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Zerg Build Order optimizer. - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 58 Next
icezar
Profile Joined June 2010
Germany240 Posts
Last Edited: 2010-10-18 17:55:06
October 18 2010 17:53 GMT
#321
I would be curious for the BO to maximize economy and after that try to add static defence and queens to defend or even lings if larva is not a cap.
Dharmok
Profile Joined April 2010
Netherlands57 Posts
Last Edited: 2010-10-18 20:54:40
October 18 2010 20:53 GMT
#322
Lomilar, I love what you're doing here. I tried to see if I could come up with a better build order for 5 muta and it turns out following build (tested using yabot on steppes) is at least as good and probably better:
10 OV
10 pool
12 gas
14 Queen
16 gas
16 OV
16 Lair
23 OV
23 Spire

On steppes I was able to start the mutas at 6:26 (same as your build order). But since it uses a Queen, you're in a lot better shape. Makes me wonder if something like a fast expand build using 4 geysers might be feasible as well... Anyway, I find the builds this program generates pretty inspiring.
Only dead fish go with the flow
azzu
Profile Joined August 2010
Germany141 Posts
Last Edited: 2010-10-19 11:41:51
October 19 2010 11:30 GMT
#323
actually the build that was found by this program for fastest 5 muta + 23 drones is almost exactly like this one: http://wiki.teamliquid.net/starcraft2/Fast_Mutalisks_(vs._Protoss)

10 - Overlord
10 - ExtractorTrick
14 - SpawningPool
13 - Extractor
12 - Extractor
16 - Lair
18 - Overlord
20 - Spire
19 - Queen
24 - Overlord
24 - Overlord
25 - 5 Mutas
@6:20 - Mutas pop
http://pastebin.com/11Pp87Um


Also note that you're ~15 seconds slower if you do this ingame
Dudemeister
Profile Joined July 2010
Sweden314 Posts
October 19 2010 13:14 GMT
#324
Fastest way to 12 banes:

10 ET
11 Ovie
11 Gas
11 Pool
11 Ling
2 drones
14 ling
15 Banes nest
14 ling
15 ling
16 Gas
15 ling
16 ling
Make 12 banes

Time: 4:40
Andre112
Profile Joined September 2010
Canada52 Posts
Last Edited: 2010-10-19 17:32:05
October 19 2010 17:31 GMT
#325
Can someone do a run of the program of the following requirement:
30 drones
2 queens
2 hatcheries (1 at nat)
2 pairs of lings (before 4:30 mins)
ling speed
maybe lair too (i'm not sure about the timing)

i wanna know which BO it comes up.
Is it 15hatch>14pool>13gas, 14gas>14pool>21hatch, or 14pool>16hatch>17gas, or something crazy?
PepperoniPiZZa
Profile Blog Joined October 2010
Sierra Leone1660 Posts
October 19 2010 18:21 GMT
#326
Hi, I'm not too much into Starcraft but I like ai and I'd like to ask a question.

Howcome your ai takes so many hours to calculate, are you doing real-time simulations? I'm asking because my CPU can do billons of operations per second, millons of build orders should fit in there, what's the part that consumes so much time?

Quote?
Bumblebees
Profile Joined August 2010
United States328 Posts
Last Edited: 2010-10-19 19:41:46
October 19 2010 19:31 GMT
#327
On October 19 2010 02:26 kaliax wrote:
Show nested quote +
On October 16 2010 20:44 Schnullerbacke13 wrote:
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.


Extensions or modifications to a search algorithm do not make it no longer that algorithm.

There are many forms of minimax, and essentially the only requirement to be considered so is that the search's primary function is to compare two optimal outcomes arising from evaluating 2 opposing developments. There's plenty of various minimax based searches (such as alpha-beta and it's variants) with varying extensions (heuristics, quiescence, iterative deepening, aspiration searches, etc..). Nearly all of them can be added to a basic minimax, though the performance will not be enhanced nearly as much as moving to even a simple alpha-beta, which is still a form of minimax.


Also in a build order search, there IS an opponent and it is quite simply another build order. The evaluation is time for a specific outcome. Simply comparing 2 build orders initiating at a zero-state initially to a specific depth is quite simply enough.

There are plenty of ways to greatly speed this up. Even just a simple negascout with principal variation and very little else.

