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Neo Forte Minerals distribution

Forum Index > Brood War Strategy
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antrax
Profile Joined July 2005
Peru191 Posts
May 15 2006 14:02 GMT
#1
After some thread about map imbalance because of the minerals distribution (luna, r-point), I started to think about a symmetric distribution and take a look over the expos in Neo Forte, the ones with six mineral patches distributed in two opposed groups of three patches each one.
I realize something interesting about this distribution, usually the optimal number to gather minerals is three workers per patch with this every patch will have a worker mining all the time above this number you are wasting minerals in workers.
Turns out that the optimal number for these Neo Forte expos are exactly 12 (two workers per patch). Why is this? Because of the different distribution the problem of the wandering workers seeking for free patches to mine is eliminated, this problem causes that at some point a worker waste more time travelling to a free patch than actually mining.
Therefore the best places to expand in this map are these expos to get fast minerals with less workers, you could say the mains have more minerals (10 patches) but while you put more workers to gather the problem of the wandering workers will appear and you will need more or less 30 workers for optimal mining rather than 24 in two of these expos working 12 patches optimally. The expos at the top and bottom of this map don't have the same behavior but are close too.

How could this help a race with the capacity to make 12 workers fast? Make your experiments zergs and let us know.

This could be an interesting factor for making maps or maybe not, but there shouldn't be imbalances in mining because of the starting positions.

Enjoy your minerals.
Deep tech
b_unnies
Profile Blog Joined March 2006
3579 Posts
May 15 2006 14:15 GMT
#2
arent u suppose to make unlimited scvs/drones/probes? including forte? and i always thought the mineral balance issues was on the main where one main u gather slower, i could be wrong though
antrax
Profile Joined July 2005
Peru191 Posts
May 15 2006 14:23 GMT
#3
Unlimited workers is a wrong idea, pros stop worker production with a "good number" not optimal but a good one to produce more army and make timing strikes.
Deep tech
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
Last Edited: 2006-05-15 14:28:27
May 15 2006 14:28 GMT
#4
intresting but I think the avg player just keeps trying to pump workers the whole game anyway. I know I'm far to slow a player to count workers and get everything I need to done.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
b_unnies
Profile Blog Joined March 2006
3579 Posts
May 15 2006 14:56 GMT
#5
On May 15 2006 23:23 antrax wrote:
Unlimited workers is a wrong idea, pros stop worker production with a "good number" not optimal but a good one to produce more army and make timing strikes.


i dont mean as "unlimited" but a lotta workers of course u dont get 200 workers outta one base
Xeroth
Profile Joined July 2005
United States432 Posts
May 15 2006 15:28 GMT
#6
This seems like it might benefit toss in PvT, just whoring expands rather than probes (since the general rule of thumb is to have 2 expand to terrans 1, or at the very least stay 1 expo ahead). Rather than investing money in the 13th-20th probes at one of your exps, drop another nexus at another nat on forte, and then transfer 12 probes from main/nat/whatever.

Very interesting.
Everyones favorite hick.
superjoppe
Profile Joined December 2004
Sweden3685 Posts
Last Edited: 2006-05-15 15:40:46
May 15 2006 15:40 GMT
#7
can you explain how to solve the "wandering problem"?
i tested a neo forte game in singleplayer and put 30 probes to mine the main, but they was walking back and forth alot, even after 5min
DarkYoDA
Profile Blog Joined September 2005
United States1347 Posts
May 15 2006 16:06 GMT
#8
On May 15 2006 23:02 antrax wrote:
Turns out that the optimal number for these Neo Forte expos are exactly 12 (two workers per patch). Why is this? Because of the different distribution the problem of the wandering workers seeking for free patches to mine is eliminated, this problem causes that at some point a worker waste more time travelling to a free patch than actually mining.
Therefore the best places to expand in this map are these expos to get fast minerals with less workers, you could say the mains have more minerals (10 patches) but while you put more workers to gather the problem of the wandering workers will appear and you will need more or less 30 workers for optimal mining rather than 24 in two of these expos working 12 patches optimally. The expos at the top and bottom of this map don't have the same behavior but are close too.


Just interested to know.. How did you "experimentally come to this conclusion"? Not disbelieving you but did you hear it from somewhere, or you did an experiment on it to validate this. Also if you did the experiment, can you post the results of your experiment so we know how you come to that conclusion from your numbers? Thanks.
It's a comedy to claim thy superiority when it's anothers' inferiority which elevated thy mediocrity
ShabZzoY!
Profile Joined July 2004
Great Britain760 Posts
May 15 2006 16:44 GMT
#9
Effiency isnt always that siginificant, if it was people would just get 1 worker per patch then expand again; the maximum mineral flow from the mains is much higher even if you need more workers. Maybe a base just got mined out and you have spare workers, in this case youll be gutted if you only have 6 mineral blocks and 20 probes free.
The main minerals will also last longer.
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
May 15 2006 18:02 GMT
#10
I would guess a brute force experiment would be to use 12 workers and mine for 10 minutes, repeat with 13, 14, 15, etc and gather data, and repeat a few times with each and average out the values.
DarkYoDA
Profile Blog Joined September 2005
United States1347 Posts
May 15 2006 18:52 GMT
#11
On May 16 2006 03:02 thedeadhaji wrote:
I would guess a brute force experiment would be to use 12 workers and mine for 10 minutes, repeat with 13, 14, 15, etc and gather data, and repeat a few times with each and average out the values.


