• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:30
CEST 15:30
KST 22:30
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon100Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Yamato Cup Series StarCraft open world shooter announced at BlizzCon Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Has online-only competition during the pandemic changed your enjoyment of pro SC2? How do you feel about the StarCraft shooter announcement at BlizzCon 2026?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall KSL Week #92
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Bot on ladder Remastered crash fix suggestions New 3v3 BGH Ladder (and more) on ShieldBattery! BGH Auto Balance -> http://bghmmr.eu/ Syncronization issues and can't find games
Tourneys
[ASL22] Ro16 Group D [Megathread] Daily Proleagues The Casual Games of the Week Thread Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8404 users

Zerg Build Order optimizer. - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 56 57 58 Next
Lomilar
Profile Joined July 2010
United States130 Posts
October 13 2010 00:31 GMT
#21
On October 13 2010 09:29 FrostedMiniWeet wrote:
I was actually considering writing a similar program. This won't change much in the gaming scene however, as the game gets too dynamic as it goes on, but it may provide some clever builds. I'm curious what function you used to determine the effectiveness of drone mining, as there is diminishing returns for each drone as you approach 3 drones per patch.


Drone mining numbers were taken from liquipedia.
Mining Rate
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
October 13 2010 00:32 GMT
#22
A more complicated solution would be to have the greatest economy possible and still be able to hold off a 4 warpgate.
mumming
Profile Joined June 2010
Faroe Islands256 Posts
October 13 2010 00:34 GMT
#23
this is nice! But still, it will be so much easier so perfect builds with this. I don't know if it's good for the game :/
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
October 13 2010 00:34 GMT
#24
Are you using a genetic algorithm I'm assuming?
Lomilar
Profile Joined July 2010
United States130 Posts
Last Edited: 2010-10-13 00:37:40
October 13 2010 00:35 GMT
#25
On October 13 2010 09:34 FrostedMiniWeet wrote:
Are you using a genetic algorithm I'm assuming?


Yeah. You are now in 'the know'. :-)

As a result, determining whether the build is optimized or not is kinda hard. I usually just let it run overnight, and check in the morning, but it usually gets a really good idea within about 5-10 minutes.
synapse
Profile Blog Joined January 2009
China13814 Posts
October 13 2010 00:38 GMT
#26
Very cool program, and I don't see any moral dilemma here. A program can't play for you, and it certainly can't tell you what to do past the opening build order.
:)
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
October 13 2010 00:38 GMT
#27
Holy shit according to your OP and multiple replys... it seems this thing is quite well thought out and well put together.

Sounds like it could def. work. Any plans on releasing it soon? If so that'd be awesome because i too am a zerg player and could use this indeed.
I'm like badass squared | KeitZer.489
SaroDarksbane
Profile Joined October 2010
United States55 Posts
October 13 2010 00:42 GMT
#28
Are you using a genetic algorithm I'm assuming?

I finally got around to registering for the site just to ask this question and you beat me to it by that much.

Very cool. I say release it, although I'm probably more interested in the code than its impact on my gameplay, so I might be biased.
kevmo
Profile Joined September 2010
United States38 Posts
Last Edited: 2010-10-13 00:47:08
October 13 2010 00:42 GMT
#29
This sounds pretty neat. The problem, as Day[9] has pointed out on several occasions, is that you can't plan out an exact build order all the way to the end game. You need to be able to make in game decisions and respond to the situation at hand, while still following an overall game plan.

For example, a bad plan is "how can I get 7 roaches really fast and then immediately win the game?" This plan is lacking, as when those roaches DON'T win you the game, you have no followup. You need to have a plan for what comes after the roaches - in other words, your 7 roaches is an opening into a larger game plan. There are additional variables that matter other than speed of getting to 7 roaches - economy, setting up transitions, map control, etc.

A better plan would be "I am going to open 7 roaches into early aggression and expand, and grab my third after getting some hydras, and push with 3 base roach/hydra/infestor." If you can find a way to input additional variables to plan a build order for an opening that leads into an overall plan, it would be much more effective.

Even better would be if you could simulate modifications to the build order based on enemy builds. For example, you may have a plan which you know loses to certain builds (fast banshees for example in the roach example) but simple modifications could make the build safe. If you had a way to input variation builds (e.g. given the constraint that you must have 2 queens at X time, and an overseer at Y time, after scouting at Z time, what is the fastest that you can open 7 roaches?) then you could make a set of build orders for a given opening that relies on scouting information.

Best, and totally infeasible, would be a system where you have either a database of common openings, or randomly generate openings given some constraint, and match the openings against each other trying to find holes and the ways to fill them. Basically you would give some a goal, and the output would be a set of build orders and scouting instructions (if you scout X, then you must do Y, otherwise do Z).

