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The Mechanics of SC2 [Part 1] - Page 4

Forum Index > SC2 General
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Worstcase
Profile Joined June 2010
Switzerland45 Posts
June 23 2010 07:23 GMT
#61
Cant' wait for the next Parts, they sound realy interesting. Thanks a lot.
Just the tip of the iceberg...
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
June 23 2010 07:26 GMT
#62
Very cool article. Ty
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
NaturalHacks
Profile Joined June 2010
New Zealand77 Posts
June 23 2010 07:58 GMT
#63
scbw is still alive and kicking it is able to be played, personally I welcome the new changes, yes it allows newer players to not be excessively noob because controlling units is no longer illogical and requires less time to understand, I can also understand how broodwar players are annoyed at how easy the interface is used in comparison, considering they spent a large amount of time learning backwards gameplay mechanics of an outdated game,alot of professionals of starcraft1 will not transfer directly into starcraft 2 and that would definitely cause some unrest, but nevertheless the amount of new mechanics that require micro and skill are in starcraft 2 even this out, its a new game and has new styles yet to be developed please consider it, broodwar is still alive and kicking if you like those mechanics. I believe there is more thinking required and less clicks to negotiate a difficult ui (allowing for more multitasking [each task requires a few less clicks and attention])
Naturally
SiNiquity
Profile Joined April 2010
United States734 Posts
June 23 2010 08:26 GMT
#64
Well written, though you hurt your case as an unbiased presenter when you say things like "BW players don't like this, and with good reason" and "here's how we can fix this."
'i' before 'e' except after 'c' ~ it's scientifically proven.
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 23 2010 08:27 GMT
#65
great article, opened up my eyes to a few things I've always wondered how they worked.
Do you really want chat rooms?
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
June 23 2010 08:52 GMT
#66
I'd agree you did hurt your objective stance towards the center. I did enjoy the read though. I remember being frustrated when I returned to BW due to the path finding and losing a game due to the illogical movements of my units. It was a LAN game with a friend, but it stuck with me. I welcome the new AI, it will bite you if you don't pay attention, but it's a far better situation.

The removal of the 1 control group syndrome and 1a mentality would lessen the punishment you can dish with storm, banelings, fungal growth and tanks. A player being less attentive can still be punished, I don't think the new AI is really a con to the new engine, just a new way to play the game. I'm excited to see what we end up with.
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 23 2010 09:09 GMT
#67
This community continues to impress me with the knowledge that they bring to the table. Very nicely written and thank you for the read.
G4MR | I mod day9, djwheat and GLHF's stream
InPlainSight
Profile Joined January 2009
New Zealand40 Posts
June 23 2010 09:12 GMT
#68
I'm very interested in the way that path finding in sc2 works and I question whether A* is not used at all in Sc2 as it seems like the optimal path finding process for terrain traversal. Undoubtedly there are some very clever algorithms that could include steering that go into unit interactions but due to the grid base nature of building placement as well as some terrain like cliffs I would think that A* would still be in use.
I have actually been attempting to emulate the pathing in sc2 as a side project and have found a close estimate to how units move in sc2 through the use of A* in coordination with a system where units move- regardless of other units- then push each other apart allowing units to move towards there intended destination whilst not blocking each other. When units stop they simply get pushed by units who have a destination and do not pursue a destination of there own, this allows for units to move apparently unhindered through a large group of units and for them to appear to part.
Unfortunately I'm not educated on steering mechanics but your hypothesis to do with unit collisions there seems very strong, interesting post.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 23 2010 09:32 GMT
#69
i do think that zerglings should get their speed lowered to that of a worker ON-creep so that my probe had somewhat of a chance to scout. However with speed upgrade it should be as fast as it is now. I like speedy lings, i just don't like un-upgraded lings catching up to my probe so easily early game.
Kill the Deathball
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
Last Edited: 2010-06-23 09:43:00
June 23 2010 09:42 GMT
#70
i thought this was gonna be another long blob of text saying nothing, but i'm very pleasantly surprised. i would like to read the next articles =]

could you please explain this image a bit please? i'm not quite sure what i'm looking at, but it seems cool - purple line indicates direction of travel, orange circles are collision radii, and blue lines are the recalculated routes? what are the green circles/lines?
[image loading]
Moderatorsloppy little slug
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-06-23 09:50:07
June 23 2010 09:43 GMT
#71
Most interesting article (series) I've read here since I've joined. Can't wait for the next ones!

I think, as InPlainSight said, that A* still exists, supporting the steering swarm-AI. It's just that now it works on a set of circles / obstacles, as geometric algorithm, instead of a set of grid points, which has been more like a pure graph algorithm. In other words, the movement is not restricted by the grid, which Blizzard would have implemented in the past, if they could, but they couldn't, back then - the computation power wouldn't allow. That's why SC2 also needs significant CPU power, not just for the graphics, and it gets much worse if you have larger armies.

