• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:58
CEST 08:58
KST 15:58
  • 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
TL.net Map Contest #21: Voting2[ASL20] Ro4 Preview: Descent5Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
5.0.15 Patch Balance Hotfix (2025-10-8)61Weekly Cups (Sept 29-Oct 5): MaxPax triples up3PartinG joins SteamerZone, returns to SC2 competition295.0.15 Balance Patch Notes (Live version)119$2,500 WardiTV TL Map Contest Tournament 154
StarCraft 2
General
PartinG joins SteamerZone, returns to SC2 competition TL.net Map Contest #21: Voting 5.0.15 Patch Balance Hotfix (2025-10-8) TL.net Map Contest #21 - Finalists Geoff 'iNcontroL' Robinson has passed away
Tourneys
SC2's Safe House 2 - October 18 & 19 Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Dates + Ticket Sales! SC4ALL $6,000 Open LAN in Philadelphia $2,500 WardiTV TL Map Contest Tournament 15
Strategy
Custom Maps
External Content
Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers Mutation # 492 Get Out More
Brood War
General
I'm making videos again [ASL20] Ro4 Preview: Descent Any rep analyzer that shows resources situation? Whose hotkey signature is this? BW General Discussion
Tourneys
[ASL20] Semifinal A [Megathread] Daily Proleagues [ASL20] Ro8 Day 4 Small VOD Thread 2.0
Strategy
Current Meta BW - ajfirecracker Strategy & Training Siegecraft - a new perspective TvZ Theorycraft - Improving on State of the Art
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
SPIRED by.ASL Mafia {211640} TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Stop the Construction YouTube Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Inbreeding: Why Do We Do It…
Peanutsc
From Tilt to Ragequit:The Ps…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1299 users

[I]Terran vs. Protoss Optimal Gas SCVs - Page 2

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 All
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 20 2009 09:45 GMT
#21
I very well could be wrong, but it seems like some unnecessary data was presented to merely confuse us.

Such as why did you give us the ingame "time" compared to actual seconds? What relevance does this actually hold? Instead you just assign them both variables, causing that many more things for the reader to remember, and instead making it more likely for the reader to skip over the actual math and just accept your conclusion.

A lot doesn't make sense (to me at least, and I very well could be wrong as stated at the beginning of my post). Such as how do you explain that the marginal benefit from an additional SCV at 12 --> 13 is 0? Mathematically, it would mean that the mineral lines are saturated at 13, but all of a sudden mineral rate actually increases again? Wandering has no relevance concerning these details.

Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
Last Edited: 2009-07-20 10:18:02
July 20 2009 10:15 GMT
#22
On July 20 2009 18:45 FabledIntegral wrote:
I very well could be wrong, but it seems like some unnecessary data was presented to merely confuse us.

Such as why did you give us the ingame "time" compared to actual seconds? What relevance does this actually hold? Instead you just assign them both variables, causing that many more things for the reader to remember, and instead making it more likely for the reader to skip over the actual math and just accept your conclusion.

A lot doesn't make sense (to me at least, and I very well could be wrong as stated at the beginning of my post). Such as how do you explain that the marginal benefit from an additional SCV at 12 --> 13 is 0? Mathematically, it would mean that the mineral lines are saturated at 13, but all of a sudden mineral rate actually increases again? Wandering has no relevance concerning these details.


If you'd read the thread a bit more careful, you see the answers are there.

He uses the ingame time because, a follow-up message says, any other time measures were found to be too inconsistent. Is there another reason why he used ingame time? No, you're reading too much into it.

He explained the marginal benefit by worker wandering. It is also explained why. Why don't you explain why wandering would not explain this phenomenon? And yes, it is apparently a phenomenon, you can test it yourself as well and show your findings, perhaps in this same thread. It'd be great to have more people come up with the same numbers, then we know this for sure-er. Or if you get different numbers, that would be interesting too.
I <3 the internet, I <3 you
Sublimis
Profile Joined May 2009
Sweden70 Posts
July 20 2009 10:16 GMT
#23
On July 20 2009 18:45 FabledIntegral wrote:
I very well could be wrong, but it seems like some unnecessary data was presented to merely confuse us.

Such as why did you give us the ingame "time" compared to actual seconds? What relevance does this actually hold? Instead you just assign them both variables, causing that many more things for the reader to remember, and instead making it more likely for the reader to skip over the actual math and just accept your conclusion.

A lot doesn't make sense (to me at least, and I very well could be wrong as stated at the beginning of my post). Such as how do you explain that the marginal benefit from an additional SCV at 12 --> 13 is 0? Mathematically, it would mean that the mineral lines are saturated at 13, but all of a sudden mineral rate actually increases again? Wandering has no relevance concerning these details.



Well the time compared to seconds discussion was added so people would have a grasp of how many minerals per second those minerals per time unit correspond to. It is quite irrelevant for the result.

