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Mineral Collection Rates - Spreadsheet & Graphs!!

Forum Index > StarCraft 2 Strategy
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SCbiff
Profile Joined May 2010
110 Posts
Last Edited: 2010-09-01 05:44:48
September 01 2010 04:37 GMT
#1
Hi,

[mods - not sure if this is the right forum. I think so, but if not, feel free to move it where you see fit]

Recently, I conducted some tests to find out the full scoop on what the worker mineral gathering rate was, and how it scaled with # of workers. I realize this has been discussed, but I've never seen any real hard data other than "somewhere between 2-3 per node", so I set out to do some analysis and thought I'd share in case it's of value to anybody else.

Assumptions

- Steppes of War is a good representative of most maps. Obviously, mineral field placement will affect these tests, so I tried to pick a map that was "common" in this regard. I did test a few other maps. They compared with SoW, so I settled on using it for the rest to try to keep the relative tests as similar as possible.

- All races gather equally. I'm not ready to assert this 100%, but I did do by baseline tests across all three races (see below), with very minor differences so I'm pretty convinced it's true enough to assume for *most* usage.

Notes

- Steppes of War has 8 mineral patches.

How did I test?

I started up a game versus the computer, easiest AI and on the "novice" maps to make sure the computer would not bother me, droned up to the appropriate number of workers for the given test, and the let the game sit. I tried to let it go as long as possible to get a good representative sample, but I did compact a few of the 16-24 worker tests into a single game. I'm fairly confident the results are accurate enough, again, for most applications.

Once I was confident enough time had passed for an interesting sample, I exited the game. Then I loaded the replay and advanced it to the point that I felt was a good start to the test. The reason I had to do this is because it would take me some time at the beginning of the game recording to get to the correct number of drones. So, if I was doing the 24 drone test, I would have to first create 24 drones (including pylons/etc), and then let those drones "settle" a bit to make sure that the entire test was only repetition of mining, and no other actions by me, or nearness to the creation of a drone, would perturb the results.

Once I found a good place to start the test, I would record the number of minerals, and the time. I would then let the replay execute until wherever I determined was the correct ending (usually end of reply, but I collapse some of the tests into a single game to expedite the process - so in those cases, I would stop before the next worker creation), record the results into the spreadsheet, and that would complete that test.

Range of tests

I independently tested 6, 8, 16, 17, 18, 19, 20, 21, 22, 23 and 24 workers.

  • 6 = base number you start with. (tested as zerg)
  • 8 = one worker per mineral patch. (tested as protoss)
  • 16 = two workers per mineral patch. (tested as terran)
  • 24 = three workers per mineral patch.
  • 17-23 = gradient between 16 and 24 to gauge decrease in worker efficiency.


6 and 8 workers are clearly 100% worker efficiency. 100% efficiency is defined as the maximum amount that a worker could collect if it did not ever have to compete with any other worker for access to minerals. Obviously, when a worker has a mineral field all to itself (as is the case on Steppes of War [8 mineral patches as above] for 8 or less workers), it is going to be able to yield a 100% efficiency since it will never have to wait for access to a mineral field.

16 workers actually turn out to be 100% worker efficiency as well. You can observe this by noticing that no worker is ever waiting for minerals. While one worker is carrying its payload back to the base, the other is mining. That worker finishes mining its 5 mineral payload before the other work gets back, so they swap without interference with one another.

Anything over 16 workers observes a drop in efficiency, as expected, since some workers are actually having to wait for access to minerals. See analysis section below for discussion/graph on the magnitude.

Results

Here is the spreadsheet

I think it's pretty self-explanatory, but for clarity:

Column C = the amount of minerals banked (displayed at top of game) at the beginning of this test
Column D = amount of minerals banked at the end of this test
Column E = Difference between Col D and C for this test, or in other words, the amount of minerals gathered over this test.

Column G = Time (in seconds) at the start of this test.
Column H = Time at the end of this test.
Column I = Delta time for test, or the total number of seconds this test was run

Column K = Minerals mined per second.
Column L = Minerals mined per minute.
Column M = Minerals mined per second for each drone.
Column N = Worker efficiency. Since I know 6, 8, and 16 workers will be 100% efficient, I average the gather rates of all 3 of those tests (cells M3, M4 and M5) to get the gather rate of a 100% efficient worker. I average the 3 just to smooth in anomalies in the sample, but as you can see, they are all 3 very close to each other. You can see this averaged value in cell B24, and the entire N column efficiency calculation is arrived at by comparing a given rows min / s / drone rate (from column M) to the ideal value in cell B24.