In short, I think you are safe releasing what you have now, as I doubt it will change the pro scene very much, but could help some of the rest of the player base improve their builds.
Lomilar
Profile Joined July 2010
United States130 Posts
October 13 2010 00:43 GMT
#30
On October 13 2010 09:32 FrostedMiniWeet wrote:
A more complicated solution would be to have the greatest economy possible and still be able to hold off a 4 warpgate.


That's the goal of being able to chain together builds.

7 roach rush, in my experience, crushes 4 gates, because it usually hits their base while they are getting gate 3-4 up, and don't have nearly enough units to defend against it.

But it is weak against someone who goes air.

So 7 roach -> muta, optimize that, and then you have a possible followup that makes you good against air.

Regardless, what you are saying is true, it can't 'hard counter' a 4 gate. That's v2. <gasp>
swiftazn
Profile Joined October 2010
United States36 Posts
October 13 2010 00:44 GMT
#31
i would like to see some post from the people we consider progamers because not only will this help us if opponents use this program as well they can learn ins and outs of zerg timings for fast whatever whereas at the moment everybody has an very rough estimation or food based on their army and build. then again i could be a complete noob about this
Lomilar
Profile Joined July 2010
United States130 Posts
October 13 2010 00:52 GMT
#32
Kevmo:

Certainly. It can't make you a better player, but it can tell you how to perform certain openings. And maybe later on it can tell you how to branch those openings into countering other fixed builds, like a bunkered terran that goes banshee rush.

That is, it is a tool as someone said, an optimizer, and not really too useful when one gets into the midgame, since gameplay tends to become quite dynamic at that point.

But using it, you can put things in like... I want at least 2 bases and 30 drones by the time my opening is done.

I hope to put in timing requirements, like an overseer at <insert DT/banshee timing here>, a spine crawler at the expo to stave off a hellion rush, etc, etc.

But obviously, you can't simultaneously defend against every possibility.

swiftazn:

Yeah, I am waiting for pros to chime in as well.
Herculix
Profile Joined May 2010
United States946 Posts
October 13 2010 00:56 GMT
#33
hey man, i wouldn't worry about ruining the game or anything. starcraft is not a game of math, it's a game of intuition, but at the same time, being able to perfectly do what you can do perfectly makes you a better player and it helps the game become what it is meant to be.

with that said, i've seen a few build order algorithms and they just have a lot of serious issues with being useful in realistic situations. i see a lot of holes with your algorithm before it gets to a point where it's a reliable source of information that you can point to and say, "this BO wouldn't work because the math says so." but best of luck if you wish to continue the project.
templar rage
Profile Joined September 2010
United States2509 Posts
October 13 2010 01:00 GMT
#34
I'm kind of curious how you'd react to a real moral dilemma, because this is certainly not one by any stretch. The thing isn't playing the game for you, and any one of us here could do this manually.

I like the idea of this program. It's basically kin to stuff like YABOT, but without actually having to take the time to test a myriad of subtle differences yourself. I'm still a little unclear about how it takes input (perhaps because you were purposefully vague in your description). Could you post a sample input, as you would give it to the program, or how you would modify it if you don't take user input directly?
kevmo
Profile Joined September 2010
United States38 Posts
October 13 2010 01:01 GMT
#35
On October 13 2010 09:52 Lomilar wrote:

But obviously, you can't simultaneously defend against every possibility.



If you had a set of builds you were worried about, you could come up with a tree of "scout at time X" and then have branching based on the results: "if fast factory and double gas, go into the 'prepare for banshees' branch" etc.

This is how I try to play (admittedly I'm pretty low in Diamond, only 700 points, but I recently started doing this after watching Day9, and got a ton better, so I think it is pretty good for at least the average player). In PvP matches for example, my favorite build is 2gate robo immortal timing push into colossi, but it dies to a few things like 2gate, and it needs modification to beat 4gate. So I scout twice - once in the beginning to confirm they go gate/core instead of 2gate, and again later to scout their front composition and try to see if they are going 4gate. This build fits pretty naturally into a tree based on scouting.

I have seen analysis of similar things for matchups like ZvT - a certain build is really good, unless the opponent does one of these 2 or 3 things, which are easily scoutable.

In short, the idea is not necessarily that you defend everything at once, but that you figure out what you are defending against and how to defend it. The program figures out how to defend against everything, but not at once.
Flannman
Profile Joined September 2010
United States17 Posts
October 13 2010 01:09 GMT
#36
I think this is so cool, since I majored in Computer Science and all. I wonder why I never thought of that. I know how people are saying this doesn't take into account the opponent attacking you, etc etc. But I think this will mostly be used as a ceiling.

"Okay, so this build is the fastest way possible, but my opponent can attack me at this point...etc etc. Let me just TWEAK this part of the build."

That is how I am thinking this will be mostly used, especially for longer BO's. But anyways...nice freagin job man!
kevmo
Profile Joined September 2010
United States38 Posts
October 13 2010 01:09 GMT
#37
On October 13 2010 09:52 Lomilar wrote:

Certainly. It can't make you a better player, but it can tell you how to perform certain openings. And maybe later on it can tell you how to branch those openings into countering other fixed builds, like a bunkered terran that goes banshee rush.