12 -> 13 isn't 0 it is almost as good as 11 -> 12. Mathematically it does not mean that the mineral lines are saturated at 13 because then the average mining rate is only about 9 m/t (or 9/9 m/t = 1 m/t per mineral patch if you wish) while the maximal gathering rate is 13.5 m/t (or 13.5/9 m/t = 1.5 m/t). The marginal benefit may very well be close to 0. Note it is not 0 over time but over, say, a build time of 1 SCV the additional SCV will bring close to 0 minerals in average. This is simply because of wandering. If you add additional SCVs to your mineral line they will start wandering. It's simple as that. As you can see the mining rate starts climbing up at around 23 SCVs which means that wandering is large enough for those "wandering SCVs" to efficiently pick up idle patches.

You can test these facts out yourself and feel free to do so. Thanks for the criticism, more of that!
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
July 20 2009 13:03 GMT
#24
If a mod could either hard delete this or ban users with a terran icon from reading this thread that would be great .

jkjk this is a good analysis I didn't know that there was only a 3 mineral difference, very interesting
"We have unfinished business, I and he."
AlwaysGG
Profile Joined March 2009
Taiwan952 Posts
July 20 2009 13:23 GMT
#25
good calculation work
Trust 神教教主 FlaSh | Believe 火心 EffOrt
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
July 21 2009 03:44 GMT
#26
This is an amazing idea and really helpful. Hopefully it gets added to liquipedia.

really nice work
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-07-23 18:50:43
July 23 2009 18:49 GMT
#27
Each spot mines slightly differently on python, and even within that, there are faster patches at each base, there was a post about this a while ago. How many times did you test this? And isn't the main purpose of scv off gas to have more workers when the CC/FE is done for transfer? You don't need the extra gas anyways.
..and then I would, ya know, check em'. (Aka SpoR)
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 23 2009 19:32 GMT
#28
On July 16 2009 23:41 okum wrote:
Yeah, but what about if you micro all your SCVs individually to minimize wandering?


I guess this is not general knowledge but people already micro them into empty patches. So in a way i guess people already knew that doing that would get them more minerals also a bit of common sense i guess ( if they mine more they get more minerals...) This also works for all races obviously.
Why would you ever choose failure, when success is an option.
Eggplant
Profile Joined June 2009
United States120 Posts
Last Edited: 2009-07-23 21:17:48
July 23 2009 21:15 GMT
#29
I believe the y axis of your graph should not be labeled dm/dt but rather marginal dm/dt or something like that. As I understand it, the reimann sum of your graph should end up resulting in that quantity you call dm/dt, correct?
I found this confusing on first read simply because you referred to how the dm/dt remains roughly horizontal, I was confused by the plot, which, obviously, was not horizontal, though it was labeled dm/dt. Whatever you choose to label this marginal dm/dt which is really the derivative of the function (dm/dt) with respect to the number of scvs ( d(dm/dt)/d(scvs) ), it should not ALSO be dm/dt.

Other than the notation, I found the results of your paper (yes, i called it a paper, that's how good I thought it was) both academically exciting and practically applicable.
TL peepz are geniuses

edit: Actually, now I see what you did there. The horizontal section referred to the previous plot. Sorry about that.
:)
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
Last Edited: 2009-07-24 02:32:37
July 24 2009 02:30 GMT
#30
Shenanigans!

1s = 1.6 t.
Saturated patch
1.5 m/t * 1.6 t / 1s > 1 > 0.9375 m/s
Your mineral rate per second should increase on fastest vs fast or normal or whatever.
ImNotBisu
Profile Joined July 2009
Canada142 Posts
July 24 2009 06:47 GMT
#31
This is all very good in theory, however most of the progamer terrans I watch still pull scvs off gas when they fast expend:O

I guess it's a Korean thing.
Sublimis
Profile Joined May 2009
Sweden70 Posts
Last Edited: 2009-07-24 08:05:53
July 24 2009 08:03 GMT
#32
On July 24 2009 03:49 CharlieMurphy wrote:
Each spot mines slightly differently on python, and even within that, there are faster patches at each base, there was a post about this a while ago. How many times did you test this? And isn't the main purpose of scv off gas to have more workers when the CC/FE is done for transfer? You don't need the extra gas anyways.


If you read my main post I actually refer to this post you speak of. I take an "average" efficiency of the mineral patches on the 9-o-clock patch and multiply this with a constant to get an average over all Python mains.

I tested each odd SCV count twice as is said in the main post.

On July 24 2009 04:32 GreEny K wrote:
Show nested quote +
On July 16 2009 23:41 okum wrote:
Yeah, but what about if you micro all your SCVs individually to minimize wandering?


I guess this is not general knowledge but people already micro them into empty patches. So in a way i guess people already knew that doing that would get them more minerals also a bit of common sense i guess ( if they mine more they get more minerals...) This also works for all races obviously.