I haven't read the whole thread, but if the OP is using a genetic algorithm as seemed to be implied at the beginning of the thread, the aforementioned method would be significantly faster.
Bumblebees
Profile Joined August 2010
United States328 Posts
October 19 2010 19:39 GMT
#328
On October 20 2010 03:21 PepperoniPiZZa wrote:
Hi, I'm not too much into Starcraft but I like ai and I'd like to ask a question.

Howcome your ai takes so many hours to calculate, are you doing real-time simulations? I'm asking because my CPU can do billons of operations per second, millons of build orders should fit in there, what's the part that consumes so much time?



You have it a bit reversed. Given "billions of calcuations", even a relatively static calculation of a build order will take "millions of calculations". Ideally a well written program should be able to evaluate many (likely tens or hundreds of thousands) static points in time. Every point in time needs to be evaluated (ideally at increments of time equivalent to the income of 5 minerals/gas given the current mining rate).

Once you consider the branching that will occur for every state that needs to be evaluated, that increases the time significantly as you move forward in 'game time', Many, many millions of game-states need to be evaluated.

If the OP is using a genetic algorithm, then you have to consider each possible build order possible to achieve the outcome and essentially work backwards to narrow it down to a select field of "fit" options.

Either way you look at it, the program has to prune or create branches to determine the idea outcome from millions and millions of potential solutions.
Lomilar
Profile Joined July 2010
United States130 Posts
October 20 2010 00:32 GMT
#329
I love you guys.

There's been tremendous support for this tool and lots of help from ~25 alpha testers.

Hoping to get a version out to you guys by the end of this week.

Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
October 20 2010 01:59 GMT
#330
On October 20 2010 09:32 Lomilar wrote:
I love you guys.

There's been tremendous support for this tool and lots of help from ~25 alpha testers.

Hoping to get a version out to you guys by the end of this week.



you are the man. can't wait for this.
Goobus
Profile Joined May 2010
Hong Kong587 Posts
October 20 2010 02:05 GMT
#331
The first poll has 666 yes answers. I think it's the devil telling you, through TLers, to release the app. DON'T DO IT!! ITS A TRAP!
Almania
Profile Joined September 2010
145 Posts
October 20 2010 02:44 GMT
#332
I haven't read the whole thread, but if the OP is using a genetic algorithm as seemed to be implied at the beginning of the thread, the aforementioned method would be significantly faster.

Can you prove prove this to us? ie, write a BO calculator faster than Lomilar's?
latan
Profile Joined July 2010
740 Posts
Last Edited: 2010-10-20 03:21:52
October 20 2010 03:20 GMT
#333
I'd assume it's based on linear programming or some other operation research technique. there's specialized software that will solve a problem after you model it problem properly. i don't think it'd be that hard to put these type of sc2 problems into a RO model.
ibgeekn4me
Profile Joined April 2010
United States75 Posts
October 20 2010 03:26 GMT
#334
lovin this idea!!!
Deleted_143
Profile Joined October 2010
Australia256 Posts
Last Edited: 2010-10-20 07:08:54
October 20 2010 07:07 GMT
#335
--- Nuked ---
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2010-10-20 07:34:28
October 20 2010 07:33 GMT
#336
On October 20 2010 04:31 Bumblebees wrote:
Show nested quote +
On October 19 2010 02:26 kaliax wrote:
On October 16 2010 20:44 Schnullerbacke13 wrote:
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.


Extensions or modifications to a search algorithm do not make it no longer that algorithm.

There are many forms of minimax, and essentially the only requirement to be considered so is that the search's primary function is to compare two optimal outcomes arising from evaluating 2 opposing developments. There's plenty of various minimax based searches (such as alpha-beta and it's variants) with varying extensions (heuristics, quiescence, iterative deepening, aspiration searches, etc..). Nearly all of them can be added to a basic minimax, though the performance will not be enhanced nearly as much as moving to even a simple alpha-beta, which is still a form of minimax.


Also in a build order search, there IS an opponent and it is quite simply another build order. The evaluation is time for a specific outcome. Simply comparing 2 build orders initiating at a zero-state initially to a specific depth is quite simply enough.

There are plenty of ways to greatly speed this up. Even just a simple negascout with principal variation and very little else.

I haven't read the whole thread, but if the OP is using a genetic algorithm as seemed to be implied at the beginning of the thread, the aforementioned method would be significantly faster.