That is, it is a tool as someone said, an optimizer, and not really too useful when one gets into the midgame, since gameplay tends to become quite dynamic at that point.



If you can end up properly accounting for all the goals of an opening (transitioning well into mid-game) I can see this being very useful.

However, I still don't think there is any moral dilemma. At worst, this program would expose some imbalance that everyone exploits for a while but Blizzard patches. More likely is that it would find some minor improvements to existing openings which everyone immediately copies, but these improvements would have been found soon enough anyway, thus the effect being just speeding up the development of the metagame.

Additionally, it is unlikely that you would be able to write a program that determines NEW openings with any decent effectiveness. By this I mean, this program wouldn't figure out that a thor drop on LT is really good; it would just tell you how to get that thor the fastest (which is unlikely to be THAT much faster than a pro player would have figured out in the same time frame).

From what I've seen, new creative openings and strong in game decision making combined with great mechanics is what makes a pro player really good. A fast build order is just one component, and a small one at that.
Lomilar
Profile Joined July 2010
United States130 Posts
Last Edited: 2010-10-13 01:15:46
October 13 2010 01:11 GMT
#38
The input is currently all code. Basically, you start off with a 'state', that is 6 drones, a hatch, an overlord, and 50 minerals. You then give it a destination 'state', say, 2 hatcheries, 10 mutalisks, 4 extractors, and 44 drones (6 for gas, 16 per base for good saturation). It then finds 'a' way to get there, then starts making it better and better.

And yes, it is a moral dillema, since with the appropriate opening and good execution, you can shut down a LOT of builds. This makes the research and testing of build orders somewhat laughable. That means that some pro zerg with this tool could learn about 10 openings that are (theoretically) perfect, and win a lot of money, and were I a bastard, I could sell it to those people for percentage of earnings, or something bizzare like that. Suddenly, static builds start demolishing any sort of dynamic play, since someone has found 'the perfect build', and not through playing for months.

After hearing about match fixing scandals, where a lot of money was made and lost, I started questioning. A lot of people (edit: Korea) take this game way more seriously than I do, so I didn't want to just drop the bomb without asking.
LilClinkin
Profile Blog Joined May 2007
Australia667 Posts
October 13 2010 01:19 GMT
#39
I don't see much use in this app, even though it is a very cute thing to have. Intuitively it seems that the BOs it produces for various things will be different...ie. fastest way to get 5 roaches vs fastest way to get 15 roaches, obviously 1 is an extension of the other in a real-game situation (you will continue to make roaches after 5), but the BO you pursue to optimally pump out 5 roaches may be different to the one you'd choose to then pump 15.
baneling
Profile Joined July 2010
Canada56 Posts
October 13 2010 01:20 GMT
#40
I don't know a lot about a lot of things but looking at that build I'd believe it was 100% optimized as claimed. If you look carefully at the larva management with the exception of the time it's saving up for the pool (while it's building the first overlord) all larva is consumed the instant it is produced at the hatchery.

I don't really see how it could get any more optimized unless drones were cut at some point, but I'd be surprised.
Prev 1 2 3 4 5 56 57 58 Next
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
11:00
Monthly #1 - Day 2
herO vs PercivalLIVE!
IntoTheiNu 1141
CranKy Ducklings SOOP67
Rex18
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1078
BRAT_OK 64
EnDerr 39
Rex 18
StarCraft: Brood War
Britney 46814
Hyuk 2291
Shuttle 1717
Soma 1016
Soulkey 761
Stork 413
Rush 390
actioN 344
Mini 320
EffOrt 309
[ Show more ]
Larva 298
Leta 216
hero 108
Zeus 106
Dewaltoss 104
Pusan 67
Killer 55
Barracks 51
Sharp 50
Mong 35
Sexy 33
ToSsGirL 29
soO 26
Aegong 20
scan(afreeca) 19
Terrorterran 18
yabsab 17
SilentControl 14
Noble 11
JulyZerg 6
Icarus 5
Dota 2
Gorgc2533
Counter-Strike
edward104
Other Games
singsing1678
B2W.Neo1027
hiko696
Lowko379
DeMusliM279
djWHEAT47
QueenE41
Organizations
StarCraft: Brood War
UltimateBattle 1754
Other Games
gamesdonequick951
BasetradeTV54
StarCraft: Brood War
lovetv 12
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 7
• HerbMon 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3656
• WagamamaTV1098
Upcoming Events
RotterdaM Event
2h 45m
Replay Cast
10h 30m
GSL
21h 30m
Replay Cast
1d 10h
GSL
1d 21h
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Replay Cast
2 days
Afreeca Starleague
2 days
Shine vs Rush
WardiTV Weekly
2 days
Monday Night Weeklies
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Light vs EffOrt
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.