Column P = name of replay file the test was conducted in - mainly for my own records.

I will reproduce the two graphs included in the spreadsheet below for an analysis.

Analysis

As you can see, all three races are very close to one another for optimal gathering conditions (cells N3, N4 and N5).

Anything up to 8 workers is, as expected, 100% efficient - meaning they are gathering as many minerals as they can based on the mechanics of the game.

Ideal (100% efficient) collection rate for a worker is approximately 0.711 minerals per second.

While the efficiency of workers drops off after 16 workers, there is a nearly linear increase in minerals gathered up to around 24 or so. This means it's still worth making more drones over 16, although less "worth it" than before. 16 workers gathers 683 min/s, 24 gathers 793 min/s. 110 min/s is nothing to sneeze at. Whether or not 110 min/s is worth 400 minerals? Well, it is if the game is going to last more than 4 more minutes, but you have to also consider the impact to your economy during that time. My gut feeling here is that there is a sweet spot somewhere around 20-22 workers.

To be more precise on that last point, consider two graphs constructed from the data in the above spreadsheet.

1. How did the mineral gather rate scale as I added workers past 16 (maximum number of workers you can have on 8 patches with 100% efficiency).

[image loading]


The graph has a little roughness to it, but this is expected for the sample size we're considering. It might not be very clear from the graph, but I believe this is a non-linear function. I'm going to work on a few resamples when I get some time, and then I will find a decently fitting quadratic. Nevertheless, for most intents, we can consider this a fairly linear progression over this range. I was actually expecting the degradation to be more severe.

I wasn't surprised at the drop at the end, because when you get up around 24 workers on 8 mineral patches, it's a little bit of chaos. The AI starts thrashing a little bit trying to find places for the workers to go, rather than just put 3 on each patch and calling it good. My guess is that this behavior will accelerate as the number of workers increases.

2. How does work efficiency degrade as a function of # of workers.

[image loading]


Nothing too surprising here. Fairly linear, but more samples near 24 workers could yield non-linear function. Again, it would be interesting to see it over 24, and I'd like to explore that if I get some time.

Anyway, there it is. Nothing that we really didn't already know, but I like to see it laid out. Call me OCD.

Definitely interested to hear any comments on any of this, particularly my conclusions if you disagree.

Hopefully it will be of use to somebody else somewhere. This is all the basis of something pretty cool I'm working on, but I'll leave that announcement for another day.
SCbiff
Profile Joined May 2010
110 Posts
September 01 2010 04:38 GMT
#2
Reserved.
SCbiff
Profile Joined May 2010
110 Posts
September 01 2010 04:38 GMT
#3
Reserved
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
September 01 2010 04:56 GMT
#4
errrr..... wat? and why the triple post?

dude i dont know how to tell you this... but its all been done before. there was a hardcore thread with multiple worker counts, BOs etc.

it also had graphs.
Cytokinesis
Profile Joined April 2010
Canada330 Posts
September 01 2010 05:15 GMT
#5
man I really want to post a lame graph joke but I don't want to get modded

in b4 mod owns me
Ive seen people who dont believe in sleep count sheep with calculators that double as alarm clocks
SCbiff
Profile Joined May 2010
110 Posts
September 01 2010 05:47 GMT
#6
that's cool. I looked and didn't find anything, and I also did it for my own edification. Maybe it will help somebody, but if not, so be it.
Asagud
Profile Joined July 2010
Sweden74 Posts
September 01 2010 08:23 GMT
#7
Under the column Minerals per minute it is something that confuses me. If you look at the values in comparision. Specifically between 17 and 18 compared to between 18 and 19. This cannot be correct. Some fluctuation (?) is in order with the small times you are using, but it's not possible for the 18th drone to be worth 11min/minute and the 19th 31min/minute. Same thing shows in the per second column. You have to use more samples for these kinds of measurements to be correct.

I think it is valueable information nontheless.
Mearis
Profile Joined August 2010
Italy76 Posts
September 01 2010 08:31 GMT
#8
Excellent work biff - did you do any replicates by chance so we can do some statistics/variation?

