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Thanks for the suggestions feng.
We're working on a couple ideas for supply right now. I'll definitely keep yours in mind. As far as queens goes, energy is a poort way to measure injects IMO. Average inject gap is much more useful.
Definitely like the time idea. I'll see if we can work that in
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On March 31 2013 16:04 fengshaun wrote: A method to keep track of supply: I believe the replay has contains the information about supply
Hi, I'm the GGTracker guy. Unfortunately the replay file does not contain this information 
Queens' energy that goes up to 200
Queen energy is not in the replay either 
The current block graph for inject timing is really brief, you can't tell when exactly you missed the inject!
You may not know that you can click-and-drag on the inject graph to zoom in. So you can see exactly when a too-large inject gap happened.
The reason I want there to be these time information is that with this extra information, you can just go to that time in the top big graph and see exactly how the map looked like. There is a very good chance you'll remember what you were doing at that time.
Great idea!
"time supply blocked" is of no use (although I've recently been hovering at around 1:00 rather than 2:00 or even 3:00, which is a big improvement!).
I think GGTracker can make time supply capped useful. I've been studying the data and it seems like there is a strong relationship between game length and time supply blocked. So we can set some benchmarks such as for a 10 minute game, you should be supply capped for about 56 seconds -- any more than that is a problem.
What do you think? Thanks for the feedback!
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@Jak: I never thought about the average inject gap. That definitely seems better! May I ask what those ideas are, or are they top super secret nuclear-grade ideas?
On April 01 2013 03:05 dsjoerg wrote:Hi, I'm the GGTracker guy. Unfortunately the replay file does not contain this information  Queen energy is not in the replay either 
Well, that's just unfortunate! Is there a way to calculate the supply information based on present units/etc.?
You may not know that you can click-and-drag on the inject graph to zoom in. So you can see exactly when a too-large inject gap happened.
I didn't know that. Then the queen energy problem is solved!
I think GGTracker can make time supply capped useful. I've been studying the data and it seems like there is a strong relationship between game length and time supply blocked. So we can set some benchmarks such as for a 10 minute game, you should be supply capped for about 56 seconds -- any more than that is a problem.
What do you think? Thanks for the feedback!
If that is indeed possible, then time supply capped will be the easiest method to keep track of supply there is! But even then, it would be nice and quite helpful to know exactly *when* you got supply blocked. Was it during a battle? Or was it that time you took a bathroom break in the middle of the game? But I guess that requires the replay file to contain some form of information about the supply, or at least the information needed to reconstruct such information!
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At a second glance, reconstructing supply information seems prohibitively cumbersome! I gather there is only information about the events, so the only way to know the supply at a certain time is to sequence all create unit and unit die events until that point in time.
What parser do you use? If it's opensource, can I have a look at it and any current information regarding the replay file?
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Loving TheStaircase thus far.
Quick question: - Is there a new benchmark for ggtracker's "Race Macro" (at least for Zerg)? e.g. That seems to encapsulate queen inject nicely at a glance, but the spreadsheet for 6.0 just has "Benchmarks" and a blank there, with no actual benchmarks yet.
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On April 01 2013 08:56 fengshaun wrote: At a second glance, reconstructing supply information seems prohibitively cumbersome! I gather there is only information about the events, so the only way to know the supply at a certain time is to sequence all create unit and unit die events until that point in time.
What parser do you use? If it's opensource, can I have a look at it and any current information regarding the replay file?
sc2reader. https://github.com/GraylinKim/sc2reader
Very nice library, well written and maintained.
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On April 01 2013 11:06 dsjoerg wrote:Show nested quote +On April 01 2013 08:56 fengshaun wrote: At a second glance, reconstructing supply information seems prohibitively cumbersome! I gather there is only information about the events, so the only way to know the supply at a certain time is to sequence all create unit and unit die events until that point in time.
What parser do you use? If it's opensource, can I have a look at it and any current information regarding the replay file? sc2reader. https://github.com/GraylinKim/sc2readerVery nice library, well written and maintained.
Thanks, I'll have a look at it and see if I can do anything given my second-to-nonexistent programming skills!
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How do you check your resource collection rate? I could not find it on GG or on my replays.
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you do not need resource collection rate anymore. All you need is spending skill, no calculations necessary
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I see that now. But that brings up a question. In one game I have spend like a gold player, and my SS is 82, where in another one I spend like a diamond player, and my SS is only 61.
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SS is time dependent. The longer the game is, the lower the SQ can be to get a certain league (this is what the analysis of our data shows).
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It seems almost impossible to figure out supply information accurately without actually recreate the game (what SC2 client actually does) from the events, and that'd take at least many months to do! The best bet is data for 'time supply capped'! How's that data going?
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We're messing with time supply capped in combination with other variables to create a more meaningful metric. We may just use it straight up as it correlates strongly with game length.
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It's a character code problem, PM'd you.
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On April 02 2013 08:21 JaKaTaK wrote: We're messing with time supply capped in combination with other variables to create a more meaningful metric. We may just use it straight up as it correlates strongly with game length.
Is there enough data to make a prediction (leaguification) as reliable as the spending skill? What do you mean by combining it with other variables to make it more meaningful? What variables do you have in mind?
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I have to say this is a great way to re-learn SC2. Hilarious fun.
e.g. I'm a plat zerg, here are matches of me practicing TheStaircase and winning with sheer numbers of slow lings.
http://ggtracker.com/matches/2702469 http://ggtracker.com/matches/2702497
There's a wall? No problem! Throw lings at it until the wall goes down.
Haven't had this much fun in 1v1 ladder for a long time (even when I lose, since I'm looking at meeting TheStaircase objectives, not just winning or losing).
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Edit: I'm an idiot, ignore this.
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About the mineral thing it's pretty enjoyable to watch, and it gives the simple advise to focus lesser things at once, to make practice more doable. Haven't watched the other video's yet so can't give a full opinion of these tutorials, but good luck with making them.
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so glad you're all enjoying yourselves.
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