1st: with "weighting function" i mean a method computing a value of "how good" a build variant is.
2cnd: ofc i implemented some variant of minmax. However i do not care how it is called. it works :-D

3rd: People seem confuse some things: I am not the OP, i wrote a distinct build calculator independent of the OP using a minmax (or as you want to call it), and yes: it seems to run faster (~some minutes) instead of genetic algos.
However the performance depends on how agressive the pruning of "weaker" build variants is done. Sometimes a build looks bad in the beginning (e.g. early hatch, queen) and gets good at a later point, the less agressive pruning is performed, the more likely the "best" build is found and the higher the computation time. So i usually use some fast settings for initial discovery (3 minutes), but make a long run (1 day) to ensure there is not another, better build.
21 is half the truth
kaliax
Profile Joined June 2009
United States48 Posts
October 20 2010 09:41 GMT
#337
@OP,

Wondering if you could share some of the technical details of your genetic algo implementation. Doing some research on the topic for an unrelated project, would be fascinated to know how you applied it here.
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
kaliax
Profile Joined June 2009
United States48 Posts
October 20 2010 10:00 GMT
#338
On October 20 2010 04:31 Bumblebees wrote:
Show nested quote +
On October 19 2010 02:26 kaliax wrote:
On October 16 2010 20:44 Schnullerbacke13 wrote:
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.


Extensions or modifications to a search algorithm do not make it no longer that algorithm.

There are many forms of minimax, and essentially the only requirement to be considered so is that the search's primary function is to compare two optimal outcomes arising from evaluating 2 opposing developments. There's plenty of various minimax based searches (such as alpha-beta and it's variants) with varying extensions (heuristics, quiescence, iterative deepening, aspiration searches, etc..). Nearly all of them can be added to a basic minimax, though the performance will not be enhanced nearly as much as moving to even a simple alpha-beta, which is still a form of minimax.


Also in a build order search, there IS an opponent and it is quite simply another build order. The evaluation is time for a specific outcome. Simply comparing 2 build orders initiating at a zero-state initially to a specific depth is quite simply enough.

There are plenty of ways to greatly speed this up. Even just a simple negascout with principal variation and very little else.

I haven't read the whole thread, but if the OP is using a genetic algorithm as seemed to be implied at the beginning of the thread, the aforementioned method would be significantly faster.


Of course you can model this problem as a variant of minimax, I wasn't disputing that. I was just stating that the post I quoted was not actually a minimax, but just a heuristic search tree pruning algorithm. Moot point anyways.

You bring up a great point with negascout though, it'd be great to see that implementation of 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
Bumblebees
Profile Joined August 2010
United States328 Posts
Last Edited: 2010-10-20 10:40:59
October 20 2010 10:32 GMT
#339
On October 20 2010 11:44 Almania wrote:
Show nested quote +
I haven't read the whole thread, but if the OP is using a genetic algorithm as seemed to be implied at the beginning of the thread, the aforementioned method would be significantly faster.

Can you prove prove this to us? ie, write a BO calculator faster than Lomilar's?


There is nothing to prove. Use of a genetic algorithm is only ever going to be faster in a 2 opponent game if there is some form of mutation occurring that limits the accuracy or ability of a static comparison between branches. Build order evaluation is completely static as the current position can always be evaluated compared to a previous game state, and it becomes even more effective over GA because there is a defined cutoff that will limit branching and allow for effective search extensions.

Of course GA can be fairly easily made to fit most game-theory problems, but the question isn't really "can it work?" For 99% of problems where some form of minimax is directly applicable, it will be faster.


And no, I won't write one. I spent many years of my life working on, with and discussing chess software. I have other things in my life I rather focus on in my spare time, such as actually playing starcraft 2


edit: I wanted to point out that if we were trying to figure out what the best response to a adaptive build order* is, then some sort of genetic algo would be quite applicable. This would be even more computationally intense though as it would need to take into account the map, unit pathing/speed, unit loss, etc... to be even remotely useful. Essentially it would be AI playing the game.

* This is assuming that the 'opponent' is constantly changing his response to the information that can be gained from the 'player's emerging build order.
osten
Profile Joined March 2008
Sweden316 Posts
October 20 2010 11:49 GMT
#340
I want to have your babies!

This is absolutely perfect!

Can't wait to try it out. Also veeery interrested in how this thing works!
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