• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:51
CEST 21:51
KST 04:51
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou21Weekly Cups (Oct 13-19): Clem Goes for Four3BSL Team A vs Koreans - Sat-Sun 16:00 CET7Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Weekly Cups (Oct 13-19): Clem Goes for Four 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Merivale 8 Open - LAN - Stellar Fest Tenacious Turtle Tussle RSL Season 3 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
OGN to release AI-upscaled StarLeague from Feb 24 Is there anyway to get a private coach? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ SnOw's Awful Building Placements vs barracks
Tourneys
Small VOD Thread 2.0 ASL final tickets help [Megathread] Daily Proleagues [ASL20] Semifinal B
Strategy
Relatively freeroll strategies BW - ajfirecracker Strategy & Training TvP Upgrades [I] Funny Protoss Builds/Strategies
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread The Chess Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Korean Music Discussion Anime Discussion Thread Series you have seen recently... Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Benefits Of Limited Comm…
TrAiDoS
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1363 users

Zerg Build Order optimizer. - Page 56

Forum Index > SC2 General
Post a Reply
Prev 1 54 55 56 57 58 Next
Strajder
Profile Joined August 2010
60 Posts
Last Edited: 2011-02-28 13:22:47
February 28 2011 13:21 GMT
#1101
On December 17 2010 00:45 falstag wrote:
When are the toss and terran versions coming out, you claim they are now in the advance stages, any ETA?


I am interested in this too. Is there at least any 'nightly/alpha build' available for Protoss and Terran? If not, when will it be available?
Succsex Dragon #1 GM 2013
trumansc
Profile Joined April 2011
Australia4 Posts
April 07 2011 00:28 GMT
#1102
I don't know if anyone else has brought this up but I've been messing around with this program, it's amazing by the way keep up the good work, however there is one slight problem where the program is unable to take into account the whole "feel" of economy and timing. I realise this is just one of the drawbacks of the genetic algorithm but I believe the simplest way to fix this would be to allow the input of some arbitrary waypoint independent of the program that could be a forced starting point. For example often the program makes a 10 overlord, I know for a fact that 9 overlord is the best economy opener as has been detailed on this forum before, also often the program makes both a 9 and 10 overlord because presumably there are spare minerals. If you could force the program to start with say a 9 overlord, 13 pool and then let it take over from there I think people could use the program with alot more finesse that may save time instead of brute forcing through another 1 million games. I do not know either the complications of the math or the programming but if this feature could be added I think the program would work a bit better, also a mineral gas and larva setting would be great. thank you
Nickkelbackk
Profile Joined May 2010
United States15 Posts
April 10 2011 02:34 GMT
#1103
I am trying to use the YABOT recording to do the spanishwa but I can not get the YABOT encoding to work. Is there something in YABOT that has changed since January that broke this feauture? Thanks
osten
Profile Joined March 2008
Sweden316 Posts
April 13 2011 08:01 GMT
#1104
I don't know really if you are seeing how in the big picture enforcing it to do 9 overlord is counteractive to what it is supposed to do. A program like this tries to be perfect, if you could force it to do exactly what you do in a game it would not really do it's purpose.
Zzoram
Profile Joined February 2008
Canada7115 Posts
April 13 2011 08:08 GMT
#1105
the reason it doesn't always recommend a 9 overlord is because of your end goal. if your goal is to rush X units by X time, sometimes it's faster to get there with a 10 overlord.
Reithan
Profile Blog Joined February 2011
United States360 Posts
April 15 2011 14:42 GMT
#1106
I'm not a professional programmer on this level, but I am an amateur one, and I program things for ecommerce and some web applications professional (not not, but I have). Why would using a genetic algorithm like this be better than something akin to a A-Star like pathfinding algorithm, treating each build option as a 'path' to a certain goal state?
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
kmh
Profile Joined November 2010
Finland351 Posts
April 18 2011 09:50 GMT
#1107
On April 15 2011 23:42 Reithan wrote:
I'm not a professional programmer on this level, but I am an amateur one, and I program things for ecommerce and some web applications professional (not not, but I have). Why would using a genetic algorithm like this be better than something akin to a A-Star like pathfinding algorithm, treating each build option as a 'path' to a certain goal state?


A* is not an algorithm suitable for these kinds of optimization problems, at all. The goal here is to find the build that satisfies the requirements in the shortest time possible, without any knowledge of what the landscape might look like. In path-finding, you know the entire graph describing your territory before you set off to find the shortest path. It is not even remotely the same thing.

Bumblebees
Profile Joined August 2010
United States328 Posts
April 18 2011 11:55 GMT
#1108
On April 18 2011 18:50 kmh wrote:
Show nested quote +
On April 15 2011 23:42 Reithan wrote:
I'm not a professional programmer on this level, but I am an amateur one, and I program things for ecommerce and some web applications professional (not not, but I have). Why would using a genetic algorithm like this be better than something akin to a A-Star like pathfinding algorithm, treating each build option as a 'path' to a certain goal state?


