it is on a good patch, with a good pathing between the patch and the cc/nexus/hatchery. 2 workers on a bad patch, with bad pathing between the patch and the cc/nexus/hatchery is just barely not enough. But that doesn't mean that 3 is still what is needed to mine that single patch at peak efficiency.....

I dunno what, exactly, you are doing, and I don't know exactly what he did, however, I know from personal testing that mid 20's appeared to be the best. Higher did get rid of wandering, helping to increase the mining rate, but the most efficient rates were when there were less workers. The problem is, when considering a game situation, if I know that I want to get mid 20's at both my main, and natural, I'll be in a nearly ideal situation. Also, a lot of other factors aren't considered - the linearity of vespene mining, the extra harassment opportunities due to having multiple bases, the ability to replenish workers faster by having more expansions, the supply cap, etc.

When taken as a whole, it matters little whether I have 24 or 27 workers at my main. As long as I am somewhere around there, I'll be fine. And, until I get to the pro level, where this stuff matters a lot, and build orders are designed to produce a specific number of workers at each base, I'll just keep making them as needed, until I have enough.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
January 27 2010 15:58 GMT
#50
On January 08 2010 05:09 Xeofreestyler wrote:
The question now is: can BW API be used to lower the optimal number ?


It actually shouldn't be too hard to do if you assign a few workers to a few mineral patches each and prevent them from mining from other patches ("spam" harvest if the min block is currently being harvested). You can easily get 100% mining rate if you only have 4 or 5 workers (depends on distance) on 2 adjacent mineral blocks. You might get short timespans where a worker is "idle", but that is less detrimental than traveling to a min block further away (except for very VERY rare cases).
If you have a good reason to disagree with the above, please tell me. Thank you.
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
January 27 2010 16:09 GMT
#51
i thought you were leaving earlier what happened to that
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
Last Edited: 2010-01-27 17:07:36
January 27 2010 17:07 GMT
#52
On January 28 2010 00:58 spinesheath wrote:
Show nested quote +
On January 08 2010 05:09 Xeofreestyler wrote:
The question now is: can BW API be used to lower the optimal number ?


It actually shouldn't be too hard to do if you assign a few workers to a few mineral patches each and prevent them from mining from other patches ("spam" harvest if the min block is currently being harvested). You can easily get 100% mining rate if you only have 4 or 5 workers (depends on distance) on 2 adjacent mineral blocks. You might get short timespans where a worker is "idle", but that is less detrimental than traveling to a min block further away (except for very VERY rare cases).


No, it shouldn't be too difficult, which is why I'm thinking that 21 is the maximum you'd need to completely saturate 9 patches (or, at least, be very, very close to completely saturated) in any traditional setup. In fact, I would be surprised if nobody has made a script for this already..... It would lead to faster mining in the early stages of the games, allowing tech/units to be produced quicker, plus it would be cheaper to get the same return in the long term.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
ix
Profile Joined July 2003
United Kingdom184 Posts
Last Edited: 2010-01-28 01:20:09
January 27 2010 23:23 GMT
#53
Just testing on a single mineral setup means little, especially if building placement, and addon placement haven't been considered as well. A building on one side of the map can modify the pathing of workers on the other side of the map..... I've seen it happen.....
Got a replay of that? That sounds extremely unlikely that anything beyond the Probe's sight range will change their pathing.

We need to get an AI guy involved in these ideas, I think your AI optimal mining idea is very interesting and would dramatically change builds. Macro may be being overlooked by AI coders as something to abuse.

The relevance of testing the mineral rate of a single patch is that it tells you the maximum mineral production of nine patches, once you know the maximum theoretical production then you can go forward with figuring out how to get it. Pathing, aside from wander doesn't matter because you, at 3 per patch have saturated sufficiently to make it mostly irrelevant unless you do something very silly with buildings.
DongTanks
Profile Joined January 2010
Singapore15 Posts
Last Edited: 2010-03-07 10:39:23
March 07 2010 10:38 GMT
#54
WOW! Thanks for your contributions... I am speechless at your dedication to this topic on efficient mining. This proves that even a simple concept in an 'old-school' (but fun) video game can involve some deep thinking and rigors in areas of mathematics and economics.

I guess this whole thing about efficient mining could probably be just an accident for the creators of the game, or they're just geniuses who had created the game with that concept in mind already.
One may not be gosu, but passion alone makes him a Starcraft player.
Impervious
Profile Blog Joined March 2009
Canada4215 Posts
March 07 2010 15:54 GMT
#55
On January 28 2010 08:23 ix wrote:
Show nested quote +
Just testing on a single mineral setup means little, especially if building placement, and addon placement haven't been considered as well. A building on one side of the map can modify the pathing of workers on the other side of the map..... I've seen it happen.....
Got a replay of that?


LOL. I wish I saw this 2 weeks ago, before my computer fucked up and needed to be restored :S

I had a couple of replays where that type of thing occured.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Jazriel
Profile Joined April 2008
Canada404 Posts
March 07 2010 16:23 GMT
#56
But what about Drones? Show the Zerg players some love
#1 LoL player
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
March 07 2010 16:24 GMT
#57
Can never have too many drones.
peidongyang
Profile Joined January 2009
Canada2084 Posts
March 07 2010 16:51 GMT
#58
imo 70-75 workers is probably max. any more than that significantly caps the size of your army
the throws never bothered me anyway
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft479
Nathanias 93
SpeCial 66
CosmosSc2 49
StarCraft: Brood War
Artosis 652
Shuttle 26
Dota 2
syndereN742
monkeys_forever363
League of Legends
C9.Mang0319
Counter-Strike
Foxcn360
taco 337
Super Smash Bros
Mew2King67
PPMD61
Other Games
summit1g10489
ToD206
Liquid`Hasu146
Maynarde112
ForJumy 73
ZombieGrub29
Organizations
Other Games
gamesdonequick908
BasetradeTV27
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 85
• davetesta29
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22045
League of Legends
• Stunt443
Other Games
• imaqtpie1537
• Shiphtur240
Upcoming Events
Sparkling Tuna Cup
9h 31m
LiuLi Cup
10h 31m
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
1d
Replay Cast
1d 8h
LiuLi Cup
1d 10h
Clem vs Rogue
SHIN vs Cyan
Replay Cast
1d 23h
The PondCast
2 days
KCM Race Survival
2 days
LiuLi Cup
2 days
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
2 days
[ Show More ]
Online Event
3 days
LiuLi Cup
3 days
Serral vs Zoun
Cure vs Classic
RSL Revival
4 days
RSL Revival
4 days
LiuLi Cup
4 days
uThermal 2v2 Circuit
4 days
RSL Revival
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
LiuLi Cup
5 days
Replay Cast
5 days
Replay Cast
6 days
LiuLi Cup
6 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL 2025 WINTER (S19)
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.