A few additional requests (I am selfish I realize!)

- Did you compare the efficiency of the 4 'close' mineral patches versus the remote ones?
- A few of the non-linearities are really strange - for example, it seems like the 17th worker is better than the 16th, which is probably really strange.
- I wonder how close you can get to analytically modeling this, considering that collision is ignored when mining. You can probably reduce drone mining to an Ising model somehow :p
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2010-09-01 12:51:55
September 01 2010 12:43 GMT
#9
Nice work as I've been looking for such info but have been too lazy myself to do such a thing actually.
I don't really care about the exact gathering rates but rather about the so called sweet spot for optimum worker efficiency. Therefore from your data i think it's most usefull to know the increase in income from a extra worker beyond 16. Your graphs imo are chosen a bit poorly because they don't show the part from 0 to 16, it would be easier to see by eye the efficiency drop if you did so. Also the total efficiency of workers is not something I care about but only the efficiency of my workers beyond 16.
So I just took column L from your data and calculated the additional income from workers beyond 16, the efficiency of that additional worker and the payback time of that worker. Also added the 16th worker as a point of reference (edit: couldnt get it to display in a proper fashion :< )


17 th probe 16,9 39,5% 2,96
18 th probe 11,9 27,8% 4,22
19 th probe 30,6 71,8% 1,63
20 th probe 13,5 31,6% 3,70
21 th probe 15,4 36,1% 3,24
22 th probe 15,2 35,7% 3,28
23 th probe 4,4 10,2% 11,47
24 th probe 2,7 6,4% 18,38



The first thing that you see if you put the data this way is that your data is not very accurate it seems. Either the AI is really dodgy and sometimes the 19th worker is more efficient then 18th one or some measurement error is at order. I suspect the latter.
Either way your data shows that the drop in efficiency is already quite steep for the 17th worker, for playing this means that maynarding all the way down to 16 and filling your expo up to 16 first before going over 16 is probably most efficient. The efficiency increase is just too big.
As for the sweet spot, it's probably at 22 workers. A payback time of 3 and a half minutes (game time I assume by the way) is reasonable but almost 12 minutes is certainly way too much to warrant the investment. By the time you have 28 workers on a base (6 on gas) it's definately better to look for expanding then making more workers.

Either way, it looks like redoing the tests and possibly doing other maps would be needed to get any accurate results, but for now it looks like 22 per base is a solid choice.
Stopping at 16 workers for aggresive 1 base strats is also quite effective it seems as you won't be far behind against a player making non-stop units and in the same vein cutting workers after 16 to get a expansion up earlier also looks to worthwhile from time to time.


Theldiot
Profile Joined August 2010
United States21 Posts
September 01 2010 18:49 GMT
#10
Thanks! This was very informative.

Which speed setting did you use? Faster?
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2010-09-01 18:59:39
September 01 2010 18:59 GMT
#11
I don't want to derail the thread too much, but isn't the point of making workers past 18 or so typically a preparation for a transfer to your next expo once it is up, not as an attempt to gain an edge in gathering?
Ezareth
Profile Joined August 2010
United States60 Posts
September 01 2010 19:06 GMT
#12
This data directly conflicts with the data in the strategy guide. Are you using gametime or RL time?

The strategy guide said workers gather @ 60 minerals a minute.
Hope is the Denial of Reality
Faruep
Profile Blog Joined May 2009
Germany100 Posts
September 01 2010 19:08 GMT
#13
yes it is. and by the point you are not building anymore workers because you need the supply for army, then it really doenst matter if you have 18 or 20 workers on 1 base (assuming your running on 4 or so).

so this whole graph stuff is just theory, it does not work ingame. srsly who would count workers ingame and then stop at 19 because the 20th worker increases mining by 5% lower then the one before him...
Ezareth
Profile Joined August 2010
United States60 Posts
September 01 2010 19:15 GMT
#14
Understanding the gains by adding additional workers is pretty important when deciding how many probes you want depending upon your strategy (rush versus fast expo versus tech etc).
Hope is the Denial of Reality
de1irium
Profile Blog Joined August 2010
United States121 Posts
Last Edited: 2010-09-01 19:38:39
September 01 2010 19:36 GMT
#15
http://wiki.teamliquid.net/starcraft2/Mining_Minerals
http://www.teamliquid.net/forum/viewmessage.php?topic_id=140055
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