A* is not an algorithm suitable for these kinds of optimization problems, at all. The goal here is to find the build that satisfies the requirements in the shortest time possible, without any knowledge of what the landscape might look like. In path-finding, you know the entire graph describing your territory before you set off to find the shortest path. It is not even remotely the same thing.



Except you DO know the entire path in build order optimizing. You are simply optimizing the path.

A* is not unsuitable because it wouldn't work (in fact, it's been done months ago), but because there are much better methods.
kmh
Profile Joined November 2010
Finland351 Posts
April 18 2011 12:57 GMT
#1109
Ah, I stand corrected
Reithan
Profile Blog Joined February 2011
United States360 Posts
April 18 2011 17:47 GMT
#1110
Alright, then the continuation of that question would be, given that you CAN solve this as a pathing problem, if A* is not suitable because it's not efficient enough, what algorithms would be?

Genetic Algorithms seem like a fairly inelegant and brute-force approach to this problem.
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
Bumblebees
Profile Joined August 2010
United States328 Posts
Last Edited: 2011-04-18 18:12:43
April 18 2011 18:05 GMT
#1111
On April 19 2011 02:47 Reithan wrote:
Alright, then the continuation of that question would be, given that you CAN solve this as a pathing problem, if A* is not suitable because it's not efficient enough, what algorithms would be?

Genetic Algorithms seem like a fairly inelegant and brute-force approach to this problem.


This project wasn't about having the most elegant solution, although GA certainly has some benefits.

How to best solve the problem depends on how you define the "problem". Build order optimizers can be optimizing a number of things. This is where the benefit of GA comes in. It allows a wider range of user input for 'what is optimal'.

A* is just unnecessarily complicated. "solving" build orders is a fairly trivial task due to the many limitations of tech trees and economy. Think of it almost as a chess game where knights can ONLY move after pawns, rooks only after a knight moves, queen only after a rook moves etc... Then, the knight can only move after move 16, rooks after move 25, queens after 35 etc... The limitations and tiers make solving significantly easier. There isn't a wide open field in starcraft build orders.

If you simply wanted to know the fastest way to get X, a simple DFS should be able to do any build in a matter of seconds on even a mediocre machine. Nothing more complicated is really needed. All you need to do is generate the absolute necessary building and worker count then traverse the tree to find shortcuts (very simply, cut or add workers). This was discussed and tested (i.e. programmed incompletely) in the EC chat on IRC many months ago. Someone had a program that did just zerglings (queens, drones and overlords) which could find the fastest route to X zerglings in less than a few milliseconds

Honestly, build order optimizers are fairly useless when it comes down to actual gameplay. The motivation to pursue this stuff is really minimal even among those who you may consider interested in it.
Reithan
Profile Blog Joined February 2011
United States360 Posts
April 19 2011 02:08 GMT
#1112
On April 19 2011 03:05 Bumblebees wrote:
If you simply wanted to know the fastest way to get X, a simple DFS should be able to do any build in a matter of seconds on even a mediocre machine. Nothing more complicated is really needed. All you need to do is generate the absolute necessary building and worker count then traverse the tree to find shortcuts (very simply, cut or add workers). This was discussed and tested (i.e. programmed incompletely) in the EC chat on IRC many months ago. Someone had a program that did just zerglings (queens, drones and overlords) which could find the fastest route to X zerglings in less than a few milliseconds

Honestly, build order optimizers are fairly useless when it comes down to actual gameplay. The motivation to pursue this stuff is really minimal even among those who you may consider interested in it.

Well, for me the motivation is 2 things:

1: I know given the organic nature of a game of starcraft any pre-programmed build order "solver" that works anythign past basic openings will be only marginally useful at best, and completely useless at worst, but the things it spits out, in terms of working THEORY and knowledge of optimal building is useful in itself, even if you can't DIRECTLY use it, imo.

2: I'm kind of a programming geek. (though out of practice) lol

SO, then, the matter remains, could you create a simple DFS (not an algorithm I know...?) to solve for a given end state while satisfying interim states like EvoChamber can do? I assume that provided the answer would be 'yes' - then wouldn't it be more efficient?
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
Reithan
Profile Blog Joined February 2011
United States360 Posts
April 23 2011 19:29 GMT
#1113
Having some trouble with Evo chamber. I took a replay of mine, wrote down what I'd produced at a certain time, and punched it into EvoChamber...like 40m tries later, it still can't figure out how I did it...

Replay vs AI

I entered at 6:30, 3 bases, 3 queens, 25 drones, 2 spines (had only one, but could have had 2), and 20 lings (had 15 but a few died), spawning pool, metabolic boost.

With 8:30 as that, except 30 lings & 30 drones and 3 spines.

Evo Chamber CANNOT figure this out....why??
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
Reithan
Profile Blog Joined February 2011
United States360 Posts
April 23 2011 19:30 GMT
#1114
Even tried with JUST the 6:30 marker...still can't get it.
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
Bumblebees
Profile Joined August 2010
United States328 Posts
April 23 2011 22:15 GMT
#1115
Evochamber is broken right now.
Reithan
Profile Blog Joined February 2011
United States360 Posts
April 23 2011 22:32 GMT
#1116
What's broken about it? And how/why?
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
Duban
Profile Joined July 2009
United States548 Posts
April 24 2011 02:29 GMT
#1117
Either I'm a BO god, or your program falls short of its intended goal. I know i'm very good at creating effecient BOs and all, but every build order it's created so far has at best matched the timing of my own builds. Honestly, I would not trust this program to make my BOs.

