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Zerg Build Order optimizer. - Page 3

Forum Index > SC2 General
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LilClinkin
Profile Blog Joined May 2007
Australia667 Posts
October 13 2010 01:20 GMT
#41
My main fear is that idiots will refer to the results of these BOs as evidence/suggestions on how the game should be re-balanced, when in reality it holds no bearing towards any balance ideas at all because it cannot test the real-game dynamics of having an opponent who is actively trying to **** you up and adapt to everything you do.
Munk-E
Profile Blog Joined July 2010
United States672 Posts
October 13 2010 01:25 GMT
#42
ill say this for 10% of your future profits, sell it.

I'm serious, people take this game WAY seriously and the teams would pay hundreds of dollars for something like this! think about the korean teams, could you not easily see them paying for something like this?

it's easy money.
You recognise me because of my signature!
kevmo
Profile Joined September 2010
United States38 Posts
October 13 2010 01:25 GMT
#43
On October 13 2010 10:11 Lomilar wrote:
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.


Even if this did happen (I don't think someone would a major tournament such as GSL through build order perfection alone), it would only work once. As soon as someone used the build in a tournament, the cat would be out of the bag and everyone would be able to copy the build. Once everyone knew the build, the best players would be winning again.

And the way to avoid such an unlikely scenario is not to keep the program a secret. Many competent programmers could write a similar program, increasing the likelihood that SOMEONE uses such a program. Given the assumption that the existence of a build order optimizing program would cause 'BAD THINGS' to happen, it is safe to conclude that the bad things will happen regardless of whether or not you are the one to use said program. The way to avoid the bad things is to publicly release the program so that everyone can use it and come up with the theoretically unbeatable build orders (I don't think unbeatable build orders exist, and if they did they would get patched eventually) before they could be used to win a major tournament. If all players have access to the tool, there is no advantage to using it as the resulting knowledge becomes public.

If you watch something like the GSL, a lot of players have what seem to be really close to "perfect" openings, in that in theory it is not likely to lose the game instantly to any given build. The goal of an opening is not to immediately beat everything, but to get you through to the mid game where all the important decision making happens. Because of this, there is really no such thing as the "perfect opening" that would cause you to instawin major tournaments.
Lomilar
Profile Joined July 2010
United States130 Posts
October 13 2010 01:25 GMT
#44
On October 13 2010 10:20 LilClinkin wrote:
My main fear is that idiots will refer to the results of these BOs as evidence/suggestions on how the game should be re-balanced, when in reality it holds no bearing towards any balance ideas at all because it cannot test the real-game dynamics of having an opponent who is actively trying to **** you up and adapt to everything you do.


Haha.

7 roach > 7 zealots, and 7 zealots come out after 7 roaches, therefore Zerg imba!
csfield
Profile Joined October 2008
United States206 Posts
October 13 2010 01:27 GMT
#45
these things aren't that hard to figure out anyway and programs like this aren't hard to write
I know that I have never once considered how my TV viewing habits impact the progression of civilization. --Bibbit
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 13 2010 01:27 GMT
#46
On October 13 2010 10:11 Lomilar wrote:
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.


I don't think you have to worry so much. If it turns out to be an amazing tool, people will ask you for a version for all three races, or roll their own, and good players will add it to their toolbox. As many people pointed out, a perfectly optimized build order is no substitute for a well-rounded dynamic play added to a strong BO.

Its not like Zerg will destroy the Earth. Although I'm fine with that. Take me!
tackklee
Profile Joined September 2010
United States270 Posts
October 13 2010 01:34 GMT
#47
This is pretty cool. I reviewed what your program decided to write and it doesn't look like you sacrifice any economy and get 7 roaches out pretty damn fast. Interesting that it opted to get 10 overlord like the Koreans.

I have no idea how accurate these codes or programs actually are, but if there is no error then this would be amazing. I think it'd help boost the game if anything. People will stop blindly doing 1 build but looking towards other options.
Rokk
Profile Joined March 2010
United States425 Posts
October 13 2010 01:35 GMT
#48
This is awesome. I've got one question though. I'm looking at the output and there doesn't seem to be anything about when to move drones to gas. Does it always assume 3 drones per extractor? That may be something you might want to look into in the future. Pulling guys off gas can be useful in linking certain builds together.
kevmo
Profile Joined September 2010
United States38 Posts
October 13 2010 01:36 GMT
#49
By the way, when I talk about the hypothetical "perfect instawin build" not existing, but "perfect defense builds" existing, what I am referring to is the notion of a build being "stable". A stable build is one that holds up against most any type of opening seen with proper scouting. An example is the one that was on the front page today: http://wiki.teamliquid.net/starcraft2/3_Hatch_Muta/Ling_(vs._Protoss)

That build has an overall goal "get mutalisks and zerglings on 2-3 bases" with notes on how to hold off various forms of early aggression that threaten you. It is considered stable as no matter what the protoss does, it is unlikely that you lose to a rush (unless you make a mistake). It doesn't mean that this build is unbeatable - you could get outplayed at any point (either out-macroed, or out maneuvered, or out-microed, or any form of being outplayed).
mangoloid
Profile Joined September 2010
100 Posts
October 13 2010 01:36 GMT
#50
This is very cool. A lot of people seem to be pouncing on the difference between a theoretically optimized build and in-game play. While I totally agree with them that in-game decision making is a different beast, I think this tool has the ability to open our eyes to a lot of counter-intuitive ideas/timings. All zerg players have learned basic rules about when to build an overlord, when to build a queen, etc., but the computer ignores these rules and just goes for maximization, and I think this has the potential to show us when those "rules" can be effectively broken.

