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[ASL6] Ro8 Flash vs Mini - Page 8

Forum Index > Brood War Tournaments
Post a Reply
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YPang
Profile Blog Joined April 2007
United States4024 Posts
October 16 2018 13:56 GMT
#141
Mini looked super nervous for the entier series, it looked like he wasn't himself and was shaking in his seat. Flash looked calm. On the 2nd game on CB when mini refused to leave, flash even looked to his right to make sure mini wasn't having a heart attack or something lol.
sMi.Gladstone | BW: B high| SC2: gold T_T
ShloobeR
Profile Blog Joined April 2008
Korea (South)3809 Posts
October 16 2018 14:19 GMT
#142
Well I got home, loaded up the VOD, saw that the duration was pretty short and knew what was gonna happen, but watched it anyway :D
: o )
Freakling
Profile Joined October 2012
Germany1529 Posts
October 16 2018 14:37 GMT
#143
On October 16 2018 21:53 rand0MPrecisi0n wrote:
Show nested quote +
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or less accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.
rand0MPrecisi0n
Profile Joined February 2017
313 Posts
October 16 2018 14:43 GMT
#144
On October 16 2018 23:37 Freakling wrote:
Show nested quote +
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or less accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.


Sick explanation man, but what I mean is which tools do you use/recommend if I wanted to do this type of analysis myself?

Thanks a lot anyways
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-10-16 14:50:39
October 16 2018 14:45 GMT
#145
ScmDraft obviously (that's what I created that image with).
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
October 16 2018 15:11 GMT
#146
mini just threw everything at the wall and tried to see what sticks lol
POGGERS
iFU.pauline
Profile Joined September 2009
France1538 Posts
October 16 2018 15:16 GMT
#147
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
O.P.
Profile Joined October 2007
Sweden109 Posts
October 16 2018 15:28 GMT
#148
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.

Is 2 base carrier even viable if terran scouts it? It feels very cheesy.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 16 2018 15:54 GMT
#149
On October 17 2018 00:28 O.P. wrote:
Show nested quote +
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.

Is 2 base carrier even viable if terran scouts it? It feels very cheesy.

I personally want to say no since as a terran, you can scan it and find out what the protoss is up to, then strike right before the carrier count goes up. However, I don't play protoss so I'm not sure either. Can a protoss player give up more info on this?
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
rand0MPrecisi0n
Profile Joined February 2017
313 Posts
October 16 2018 15:57 GMT
#150
On October 16 2018 23:45 Freakling wrote:
ScmDraft obviously (that's what I created that image with).


Ah ok, I didn't know scmdraft did this sort of thing.
plast1c
Profile Joined June 2011
Germany99 Posts
October 16 2018 16:07 GMT
#151
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.


Bisu won vs Flash with carriers in ASL 3; it was 3 base carrier though.
kinda right, kinda wrong
Bonyth
Profile Joined August 2010
Poland553 Posts
October 16 2018 16:30 GMT
#152
Jangbi vs Fantasy finals
starkiller123
Profile Joined January 2016
United States4030 Posts
October 16 2018 16:39 GMT
#153
expected
Freakling
Profile Joined October 2012
Germany1529 Posts
October 16 2018 16:59 GMT
#154
On October 17 2018 00:28 O.P. wrote:
Show nested quote +
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.

Is 2 base carrier even viable if terran scouts it? It feels very cheesy.

If the map is very favourable to Carriers (i.e. has cliffs and long ground paths, limiting Goliath mobility, like Katrina, Pathfinder – or Transistor) it seems to often work.
Brainojack
Profile Joined March 2018
Canada195 Posts
October 16 2018 17:10 GMT
#155
I laughed at the end of the circuit breaker match, just prior to the fantasy gg timing.
it looks like Flash glances over at Mini to see whats going on then quickly remembers the the cameras are on right in his face.

Youtube Jump
Barneyk
Profile Joined November 2008
Sweden305 Posts
October 16 2018 17:17 GMT
#156
Well, that was disappointing.

And its to bad that the ASL youtube timestamp kinda spoils it. :/
nah
prosatan
Profile Joined September 2009
Romania7936 Posts
October 16 2018 17:18 GMT
#157
On October 17 2018 02:10 Brainojack wrote:
I laughed at the end of the circuit breaker match, just prior to the fantasy gg timing.
it looks like Flash glances over at Mini to see whats going on then quickly remembers the the cameras are on right in his face.

Youtube Jump

When I watch it now I feel so sad for Mini
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
JoinTheRain
Profile Blog Joined September 2018
Bulgaria408 Posts
October 16 2018 17:43 GMT
#158
What a total domination, wow! Talk about one player outclassing the other, even game 3 on the Protoss map, it never looked like Mini stood a chance.
And for game 1, I wonder, how is 12 nex still a thing, I have yet to see a decent terran lose to it in a map where the 2nd is not accessible from a ramp.
The subject-matter of the art of living is each person's own life.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 16 2018 17:46 GMT
#159
^ It looked like Mini was trying to avoid playing a long macro game for some reason. His third were either late or non-existent while Flash was free to macro as he wanted, except that game 2 attack with the reaver.

As for 12 nex, I also wonder as well.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Aminus
Profile Joined October 2018
Bulgaria35 Posts
Last Edited: 2018-10-16 18:07:28
October 16 2018 17:54 GMT
#160
On October 16 2018 23:37 Freakling wrote:
Show nested quote +
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.
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