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Active: 9577 users

Scouting vs. Random analysis - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 Next All
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
April 21 2010 23:36 GMT
#21
goddamn sc math gets me hard
prototype.
Profile Blog Joined July 2009
Canada4215 Posts
April 21 2010 23:36 GMT
#22
On April 21 2010 09:32 Chronopolis wrote:
The word Analaysis has turned to anal in the sidebar countless times lol. @ the OP, while the mineral loss for early scout is small @ 100 seconds, if it delays a key building it will slow down the entire build by that much.

sounds alot better than going for a build you're not even sure is viable against a certain race...
( ・´ー・`)
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
April 21 2010 23:43 GMT
#23
I always wondered how this worked in Starcraft, now with SCII incoming its nice to see someone finally took the time to figure this out.

Thanks!
I want to fly
Deleted User 48059
Profile Blog Joined May 2009
86 Posts
April 21 2010 23:50 GMT
#24
Wow. Nice maths, and a nice post.
It's good to have an indication of exactly how much econ. is being sacced in return for the early info.


Also, gotta love the words 'random anal...' in the sidebar.

Kev
ilnp
Profile Joined December 2002
Iceland1330 Posts
May 09 2010 17:07 GMT
#25
On April 21 2010 08:47 junemermaid wrote:
Don't want to be a debbie downer here, but you didn't need integrals and fancy equations to figure this out...

Regardless, cool implications and well done.


you're an egotistical asshole and besmirch others for their research and willingness to share because not only can your tiny brain not even equal a task of the OP's doing, but it can't even figure out how to use this information or that it's even useful at all.

regardless, thought provoking post and i'm glad we can share the same internet space
8===D~~
Louder
Profile Blog Joined September 2002
United States2276 Posts
May 09 2010 17:09 GMT
#26
Nice
Synwave
Profile Joined July 2009
United States2803 Posts
May 09 2010 17:29 GMT
#27
Thanks OP!
Oh spiffy, I am one of those that thought pre-10th scout really hurt me but now I know better.
And knowing is half the battle GI Jooooooooooe =D

♞Nerdrage is the cause of global warming♞
s031720
Profile Joined December 2009
Sweden383 Posts
May 09 2010 17:39 GMT
#28
The question that comes to my mind is why send an early scout? Surely its bad if it hits to early aswell as to late, if it arrives before any useful information can be won, you need to spend more APM to keep it alive, etc.

So I think instead of asking how much does it cost to send an early scout, a bette question would be how much would I gain and would it be worth it? Personally I send my scout on 11 on most maps and that is usually a good timing for me to collect the information I need in time to adjust my build.
Just another noob
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
May 09 2010 17:42 GMT
#29
this is why random is OP
i dunno lol
Synwave
Profile Joined July 2009
United States2803 Posts
May 09 2010 17:44 GMT
#30
On May 10 2010 02:42 OPSavioR wrote:
this is why random is OP


No its because we get a cool panda decal at 50 wins =D
♞Nerdrage is the cause of global warming♞
Gont
Profile Joined March 2010
Germany239 Posts
May 09 2010 20:08 GMT
#31
LOL AT THAT MATH :D

good to know thx for doing this =)

Evoke
Profile Joined April 2010
New Zealand50 Posts
May 09 2010 20:30 GMT
#32
Last night, I scouted a random opponent, and as soon as my SCV got there, he called me a noob. Later I asked him why it was noob and he said it's a waste of time and resources. /confused
Oracle
Profile Blog Joined May 2007
Canada411 Posts
May 09 2010 22:32 GMT
#33
On May 10 2010 05:30 Evoke wrote:
Last night, I scouted a random opponent, and as soon as my SCV got there, he called me a noob. Later I asked him why it was noob and he said it's a waste of time and resources. /confused


Lol did you win?
Hold-Lurker
Profile Joined October 2007
United States403 Posts
May 09 2010 23:51 GMT
#34
Excuse my ignorance, it's been years since I've done any integrals, but why does the integral of Kt/20 + K equal Kt^2/20 + Kt rather than Kt^2/40 + Kt?

Also, are you using game time or real time? The time to make an SCV should be 17 seconds of game time and roughly 12 seconds of real life time I think. I don't know how that impacts any of the numbers, probably by some constant.
Narwhal
Profile Joined September 2009
United Kingdom314 Posts
May 09 2010 23:54 GMT
#35
Thanks for making me feel like a total dumbass.

No really good job though.
When I die, I want to go peacefully like my Grandfather did, in his sleep -- not screaming, like the passengers in his car.
Megalisk
Profile Blog Joined October 2008
United States6095 Posts
May 09 2010 23:57 GMT
#36
Check your PM MY BROTHER!~!

Tear stained american saints and dirty guitar dreams across a universe of desert and blue sky , gas station coffee love letters and two dollar pistol kisses from thirty five dollar hotel room stationary .
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
May 10 2010 00:25 GMT
#37
On May 10 2010 02:07 ilnp wrote:
Show nested quote +
On April 21 2010 08:47 junemermaid wrote:
Don't want to be a debbie downer here, but you didn't need integrals and fancy equations to figure this out...