I don't know if we'll ever see a case of an "unbeatable" build as speculated above, but by all means try to find one! Finding one will go a long way to helping balance the game.

And, since no one else seems to be giving you BO assignments, I want to ask: what is the quickest way to get 5 mutas? I am curious to see what the program comes up with (and if it is different from current players are doing).

Also, is anyone taking up the roach BO challenge? I am curious to see timings from actual games and either validation or dismissal of what the program came up with.
Lomilar
Profile Joined July 2010
United States130 Posts
October 13 2010 01:37 GMT
#51
On October 13 2010 10:35 Rokk wrote:
This is awesome. I've got one question though. I'm looking at the output and there doesn't seem to be anything about when to move drones to gas. Does it always assume 3 drones per extractor? That may be something you might want to look into in the future. Pulling guys off gas can be useful in linking certain builds together.


Yeah, it assumes you immediately drop 3 guys on gas.

And yes, that is planned as a potential trick. (for the obvious zergling speed test case)
bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
Last Edited: 2010-10-13 01:41:50
October 13 2010 01:40 GMT
#52
Real game situations are definitely not in the optimal situation always, this program would just end up being a good reference that pro-gamers can use for initial testing. I'm surprised nothing like this was made for SC1 already. Also a planned BO doesn't last past the early game anyway unless the opponent just turtles. It's really not that game breaking, SC2 isn't like paper/rock/scissors at all in terms of BOs countering each other.

I don't see a problem with this program unless it's not free and not openly available to all.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
October 13 2010 01:46 GMT
#53
On October 13 2010 10:11 Lomilar wrote:
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.


Very similar software was written for BW called Evolution Forge. Absolutely nobody used it.

That is to say that at the very least, I doubt you need to worry about releasing it and destroying creativity in Starcraft, despite the obvious utility of such a program.
I'm not as thunk as dreople pink I am.
deth
Profile Blog Joined August 2009
Australia1757 Posts
October 13 2010 01:49 GMT
#54
Release it open source, and feel like a god, changing the game overnight :D
Lomilar
Profile Joined July 2010
United States130 Posts
October 13 2010 01:59 GMT
#55
On October 13 2010 10:46 Bwenjarin Raffrack wrote:
...

Very similar software was written for BW called Evolution Forge. Absolutely nobody used it.

That is to say that at the very least, I doubt you need to worry about releasing it and destroying creativity in Starcraft, despite the obvious utility of such a program.


Wow. Yeah, it is basically that. Already I've been received by the teamliquid crowd far better than Evo forge... which apparently in its first iterations was called Evolution chamber, the same name as my program. x-|

Haha. Guess it is time to find a new name.
Cragfire
Profile Joined April 2010
United States34 Posts
October 13 2010 01:59 GMT
#56
Hey, does this algorithm consider the extractor trick for one of the possible permutations by chance?
2v2SNAX
Profile Joined October 2010
Canada97 Posts
October 13 2010 02:04 GMT
#57
Very cool intelligence.

The only issue here is I'd say I fear the game would become so much of a science, but it seems that's inevitable. Whether through using this program or just trial and error people are going to find the optimal way of doing things which are going to separate the best with the good. It'd be more annoying than anything when the game becomes a list of hard build orders which if not executed perfectly put you at a disadvantage. Still if you can play with a perfect build order then you probably deserve to win, it just might create more of a divide between players, and while your program helps this it isn't necessarily causing it.
SpicyCrab
Profile Blog Joined March 2010
402 Posts
Last Edited: 2010-10-13 02:10:17
October 13 2010 02:08 GMT
#58
I think it's great; really cool, in fact. I have to admit I can't really read the output without considerable effort but great job, you should release it!
I'm such a baller in my dreams. - HiFriend
ZodiakLucien
Profile Joined August 2010
United States14 Posts
Last Edited: 2010-10-13 02:53:51
October 13 2010 02:09 GMT
#59
Here is the initial build order in tradition BO format for those interested. It doesnt mention inject but I'm sure the queen injected as soon as it popped.

10 ovi
10 pool
15 ext
15 queen
18 warren
18 ovi
18 ovi
18 roach
20 roach
22 roach
24 roach
26 roach
28 roach
30 roach
hadoken5
Profile Joined May 2010
Canada519 Posts
October 13 2010 02:09 GMT
#60
I don't know, this would make SC2 feel more mechanical and almost scripted for AIs. This would kill liquipedia and BO testers. Interesting but it would take out all the fun of players finding BOs for themselves.
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