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Zerg Build Order optimizer. - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 58 Next
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 15 2010 23:11 GMT
#301
On October 16 2010 04:12 hangarninetysix wrote:
This tool would probably be handy for alot of lower level players but I don't understand the concern about ruining the game, it's not like it can factor in how many zerglings you need to build to defend when you see reactor hellion vs gasless 5 rax marine all in. I think it's pretty cool for refining specific timing attacks but im not sure if its very useful past the early game since you're not trying to have some preset amount of something, but rather respond to your opponent and stay ahead of him.


I've been using the 7 roach rush he provided in 1v1 and 2v2 and it works amazingly well. I was already roach rushing but this made it so much better. The difference between having 5 and 7 roaches is huge. Theres no way I would have figured out that 10pool, 10ovie, 18warren,18 2*ovie was the optimal way to go.

And yeah it's not useful for after the early game, but you shoudl read the thread theres heaps of posts like this already and he never claims it is.


BlitZl0l
Profile Joined May 2010
United States32 Posts
October 15 2010 23:44 GMT
#302
Give it:

Make 3 roaches before xx:xx (where xx:xx is the time ling/baneling would be getting to ur base

Then:

Get 20 roaches with +1 and speed ASAP

Then:

Trim down the number 20 until you can get them out before most players could get mutalisks.

Then:

Win all zvzs forever with a +1 speed roach push.
Owned.
NeSS1
Profile Joined April 2010
United States101 Posts
October 15 2010 23:52 GMT
#303
On October 16 2010 08:44 BlitZl0l wrote:
Give it:

Make 3 roaches before xx:xx (where xx:xx is the time ling/baneling would be getting to ur base

Then:

Get 20 roaches with +1 and speed ASAP

Then:

Trim down the number 20 until you can get them out before most players could get mutalisks.

Then:

Win all zvzs forever with a +1 speed roach push.

Spine crawlers? Against other roaches? I don't think it's fair to oversimplify too much.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2010-10-16 08:37:04
October 16 2010 08:36 GMT
#304
On October 16 2010 08:52 Chipotle wrote:
Show nested quote +
On October 16 2010 08:44 BlitZl0l wrote:
Give it:

Make 3 roaches before xx:xx (where xx:xx is the time ling/baneling would be getting to ur base

Then:

Get 20 roaches with +1 and speed ASAP

Then:

Trim down the number 20 until you can get them out before most players could get mutalisks.

Then:

Win all zvzs forever with a +1 speed roach push.

Spine crawlers? Against other roaches? I don't think it's fair to oversimplify too much.


that is some good methodology though, itll net a ton of ZvZ wins
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Almania
Profile Joined September 2010
145 Posts
October 16 2010 09:17 GMT
#305
Therefore a minmax algorithm is applicable


Are you using the term minmax correctly here? My understanding of minmax (having implemented it to solve a few two player games) is that it requires an adversary. You take a turn - they take a turn, with them trying to lower the result and you trying to raise it (hence, minimax). I don't see how it can apply to BOs which are effectively single player games?
StarSense
Profile Blog Joined September 2010
206 Posts
October 16 2010 09:20 GMT
#306
are those true seconds or "faster" seconds? might be confusing considering the ingame clock is on faster.
Rosvall
Profile Joined October 2010
Sweden122 Posts
October 16 2010 09:59 GMT
#307
On October 16 2010 18:20 StarSense wrote:
are those true seconds or "faster" seconds? might be confusing considering the ingame clock is on faster.


It is in-game seconds.
RTP
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
October 16 2010 10:17 GMT
#308
On October 16 2010 04:12 hangarninetysix wrote:
This tool would probably be handy for alot of lower level players but I don't understand the concern about ruining the game, it's not like it can factor in how many zerglings you need to build to defend when you see reactor hellion vs gasless 5 rax marine all in. I think it's pretty cool for refining specific timing attacks but im not sure if its very useful past the early game since you're not trying to have some preset amount of something, but rather respond to your opponent and stay ahead of him.


Its like in Chess, a good opening helps .. anyway its just the opening. Its not about simple build orders such as "FastRoach", its also about optimal build orders which transition well at a given point in time (e.g. you scout and adapt). From what i see in the current pro openings, there is still a lot of suboptimal stuff going on.
21 is half the truth
TheHit
Profile Joined October 2010
United States36 Posts
October 16 2010 10:49 GMT
#309
This will only be good for the first 7 minutes but after that ur Build Order Program will ask u so many things at one time that you would wish u had 5 people controlling ur race than just urself.
Liveon
Profile Blog Joined September 2010
Netherlands1083 Posts
October 16 2010 11:31 GMT
#310
Tried your build order in a few 2v2 games. Lost the first two, won the other two.
I usually build more roaches after the given build order and my brother goes muta's. Works pretty good except if the opponent goes stalkers/marines (as they did in the second game).
Hearthstone manager ECVisualize, Head Admin DSCL
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
October 16 2010 11:44 GMT
#311
On October 16 2010 18:17 Almania wrote:
Show nested quote +
Therefore a minmax algorithm is applicable


Are you using the term minmax correctly here? My understanding of minmax (having implemented it to solve a few two player games) is that it requires an adversary. You take a turn - they take a turn, with them trying to lower the result and you trying to raise it (hence, minimax). I don't see how it can apply to BOs which are effectively single player games?


