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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 32

Forum Index > SC2 General
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CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 08 2010 06:27 GMT
#621
On December 08 2010 14:51 Tiutababo wrote:
Awesome program.

Is it possible to add inbase OC as an addtional terran building, so that the program will consider building those for extra income (mules) and extra supply?


Yeah, I was planning that for Terran & Zerg.
TheFirstOne
Profile Joined December 2010
5 Posts
December 08 2010 06:39 GMT
#622
This is phenomenal. May I suggest some features:

1. Add a "Constant Units" button that requires every building to always be making a unit/add-on.
2. Allow minerals and gas to be set in a waypoint.
3. Allow the starting point to be changed (for instance, I want to see the optimal build to get to some waypoint starting from when I already have 3 rax, 1, fact, 2 starports, 2 orb command)
4. Keeping in mind point 1, allow food, minerals spent and gas spent to be set in a waypoint.
5. Mostly benefiting the toss players: allow energy to be set as a waypoint (sentry).

Also, since you're changing the GUI anyway, I think one improvement is having an "add waypoint" button, rather then 5 automatic ones.
Vrynn
Profile Joined December 2010
France3 Posts
December 08 2010 12:12 GMT
#623


It already does that. Most buildings built cause a probe to be pulled off the mineral line for 10s (I think assimilators it's 4s, and nexi 30s).



Great ! I did not know that was already included !
As the speed of light is faster than the speed of sound you will often consider somebody as brilliant until he opens his mouth !
Fuchsia.tude
Profile Joined December 2010
United States1 Post
Last Edited: 2010-12-09 02:15:42
December 09 2010 02:06 GMT
#624
The new output formats are nice. It makes the duplicate lines even more stark, though -- instead of printing

52 Move Probe to Gas
52 Move Probe to Gas
52 Move Probe to Gas

or

36 Stalker
38 Stalker

why not just say 52 Move Probe to Gas x3, or 36 Stalker (x2)?

Also, it might be nice to have some disambiguation between multiples of structures, like

50 Stargate (1)
50 Stargate (2)
...
50 Carrier (Stargate 1)
56 Carrier (Stargate 2)
...
67 Chrono Stargate (1)
67 Chrono Stargate (2)
70 Chrono Stargate (1)
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 09 2010 02:22 GMT
#625
On December 09 2010 11:06 Fuchsia.tude wrote:
The new output formats are nice. It makes the duplicate lines even more stark, though -- instead of printing

52 Move Probe to Gas
52 Move Probe to Gas
52 Move Probe to Gas

or

36 Stalker
38 Stalker

why not just say 52 Move Probe to Gas x3, or 36 Stalker (x2)?


I'd like to do that, and probably will, just that it's actually a little more complicated than you might think :/ Might look into it more after the GUI change.

Also, it might be nice to have some disambiguation between multiples of structures, like

50 Stargate (1)
50 Stargate (2)
...
50 Carrier (Stargate 1)
56 Carrier (Stargate 2)
...
67 Chrono Stargate (1)
67 Chrono Stargate (2)
70 Chrono Stargate (1)


Again, somewhat complicated with the current design. Certainly would be ideal...
Bartlett
Profile Joined November 2010
12 Posts
December 09 2010 04:17 GMT
#626
On December 09 2010 11:22 CarbonTwelve wrote:
Show nested quote +
On December 09 2010 11:06 Fuchsia.tude wrote:
The new output formats are nice. It makes the duplicate lines even more stark, though -- instead of printing

52 Move Probe to Gas
52 Move Probe to Gas
52 Move Probe to Gas

or

36 Stalker
38 Stalker

why not just say 52 Move Probe to Gas x3, or 36 Stalker (x2)?


I'd like to do that, and probably will, just that it's actually a little more complicated than you might think :/ Might look into it more after the GUI change.


It might be something you only do at the log/display level as I can appreciate that its all individual lines so that the app can mutate and optimise away (when it moves a single probe to gas/minerals).

Having the log parser recognise duplicate lines and add a x multiplier I am thinking would make for the simplest of changes and as such it would probably only work for simple format. Detail and Full can sometimes have a vary slight differentiation in time that would throw a basic comparison out of whack.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 09 2010 04:29 GMT
#627
On December 09 2010 13:17 Bartlett wrote:
It might be something you only do at the log/display level as I can appreciate that its all individual lines so that the app can mutate and optimise away (when it moves a single probe to gas/minerals).

Having the log parser recognise duplicate lines and add a x multiplier I am thinking would make for the simplest of changes and as such it would probably only work for simple format. Detail and Full can sometimes have a vary slight differentiation in time that would throw a basic comparison out of whack.