P.S. When I say "at best matched the timing of my own builds" I mean after I fix the obvious flaws in them, like the 6 overlord and 9 extractor trick. Also, they're much less practical.
An ignorant person makes a mistake. A stupid person makes it again.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
April 24 2011 02:34 GMT
#1118
On April 07 2011 09:28 trumansc wrote:
I don't know if anyone else has brought this up but I've been messing around with this program, it's amazing by the way keep up the good work, however there is one slight problem where the program is unable to take into account the whole "feel" of economy and timing. I realise this is just one of the drawbacks of the genetic algorithm but I believe the simplest way to fix this would be to allow the input of some arbitrary waypoint independent of the program that could be a forced starting point. For example often the program makes a 10 overlord, I know for a fact that 9 overlord is the best economy opener as has been detailed on this forum before, also often the program makes both a 9 and 10 overlord because presumably there are spare minerals. If you could force the program to start with say a 9 overlord, 13 pool and then let it take over from there I think people could use the program with alot more finesse that may save time instead of brute forcing through another 1 million games. I do not know either the complications of the math or the programming but if this feature could be added I think the program would work a bit better, also a mineral gas and larva setting would be great. thank you


9 Overlord is only better than 10 overlord if you put down your pool or hatch after 13 or so. If you go 9 overlord and then do an early pool at or less than 12, then 10 overlord would have been better. I won't explain why this is at it is clear to anybody with basic understanding of mathematics.
Aerodynamic27
Profile Joined March 2011
Canada115 Posts
April 25 2011 18:55 GMT
#1119
Can you please fix it so that it doesnt make multiple (useless) buildings???

for example, any time it makes a build it sometimes starts to make 2 or 3 spawning pools or like lairs, which is very annoying. Can you put a code so it makes only 1 spawning pool, hydra den, ect, instead of ending up with 2 or 3 spawning pools at the end? not only would this speed up the process (as it doesnt need to test multiple buildings) the builds will make more sense
trumansc
Profile Joined April 2011
Australia4 Posts
April 30 2011 09:53 GMT
#1120
On April 24 2011 11:34 FrostedMiniWeet wrote:
9 Overlord is only better than 10 overlord if you put down your pool or hatch after 13 or so. If you go 9 overlord and then do an early pool at or less than 12, then 10 overlord would have been better. I won't explain why this is at it is clear to anybody with basic understanding of mathematics.


I don't understand how that would be clear to anyone with a basic understanding of mathematics, unless you assume a basic understanding of mathematics means an obsessive compulsion to use mathematical modelling to solve every problem you encounter.

However you are right, 10 overlord, 9 overlord, overpool etc. all provide different benefits that can lead to an optimal build order depending on what you want to build, this is something that I did not know at the time and by looking through the forums/wiki more it is clear that no one knows the optimal standard zerg build order or if one exists. As far as I know a 9 followed by a 10 overlord is never optimal except for the most convoluted build orders.

I was asking if it was possible to make a workaround that eliminates what is obviously unnecessary, evolution creates systems that meet requirements, design is the ability to purposefully direct a system to a desired outcome I don't see how combining the two could lead to anything worse than evolution alone.
Prev 1 54 55 56 57 58 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 256
White-Ra 200
ProTech97
JuggernautJason67
BRAT_OK 36
MindelVK 12
StarCraft: Brood War
Britney 25311
Bisu 4249
Larva 270
Dewaltoss 153
Hyun 81
ggaemo 42
ajuk12(nOOB) 12
Dota 2
qojqva4081
capcasts100
canceldota80
Counter-Strike
Stewie2K336
Foxcn112
Heroes of the Storm
Liquid`Hasu447
Other Games
Grubby2163
FrodaN1101
B2W.Neo1044
fl0m687
Beastyqt559
mouzStarbuck213
C9.Mang081
Trikslyr34
fpsfer 3
KnowMe0
Organizations
Counter-Strike
PGL199
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 79
• davetesta25
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 21
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota2361
Other Games
• imaqtpie1250
• Shiphtur190
Upcoming Events
RSL Revival
6h 9m
RSL Revival
14h 9m
WardiTV Invitational
15h 9m
OSC
19h 9m
SKillous vs goblin
Spirit vs GgMaChine
ByuN vs MaxPax
Afreeca Starleague
1d 12h
Snow vs Soma
Sparkling Tuna Cup
1d 14h
WardiTV Invitational
1d 16h
CrankTV Team League
1d 17h
BASILISK vs Streamerzone
Team Liquid vs Shopify Rebellion
Team Vitality vs Team Falcon
RSL Revival
1d 21h
Wardi Open
2 days
[ Show More ]
CrankTV Team League
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
CrankTV Team League
3 days
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
The PondCast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
WardiTV Invitational
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
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 © 2025 TLnet. All Rights Reserved.