Curious to test how the splitting around obstacles works - does it use probabilistic A*. What I mean is: send your army forward, and it has to go left and right around some obstacle; 40% split one way, 60% split the other way etc. I doubt this is done by pure individual swarm-AI, without analysis of the whole army composition. Maybe that's the main difference - they analyze the whole army for a given moving order separately, so if you reselect and reissue the same order, the behavior changes. I'm not sure, but is this the same in BW? - i think not, i think the unit there was choosing its own path and all units fighting for the same spot, regardless of army composition.

EDIT: if you want to get a sense of a swarm AI with similar pathfinding, steering and moving, here's an example from the RoboCup simulation league:

If you stand next to my head, you can hear the ocean. - Day[9]
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
June 23 2010 09:49 GMT
#72
This was a really coold writeup, thanks! Looking forward to seeing more of these
really?
opiuman
Profile Blog Joined March 2009
United States187 Posts
June 23 2010 10:10 GMT
#73
Great article, autonomous steering is part of my research and you summed it well from the basics of A* to the much more complex steering mechanisms used and how they influence everything. Nothing new to me but a good read for everyone else.
So say we all.
stalife
Profile Blog Joined June 2006
Canada1222 Posts
June 23 2010 10:15 GMT
#74
am i really looking forward to reading more of your articles. Fantastic read. I feel like I'm learning a lot more about the game :D
www.memoryexpress.com
sinn
Profile Joined May 2010
United States132 Posts
June 23 2010 10:19 GMT
#75
On June 22 2010 22:29 sluggaslamoo wrote:

[image loading]
Tile-based A* Pathfinding Example




Okay I'm a computer science major and I fully understand the A* search algorithm. I read your article and i did enjoy seeing the concept in use before my eyes. You'll have to forgive me, however, because I noticed one little thing that bothered me because I didn't understand it - why is the tile directly to the left of the red tile pointing to the lower right? Shouldn't it be pointing down? What kind of heuristic is being used here, lol
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2010-06-23 10:36:00
June 23 2010 10:24 GMT
#76
So many questions!!! :O I don't think I can answer them all sorry

On June 23 2010 18:12 InPlainSight wrote:
I'm very interested in the way that path finding in sc2 works and I question whether A* is not used at all in Sc2 as it seems like the optimal path finding process for terrain traversal. Undoubtedly there are some very clever algorithms that could include steering that go into unit interactions but due to the grid base nature of building placement as well as some terrain like cliffs I would think that A* would still be in use.
I have actually been attempting to emulate the pathing in sc2 as a side project and have found a close estimate to how units move in sc2 through the use of A* in coordination with a system where units move- regardless of other units- then push each other apart allowing units to move towards there intended destination whilst not blocking each other. When units stop they simply get pushed by units who have a destination and do not pursue a destination of there own, this allows for units to move apparently unhindered through a large group of units and for them to appear to part.
Unfortunately I'm not educated on steering mechanics but your hypothesis to do with unit collisions there seems very strong, interesting post.


I never said A* wasn't used at all but I doubted that Tile-Based (or grid based) A* is used in SC2. Instead I would say that all the nodes only exist on the edges of obstacles. A different heuristic is used to traditional A* as well, try moving a unit around an edge the same way as I did with the dragoons and the unit will only tip the corner rather than hugging the wall first in SC2.

Steering behaviour relies on 3 basic principles, separation, alignment and cohesion. It is a pro-active solution that gets units to move in a single cohesive group rather than the reactive solution of pushing units apart.

On June 23 2010 18:42 intrigue wrote:
i thought this was gonna be another long blob of text saying nothing, but i'm very pleasantly surprised. i would like to read the next articles =]

could you please explain this image a bit please? i'm not quite sure what i'm looking at, but it seems cool - purple line indicates direction of travel, orange circles are collision radii, and blue lines are the recalculated routes? what are the green circles/lines?
Show nested quote +
[image loading]


It is an automated capture the flag game, between AI units. The blue unit in the center is the attacker, the red units are defenders.

The green lines are actually part of a rectangle which stretches between the attacker and the flag. However the bottom of the rectangle sits 90 degrees to the direction of the attacker. There are other green lines which indicate a "corridor" between defenders, where the attacker can continue to go through.

The blue line indicates the direction in which the attacker is going to travel, it only goes left or right, the angle is not important.

The green circle seems to get closer to the defender as they get closer to the attacker, but I have no idea what it represents.