My "data" assumes that all workers are uniformly distributed among the patches and not biased towards any single patch. That is, say you remove some SCVs in a real game on gas then you end up with two free patches, then one of course micros idle SCVs onto these patches. This is an assumption I tacitly make.


On July 24 2009 06:15 Eggplant wrote:
I believe the y axis of your graph should not be labeled dm/dt but rather marginal dm/dt or something like that. As I understand it, the reimann sum of your graph should end up resulting in that quantity you call dm/dt, correct?
I found this confusing on first read simply because you referred to how the dm/dt remains roughly horizontal, I was confused by the plot, which, obviously, was not horizontal, though it was labeled dm/dt. Whatever you choose to label this marginal dm/dt which is really the derivative of the function (dm/dt) with respect to the number of scvs ( d(dm/dt)/d(scvs) ), it should not ALSO be dm/dt.

Other than the notation, I found the results of your paper (yes, i called it a paper, that's how good I thought it was) both academically exciting and practically applicable.
TL peepz are geniuses

edit: Actually, now I see what you did there. The horizontal section referred to the previous plot. Sorry about that.


If you speak of the lower graph then it is correct that it's not the precise derivative of the m/t graph but just marginal m/t. Which should properly be labled as you say d(m/t)/d(SCVs). The first graph is just m/t whose Riemann sum is the amount of minerals mined during the time in the x-axis. Afterall, the x-axis has SCV as label and since you have constant SCV production it's just is t multiplied by 20, the building time of an SCV. So in short, m/t remains "roughly" horizontal on the first graph and d(m/t)/d(SCVs) remains roughly around 0 in the corresponding interval as you can see on the second graph by the big drop in the middle. I do agree that the notation is kind of faulty here but I don't believe most TL members are mathematicians so I don't want to confuse them with unnecessary notation.

On July 24 2009 11:30 igotmyown wrote:
Shenanigans!

1s = 1.6 t.
Saturated patch
1.5 m/t * 1.6 t / 1s > 1 > 0.9375 m/s
Your mineral rate per second should increase on fastest vs fast or normal or whatever.


I don't see what 1.5 m/t * 1.6 t / 1s should mean, or what you're trying to show. And yes the mining rate is of course fastest on the fastest speed.

Thanks for the comments!
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
July 24 2009 18:50 GMT
#33
Here's an example, stasis last 70 t, or 70 /1.6 = 43.75 s (70 t *1 s/ 1.6 t).
If you stasis one saturated patch, they lose 70 t * 1.5 m/t=105 m
If you stasis one saturated patch on fastest speed, they lose 0.9375 m/s * 43.75 s = 41 m

So they lose less minerals in one stasis on fastest as opposed to normal speed, according to your numbers.
Sublimis
Profile Joined May 2009
Sweden70 Posts
July 25 2009 11:34 GMT
#34
On July 25 2009 03:50 igotmyown wrote:
Here's an example, stasis last 70 t, or 70 /1.6 = 43.75 s (70 t *1 s/ 1.6 t).
If you stasis one saturated patch, they lose 70 t * 1.5 m/t=105 m
If you stasis one saturated patch on fastest speed, they lose 0.9375 m/s * 43.75 s = 41 m

So they lose less minerals in one stasis on fastest as opposed to normal speed, according to your numbers.


Oh yes. Of course. The wrong think in my post was 0.9375 m/s doesn't equal 1.5 m/t. It should be 1.5 m/t = 1.5*1.6 m/s = 2.4 m/s. I'll change it. It doesn't change anything in the main post, however, since all the calculations are based on m/t. Thanks for being observant!
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 3m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft748
SortOf 41
StarCraft: Brood War
Larva 839
PianO 510
Leta 392
Bale 11
Icarus 11
Dota 2
NeuroSwarm58
League of Legends
JimRising 639
Counter-Strike
Stewie2K938
m0e_tv525
Super Smash Bros
Westballz72
Mew2King69
Heroes of the Storm
Khaldor98
Other Games
summit1g17046
Nina63
trigger2
Organizations
Other Games
gamesdonequick602
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH104
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1519
• Lourlo1354
• HappyZerGling98
Other Games
• WagamamaTV437
Upcoming Events
Afreeca Starleague
3h 3m
Barracks vs Snow
Wardi Open
4h 3m
Monday Night Weeklies
9h 3m
Replay Cast
17h 3m
Afreeca Starleague
1d 3h
Soma vs Bisu
OSC
1d 7h
OSC
1d 11h
PiGosaur Monday
1d 17h
The PondCast
3 days
OSC
3 days
[ Show More ]
Wardi Open
4 days
CranKy Ducklings
5 days
Safe House 2
5 days
Sparkling Tuna Cup
6 days
Safe House 2
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
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 © 2025 TLnet. All Rights Reserved.