Regardless, cool implications and well done.


you're an egotistical asshole and besmirch others for their research and willingness to share because not only can your tiny brain not even equal a task of the OP's doing, but it can't even figure out how to use this information or that it's even useful at all.

regardless, thought provoking post and i'm glad we can share the same internet space


No, unfortunately I have to agree. It was an overcomplicated way of showing that
minerals lost = mining rate x ( 100 - time sent out ).

The step of after the integrals
A(t) = f(t) - g(t)
= K([t/20]+1) - K ( [t/20] )
=K
that is, the difference between the rate of mining being down 1 scv is ...
the mining rate of one scv

The integrals are never used, and furthermore, we could simply have added together an arithmetic series if we ever did want to calculate the total number of minerals mined.


What would be more useful is calculating how fast an expansion (gold or not) will pay for itself, which represents your window to be rushed. Or if you called supply instead of a mule to get an expansion faster, how many scvs would you have to maynard to pull ahead of the mule (assuming your main is fully saturated) in income, if it is possible. Or by map how many minerals do you lose maynarding.

Or for scouting, how much money do you save by sending a marine/zealot/reaper scout instead of an scv, assuming they will die. Of course you won't scout cheese...
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-05-10 00:47:21
May 10 2010 00:42 GMT
#38
On May 10 2010 09:25 igotmyown wrote:
Show nested quote +
On May 10 2010 02:07 ilnp wrote:
On April 21 2010 08:47 junemermaid wrote:
Don't want to be a debbie downer here, but you didn't need integrals and fancy equations to figure this out...

Regardless, cool implications and well done.


you're an egotistical asshole and besmirch others for their research and willingness to share because not only can your tiny brain not even equal a task of the OP's doing, but it can't even figure out how to use this information or that it's even useful at all.

regardless, thought provoking post and i'm glad we can share the same internet space


No, unfortunately I have to agree. It was an overcomplicated way of showing that
minerals lost = mining rate x ( 100 - time sent out ).

The step of after the integrals
A(t) = f(t) - g(t)
= K([t/20]+1) - K ( [t/20] )
=K
that is, the difference between the rate of mining being down 1 scv is ...
the mining rate of one scv

The integrals are never used, and furthermore, we could simply have added together an arithmetic series if we ever did want to calculate the total number of minerals mined.


What would be more useful is calculating how fast an expansion (gold or not) will pay for itself, which represents your window to be rushed. Or if you called supply instead of a mule to get an expansion faster, how many scvs would you have to maynard to pull ahead of the mule (assuming your main is fully saturated) in income, if it is possible. Or by map how many minerals do you lose maynarding.

Or for scouting, how much money do you save by sending a marine/zealot/reaper scout instead of an scv, assuming they will die. Of course you won't scout cheese...


Sorry, I totally messed up the notation.

If Function a(t) was the advantageous RATE at which player one has over player two, then simply K is correct.
However, i described a(t) as the advantageous AMOUNT of minerals that player one has over player two, thus a correction is in order:

a(t) = int(f(t)) - int(g(t))

Sorry, thanks for pointing out that typo!

And this is affirmed from the screenshots with the graph,
for example: http://i42.tinypic.com/x2l7x2.png
You see that f(t) and g(t) are infact int(g(t)) and int(f(t))

So yes, the integrals ARE used. Why would I integrate for no reason?
I'll fix those images right now, thanks for that!

As for your other comment, please refer to this reply:


On April 21 2010 09:15 Koltz wrote:
Show nested quote +
On April 21 2010 08:47 junemermaid wrote:
Don't want to be a debbie downer here, but you didn't need integrals and fancy equations to figure this out...

Regardless, cool implications and well done.

yeah there would be a couple ways.

the "easiest" would probably be empirical data, but a 30 minute write-up along with half an hour of testing would take much longer than just a 30 minute write-up

another way you can do it is by using differential equations, but thats more advanced than just integration, especially with floor calls

I realize i made it seem very complicated, truth is its just one small integration problem, then using relations between the functions to get what you want. im bad at writeups when im in a hurry.

Don't really know another way i could've made these conclusions without using these methods.

I chose my method because I thought itd be the easiest to express, and this way we get pretty graphs where we can pinpoint things and see relations

not to mention, by using functions its easier (at least for me) to see some of the connections

either way, thanks ^^


I did go through the other ways of doing this, and I agree series can be used to find this data out, however the closed form formula for that series would involve the integration itself.

I like to have closed results, such that I can find whatever I want, whenever I want. This method worked best. I get graphs and functions which I can use to find other things, such as part B of the opening post.
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-05-10 00:48:15
May 10 2010 00:44 GMT
#39
On May 10 2010 08:51 Hold-Lurker wrote:
Excuse my ignorance, it's been years since I've done any integrals, but why does the integral of Kt/20 + K equal Kt^2/20 + Kt rather than Kt^2/40 + Kt?

Also, are you using game time or real time? The time to make an SCV should be 17 seconds of game time and roughly 12 seconds of real life time I think. I don't know how that impacts any of the numbers, probably by some constant.


There is a floor function involved;

In case you don't know what floor is:
http://en.wikipedia.org/wiki/Floor_and_ceiling_functions

so floor(1.6) = 1
floor(2.1) = 2
floor(5) = 5

They aren't brackets, that notation indicated the floor function

And yeah, I didnt have the beta at the time so I thought SCVs took 20 seconds to make... woops
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 10 2010 00:44 GMT
#40
<3 random anal
"I made you a zergling, but I eated it." - Defiler
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