I know you'd only do it at the display point, but even then it really isn't the 'simplest of changes'. I won't go into a full explanation of why as it's kinda drawn out and not really important, but if you look at the code you'll see the display is done in a generic way that basically needs to have a separate line for each command. I'm not saying it'll stay that way - as above, I do plan to change it at some point - just trying to point out that it's not that simple.
icezar
Profile Joined June 2010
Germany240 Posts
Last Edited: 2010-12-09 11:04:27
December 09 2010 10:49 GMT
#628
0:02.00: 50M 0G 3L 0L 0L 0E 6/ 10S - Build Drone
0:02.00: 0M 0G 2L 0L 0L 0E 7/ 10S - (Larva Spawned)
0:13.63: 50M 0G 3L 0L 0L 0E 7/ 10S - Build Drone
0:19.00: 23M 0G 2L 0L 0L 0E 8/ 10S - (Drone Completed)
0:24.83: 50M 0G 2L 0L 0L 0E 8/ 10S - Build Drone
0:28.63: 19M 0G 1L 0L 0L 0E 9/ 10S - (Larva Spawned)
0:30.63: 29M 0G 2L 0L 0L 0E 9/ 10S - (Drone Completed)
0:34.78: 50M 0G 2L 0L 0L 0E 9/ 10S - Build Drone
0:41.83: 39M 0G 1L 0L 0L 0E 10/ 10S - (Drone Completed)
0:43.63: 50M 0G 1L 0L 0L 0E 10/ 10S - (Larva Spawned)
0:47.78: 75M 0G 2L 0L 0L 0E 10/ 10S - Extractor Trick Drone
0:49.78: 11M 0G 1L 0L 0L 0E 10/ 10S - (Extractor Trick Finished)
0:51.78: 41M 0G 1L 0L 0L 0E 11/ 10S - (Drone Completed)
0:58.63: 88M 0G 1L 0L 0L 0E 11/ 10S - (Larva Spawned)
1:00.35: 100M 0G 2L 0L 0L 0E 11/ 10S - Build Overlord
1:05.78: 39M 0G 1L 0L 0L 0E 11/ 10S - (Drone Completed)
1:13.63: 98M 0G 1L 0L 0L 0E 11/ 10S - (Larva Spawned)
1:25.35: 190M 0G 2L 0L 0L 0E 11/ 10S - (Overlord Completed)

Larva is a little off, larva starts after you drop below 3 and takes 15 sec and it is delayed as long as you have over 3 larvae again.
So first larva will be at 17 sec, but at 13.63 you already have 3 larva again
The second one should be at 32 sec but it seems you have it 4 sec faster.

Also, maybe you could adjust the beginning of the BO to reflect the ingame time.
For the above the best i could get is:
0 sec Drone
15 sec Drone
28 Drone
35 Drone
49 Extractor trick drone - this drone finishes exactly as in your BO!
1:02 Overlord

This small seconds might influence the BO later.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 09 2010 11:09 GMT
#629
On December 09 2010 19:49 icezar wrote:
0:02.00: 50M 0G 3L 0L 0L 0E 6/ 10S - Build Drone
0:02.00: 0M 0G 2L 0L 0L 0E 7/ 10S - (Larva Spawned)
0:13.63: 50M 0G 3L 0L 0L 0E 7/ 10S - Build Drone
0:19.00: 23M 0G 2L 0L 0L 0E 8/ 10S - (Drone Completed)
0:24.83: 50M 0G 2L 0L 0L 0E 8/ 10S - Build Drone
0:28.63: 19M 0G 1L 0L 0L 0E 9/ 10S - (Larva Spawned)
0:30.63: 29M 0G 2L 0L 0L 0E 9/ 10S - (Drone Completed)
0:34.78: 50M 0G 2L 0L 0L 0E 9/ 10S - Build Drone
0:41.83: 39M 0G 1L 0L 0L 0E 10/ 10S - (Drone Completed)
0:43.63: 50M 0G 1L 0L 0L 0E 10/ 10S - (Larva Spawned)
0:47.78: 75M 0G 2L 0L 0L 0E 10/ 10S - Extractor Trick Drone
0:49.78: 11M 0G 1L 0L 0L 0E 10/ 10S - (Extractor Trick Finished)
0:51.78: 41M 0G 1L 0L 0L 0E 11/ 10S - (Drone Completed)
0:58.63: 88M 0G 1L 0L 0L 0E 11/ 10S - (Larva Spawned)
1:00.35: 100M 0G 2L 0L 0L 0E 11/ 10S - Build Overlord
1:05.78: 39M 0G 1L 0L 0L 0E 11/ 10S - (Drone Completed)
1:13.63: 98M 0G 1L 0L 0L 0E 11/ 10S - (Larva Spawned)
1:25.35: 190M 0G 2L 0L 0L 0E 11/ 10S - (Overlord Completed)

Larva is a little off, larva starts after you drop below 3 and takes 15 sec and it is delayed as long as you have over 3 larvae again.
So first larva will be at 17 sec, but at 13.63 you already have 3 larva again
The second one should be at 32 sec but it seems you have it 4 sec faster.