This might help explain
Capture the Flag: a single (bluish) attacker attempts to reach a central goal while four (reddish) defenders try to intercept ("tag") the attacker before it gets to the goal. The playing field is optionally littered with obstacles. This benchmark was proposed by Marcin Chady of the Working Group on Steering of the IGDA's AI Interface Standards Committee. The obstacles are spheres, depicted by their equator. Press F1 to add an obstacle (up to 100 of them), F2 to remove one. The "game" ends when the attacker reaches the goal or a defender tags the attacker. The demo automatically restarts a few seconds later. The attacker combines three basic steering behaviors: goal seeking, evasion and obstacle avoidance. The defenders combine pursuit and obstacle avoidance. A key to "non-stupid" behavior by the attacker was to notice when there is a defender-free "corridor" between it and the goal. When found, this corridor is depicted by a green outline. In this case the attacker uses pure seek and stops evading nearby defenders. The pursuit behavior of the defenders needed to specialized so that they "knew" not to predict the motion of the attacker past its goal. The defenders do not otherwise think about global strategy, for example they don't try to place themselves between the attacker and the goal. Currently defenders ignore each other, they probably should separate or avoid collisions with each other, ideally they would coordinate their pursuit. The attacker is easily confused when several defenders converge from different directions. Obstacles are always avoided by going toward the nearer edge, as discussed in the Steering Working Group's forum, this is frequently the "wrong" direction when considering the agent's other goals. I want to revisit this later.


On June 23 2010 19:19 sinn wrote:
Show nested quote +
On June 22 2010 22:29 sluggaslamoo wrote:

[image loading]
Tile-based A* Pathfinding Example




Okay I'm a computer science major and I fully understand the A* search algorithm. I read your article and i did enjoy seeing the concept in use before my eyes. You'll have to forgive me, however, because I noticed one little thing that bothered me because I didn't understand it - why is the tile directly to the left of the red tile pointing to the lower right? Shouldn't it be pointing down? What kind of heuristic is being used here, lol


The arrows just points to the best tile in the open-list (from that tile) you can use in order to go back to the start. Pretty useless, and I would just ignore it.

The heuristic is the manhattan distance to the red square.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-06-23 10:40:28
June 23 2010 10:29 GMT
#77
nevermind.
I'll call Nada.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2010-06-23 11:00:29
June 23 2010 10:41 GMT
#78
On June 23 2010 15:47 n.DieJokes wrote:
This is awesome, thank you. If you don't mind me asking, how did you learn all this? Are you a game developer


Not really, I've just been programming indy games for 10 years since I was 9 years old I want to become a game-designer or developer in the future though.

Currently doing a Bachelor of IT which has nothing to do with games, and more to do with IT business than programming A high stable income is the most important thing for my future. I can always do fun stuff in my spare time.


On June 23 2010 18:43 figq wrote:
Curious to test how the splitting around obstacles works - does it use probabilistic A*. What I mean is: send your army forward, and it has to go left and right around some obstacle; 40% split one way, 60% split the other way etc. I doubt this is done by pure individual swarm-AI, without analysis of the whole army composition. Maybe that's the main difference - they analyze the whole army for a given moving order separately, so if you reselect and reissue the same order, the behavior changes. I'm not sure, but is this the same in BW? - i think not, i think the unit there was choosing its own path and all units fighting for the same spot, regardless of army composition.


While I don't think so either, pure steering behaviour can easily handle that problem on its own. I don't think its as complicated as you make it out to be .
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
June 23 2010 10:57 GMT
#79
This is extremely interesting, thanks writing this!
Looking forward for the next parts
Swede
Profile Joined June 2010
New Zealand853 Posts
June 23 2010 12:02 GMT
#80
Great post

I think that the AI in SC2 is exactly what it should be, for the most part (and no I don't want to win without trying). The AI should do exactly what you tell it to in the simplest way possible. It doesn't make sense for a ball of units moving at the same speed to spread out over a distance. That means that the outlying units will travel a significantly longer path than the ones closer to the center, and it means that when they near their destination (assuming they don't get interrupted by enemy units) they would have to converge again or remain split up. If they remain split up then they haven't achieved what you told them to do as effectively as possible (ie, they are not as close to the original destination as you planned).

The only argument that I can think of for why they SHOULD split instead of remaining in a ball is that that is how it happened in BW (unless someone can argue otherwise?). It doesn't seem sensible to make units less logical and realistic for the purpose of making the game "harder"... Which it doesn't anyway. The new system makes manual splitting much more important to avoid splash damage type attacks (among other things).

And on auto-surround... I don't think it's a big deal. It's exactly what I said above - each unit is calculating the simplest and most efficient path to perform the action you ordered (ie attack). If there is 1 Zergling already attacking a Marine, the next Zergling shouldn't attempt to attack that Marine from the same position, it should move to the next closest position and attack from there. I think auto-surround was terribly mislabeled. It's not like Zerglings split into a perfect concave preemptively. Really it's just the units NOT being incredibly retarded. Besides that, the efficiency of a surround can still be improved immensely by microing, and so I don't believe that the amount of skill has been reduced at all.

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