That's what I'm asking about. Was it done like this or was it just a theory he heard from somewhere or made up. =(
It's a comedy to claim thy superiority when it's anothers' inferiority which elevated thy mediocrity
antrax
Profile Joined July 2005
Peru191 Posts
May 15 2006 20:21 GMT
#12
Ummm, it seems that this issue is not well known, I will try to describe the problem in a formal way. Stay tuned ...
Deep tech
Slipgoon
Profile Joined November 2005
Sweden390 Posts
May 15 2006 20:30 GMT
#13
and whats the dealwith the gas @ 13 ?!
We cant call people without wings angels. So we call them friends.
beavis.smurf
Profile Joined December 2005
United States339 Posts
May 16 2006 02:06 GMT
#14
basically by the time I take my 3rd expansion my main should be out of minerals, so those probes go there, 4 bases is plenty, and if you have like 80 or some probes you will be outmassed. Usually in late game im seriously working 4-5 expansions while the rest have less probes.
a korean just pulled off some sexy cheese and got cheesed back - tasteless
Liquid`Drone
Profile Joined September 2002
Norway28706 Posts
May 16 2006 02:19 GMT
#15
really interesting find and a good post

too bad most posters seem unable to appreciate it, first strategy post posted on this site I have ever learned anything from though

so do experiment more

and yeah, this basically means that if you are terran and fast expanding on forte, protoss and fast expanding on forte or zerg and fast expanding on forte, you can get maximal mining efficiency with 6 probes / scvs / drones less than what you would normally assume was the case.
Moderator
DarkYoDA
Profile Blog Joined September 2005
United States1347 Posts
May 16 2006 02:49 GMT
#16
It's definitely a good post, but like any other new discoveries, it needs at least some validation or else anyone can come up with anything that looks new but aren't real.
It's a comedy to claim thy superiority when it's anothers' inferiority which elevated thy mediocrity
Return
Profile Joined June 2005
Ivory Coast856 Posts
May 16 2006 03:29 GMT
#17
It makes sense, i have been thinking about this aswell, since there is 3 on each side they cant travel so its only needed 2 on each patch to be one on the patch at all times


seems correct to me
Diiiscoo-oh, thats where the happy people go!
tKd_
Profile Joined February 2005
United States2916 Posts
May 16 2006 03:46 GMT
#18
Ah I remember the wgtour dossier on this. It really makes sense however and I will have to keep it in mind. I suppose for protoss and terran it will be more of a waste as zerg might not need as many drones in one area.
antrax
Profile Joined July 2005
Peru191 Posts
May 16 2006 05:30 GMT
#19
On May 16 2006 11:19 Liquid`Drone wrote:
really interesting find and a good post

too bad most posters seem unable to appreciate it, first strategy post posted on this site I have ever learned anything from though

so do experiment more

and yeah, this basically means that if you are terran and fast expanding on forte, protoss and fast expanding on forte or zerg and fast expanding on forte, you can get maximal mining efficiency with 6 probes / scvs / drones less than what you would normally assume was the case.


Thx for the comment ...

Years ago i was trying to solve the problem of the wandering worker but nothing really worked. For me this is more a defect of the gathering AI, don't know if programmers didn't notice or if there were computational costs involved (you seek once the closest free patch and go, calculating it all the time could be really costly and multiply it for every worker ...).

Now with this kind of mineral distribution this problem is almost zero and if map makers adopt it for new maps the game-play can change in a significant way. Moreover the same symmetric distribution for every starting point represents fairness for every player.

Some people could argue that an important aspect of the game is simplified, the classic non-stop workers now would be a fixed number (2 per patch) but still you have to expand, you can harass eco, etc., etc., i guess the time will tell us if this is huge or not.

Finally i am afraid that protoss can take advantage of this because of his building technology. Or that terran take the worst part.

Here is a map with 2 possible distributions with a total of 8 patches per starting point, still the wandering worker reappears but is minimal i think you could considered 2 worker per patch optimal.

http://rapidshare.de/files/20631932/antrax_distribution.scm.html

1 vs 1 ?

Enjoy it and let's see if some mapmaker decide to use it.

Deep tech
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
May 16 2006 07:05 GMT
#20
Even given that zerg can actually mine his natural to the capacity that terran's and protosses can, I don't think zerg is going to be able to compete very well with terrans and tosses on this map. Being able to fast expand by walling off and since zerg's are forced to build a 2nd hatch before expoing to defend both main and nat, thus putting them in a position VERY weak to fast wraith or tank drop, more than compensates for this, unfortunately. But useful information still, thanks for sharing~~
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
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