Thanks for that. The bug is the result of the last change I made for larva being paused rather than reset when queen Spawn Larvae finishes. So it immediately has 3 larva again after the first drone is spawned, then gets into a cycle of larva every 15s after the next drone is built.

Also, maybe you could adjust the beginning of the BO to reflect the ingame time.
For the above the best i could get is:
0 sec Drone
15 sec Drone
28 Drone
35 Drone
49 Extractor trick drone - this drone finishes exactly as in your BO!
1:02 Overlord

This small seconds might influence the BO later.


The trick is to work out exactly where the differences lie. I can't just make random adjustments to match what you got because it might work for this build order then be broken for another. It'll be a matter of minutely checking things like income rates, travel times, etc.
icezar
Profile Joined June 2010
Germany240 Posts
December 09 2010 13:21 GMT
#630
Obviously the difference is in how you estimate minerals.
The estimate is accurate but not for the first minute. In game you have a delay when you send the drones to mine and also they do not return minerals constant, like you have 45 minerals and then you have 60 because 3 drones bring minerals simultaneous so there is no middle time where you have 50 to build that drone.
I think you have to add a delay in mining but this can only be found out with testing.

Another nice feature would be a "generate noob BO" :-)) where every action is delayed by 2 sec for example.
This way you can see what is the best BO that you can actually use if you do not have the apm to do the perfect BO.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2010-12-09 14:53:35
December 09 2010 14:35 GMT
#631
i just found out that there is no option to force scans. ur bo builder always uses orbitals energy for only mules or supply, but obviously any realistic bo will use it for scan at some point in time. it would be cool if we could specify how many scans we want to have used by the x minute mark. that way, it would be possible to assume that for example we want at least one of the first three 50 energy chunks to be used for a scan or something like that.

and ofc the possibility to salvage bunkers would also be a great addition.

cheers
"What am I supposed to do against this?" - "Lose!" :-]
slith
Profile Joined October 2010
Germany165 Posts
Last Edited: 2010-12-09 17:03:42
December 09 2010 16:52 GMT
#632
Options to force moving 3 workers on/off gas together would be sweet.

Like:
Move workers on/off gas? [Y/N]
- Never move less than [2,3] workers on/off gas.


Or force the Program to start with a certain build. Like entering:
10 Extractor Trick
11 Overlord
11 Spawning Pool

or
14 Extractor > put 3 on gas
14 Spawning Pool

..and let the program calculate from this point on.


Also output format for this syntax http://sc2calc.org/build_order/syntax.php would be quite handy.
When in doubt, empty your magazine.
TheDrill
Profile Joined February 2010
Russian Federation145 Posts
December 09 2010 17:30 GMT
#633
What a great tool! Great job OP!
On December 08 2010 15:39 TheFirstOne wrote:
This is phenomenal. May I suggest some features:

1. Add a "Constant Units" button that requires every building to always be making a unit/add-on.
2. Allow minerals and gas to be set in a waypoint.
3. Allow the starting point to be changed (for instance, I want to see the optimal build to get to some waypoint starting from when I already have 3 rax, 1, fact, 2 starports, 2 orb command)
4. Keeping in mind point 1, allow food, minerals spent and gas spent to be set in a waypoint.
5. Mostly benefiting the toss players: allow energy to be set as a waypoint (sentry).

Also, since you're changing the GUI anyway, I think one improvement is having an "add waypoint" button, rather then 5 automatic ones.

I have to agree with points 1 and 3.

As a terran player I want to say that I want to arrive at a certain safe scenario based completely on the protoss opener, if the protoss opens 4gate, I want to cut scv production and add a barracks for example, and only then expand. If a protoss opens a 1gaterobo, then I want to aggressively expand with only two barracks. What this program needs to do in order to be useful in this case is to let the user set the starting scenario (2 ocs, 26 scvs, 2 barracks, depots, etc...) and then generate the fastest path to target from there. This will also increase the speed at which meaningful results are generated. Like if I want to open 10depot 12barracks 13refinery 15oc every game and completely discard the possibility of 10depot 11refinery for example.