Ofc it applies. In chess minmax is applicable only with 2 players, because there is no game progress with one player ^^.

With one player RTS it works like:
1) at time T you have two options.
2) Branch (so you have two game simulations). One with action A done, other with option B done
3) do (2) for 10 time ticks creating more branches
4) at time T+10 run your weighting function, remove weakest branches
5) continue with (2)

the longer you can afford to create branches, the weaker the minmax weighting function is, (=computing time) the more likely you will find "sneaky" BO's, which will look bad for some 30 seconds but suddenly get well after some 60 seconds (e.g. early queen). Those BOs are likely missed by a human beeing.

21 is half the truth
Lomilar
Profile Joined July 2010
United States130 Posts
October 17 2010 01:30 GMT
#312
Alright. I think I got a somewhat functional pre-alpha terrible looking UI for this application.

I'm looking for a group of people I can chuck this app to, and have them provide feedback, as well as pwn the ladder. Anyone who knows at least what software testing is, and can provide details.

Skype me. Username is Lomilar.
StayFrosty
Profile Joined February 2010
Canada743 Posts
October 17 2010 02:07 GMT
#313
I dont have skype but I'd love to try it!
Almania
Profile Joined September 2010
145 Posts
October 17 2010 04:11 GMT
#314
the longer you can afford to create branches, the weaker the minmax weighting function is, (=computing time) the more likely you will find "sneaky" BO's, which will look bad for some 30 seconds but suddenly get well after some 60 seconds (e.g. early queen). Those BOs are likely missed by a human beeing.


Still sounds nothing like minimax to me .
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
October 18 2010 01:23 GMT
#315
On October 17 2010 10:30 Lomilar wrote:
Alright. I think I got a somewhat functional pre-alpha terrible looking UI for this application.

I'm looking for a group of people I can chuck this app to, and have them provide feedback, as well as pwn the ladder. Anyone who knows at least what software testing is, and can provide details.

Skype me. Username is Lomilar.


I'm interested but I don't want to use skype t.t.
Any other way I can try out your program?
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 18 2010 13:37 GMT
#316
It's actually quite scary for 2v2
Me and my friend can combine two builds from the program:
16 banes for one player
7 roaches for the other
They both finish at the same time(around 5 mins).
Almost impossible to stop.
Almania
Profile Joined September 2010
145 Posts
October 18 2010 13:52 GMT
#317
An alternative build which I've found faster (your mileage may vary):

10 Spawning Pool
10 Extractor => 1 drone mining on completion
10 Overlord
10 Roach Warren
10 Add another drone to the extractor
10 Overlord
7 x Roach.
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 18 2010 13:58 GMT
#318
Baneling bust:

10pool
9gas
10 Extractortrick - Drone
11 Ovie
11Ling speed
11Banesnest
11 7*lings
18 6*banes

Time: 4:30

Units:
8 Lings
6 Banes
Dudemeister
Profile Joined July 2010
Sweden314 Posts
Last Edited: 2010-10-18 16:58:20
October 18 2010 16:00 GMT
#319
edit: pasted wrong code sry
kaliax
Profile Joined June 2009
United States48 Posts
October 18 2010 17:26 GMT
#320
On October 16 2010 20:44 Schnullerbacke13 wrote:
Show nested quote +
On October 16 2010 18:17 Almania wrote:
Therefore a minmax algorithm is applicable


Are you using the term minmax correctly here? My understanding of minmax (having implemented it to solve a few two player games) is that it requires an adversary. You take a turn - they take a turn, with them trying to lower the result and you trying to raise it (hence, minimax). I don't see how it can apply to BOs which are effectively single player games?


Ofc it applies. In chess minmax is applicable only with 2 players, because there is no game progress with one player ^^.

With one player RTS it works like:
1) at time T you have two options.
2) Branch (so you have two game simulations). One with action A done, other with option B done
3) do (2) for 10 time ticks creating more branches
4) at time T+10 run your weighting function, remove weakest branches
5) continue with (2)

the longer you can afford to create branches, the weaker the minmax weighting function is, (=computing time) the more likely you will find "sneaky" BO's, which will look bad for some 30 seconds but suddenly get well after some 60 seconds (e.g. early queen). Those BOs are likely missed by a human beeing.



Uh, so this is not minimax search. You're describing some sort of tree search with pruning and a heuristic evaluating function (wtf is a "minmax weighting function"?), but not minimax, which requires an adversary who is trying to minimize your score (i.e. chess), or at least a model which creates a zero-sum game (i.e. modeling player vs nature, and trying to minimize the worst possible outcome, which again does not make sense here since all actions aside from opponents actions (which we aren't modeling) are within player's control).

Thank you for post OP, looks great, will keep checking this.
In the beginning, the universe was created. This made a lot of people very angry, and has been widely regarded as a bad idea. - Douglas Adams
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