Another great feature would be the ability to designate a building as in constant production, and set the units that it constantly produces. (e.g. siege tanks) Maybe if you're really baller, you could also let the user designate a building output as 'flexible' and let a techlab barracks produce unit X (e.g. marine, reaper) every one to five cycles instead of a marauder to save money, while still producing usable army units.
TERRAN MAROIDER RAGE
calculator
Profile Joined November 2010
36 Posts
Last Edited: 2010-12-09 18:57:00
December 09 2010 18:54 GMT
#634
On December 10 2010 02:30 TheDrill wrote:
What a great tool! Great job OP!
Show nested quote +
On December 08 2010 15:39 TheFirstOne wrote:
This is phenomenal. May I suggest some features:

1. Add a "Constant Units" button that requires every building to always be making a unit/add-on.
2. Allow minerals and gas to be set in a waypoint.
3. Allow the starting point to be changed (for instance, I want to see the optimal build to get to some waypoint starting from when I already have 3 rax, 1, fact, 2 starports, 2 orb command)
4. Keeping in mind point 1, allow food, minerals spent and gas spent to be set in a waypoint.
5. Mostly benefiting the toss players: allow energy to be set as a waypoint (sentry).

Also, since you're changing the GUI anyway, I think one improvement is having an "add waypoint" button, rather then 5 automatic ones.

I have to agree with points 1 and 3.

I knew I wasn't the only one. Forcing an intro would be a pretty sweet next addition. Also tagging buildings (rax1, rax2, rax3 etc) and telling certain ones (rax1, factory3, etc) to "constant produce unit X" and, as a corollary, not to build a building until an economy can handle constant production out of it (which you could calculate beforehand, therefore improving calculation speeds). I would give the "constant" part something like a 3 seconds leeway so if it helps the build to delay constant production 3 seconds here and there then thats ok. But not when it delays constant production by more than 3 seconds.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 09 2010 22:01 GMT
#635
On December 09 2010 22:21 icezar wrote:
Obviously the difference is in how you estimate minerals.
The estimate is accurate but not for the first minute. In game you have a delay when you send the drones to mine and also they do not return minerals constant, like you have 45 minerals and then you have 60 because 3 drones bring minerals simultaneous so there is no middle time where you have 50 to build that drone.
I think you have to add a delay in mining but this can only be found out with testing.


I'm not 100% convinced that the difference between estimated mining rates and in-game collection is actually that big. I could accept it maybe making a second difference in the very early game, but not that much that it leads to the 5+ second gaps that you see overall. Obviously I'll need a lot of testing for this.

Incidentally, one thing I've noticed with the GSL is that even pros take 3-4s before they send their workers mining, and it's another second or two before they're actually at the minerals collecting, so I'm thinking I need to increase the initial delay.

Another nice feature would be a "generate noob BO" :-)) where every action is delayed by 2 sec for example.
This way you can see what is the best BO that you can actually use if you do not have the apm to do the perfect BO.


Yeah, I could add something like that. Would make it customisable. Would probably do the same for the initial delay as above.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 09 2010 22:37 GMT
#636
On December 10 2010 02:30 TheDrill wrote:
As a terran player I want to say that I want to arrive at a certain safe scenario based completely on the protoss opener, if the protoss opens 4gate, I want to cut scv production and add a barracks for example, and only then expand. If a protoss opens a 1gaterobo, then I want to aggressively expand with only two barracks. What this program needs to do in order to be useful in this case is to let the user set the starting scenario (2 ocs, 26 scvs, 2 barracks, depots, etc...) and then generate the fastest path to target from there. This will also increase the speed at which meaningful results are generated. Like if I want to open 10depot 12barracks 13refinery 15oc every game and completely discard the possibility of 10depot 11refinery for example.


There are plans for this, but it'd definitely be a case of specifying the starting build order - I don't think I'd have you just specify what you've got without the build order that got you there.

Another great feature would be the ability to designate a building as in constant production, and set the units that it constantly produces. (e.g. siege tanks) Maybe if you're really baller, you could also let the user designate a building output as 'flexible' and let a techlab barracks produce unit X (e.g. marine, reaper) every one to five cycles instead of a marauder to save money, while still producing usable army units.


On December 10 2010 03:54 calculator wrote:
I knew I wasn't the only one. Forcing an intro would be a pretty sweet next addition. Also tagging buildings (rax1, rax2, rax3 etc) and telling certain ones (rax1, factory3, etc) to "constant produce unit X" and, as a corollary, not to build a building until an economy can handle constant production out of it (which you could calculate beforehand, therefore improving calculation speeds). I would give the "constant" part something like a 3 seconds leeway so if it helps the build to delay constant production 3 seconds here and there then thats ok. But not when it delays constant production by more than 3 seconds.


While these are good suggestions, it's something that would both be very difficult to implement the logic for, plus very difficult to have the user input what they want. I will be adding the ability to maximise units at a specified time (rather than getting certain units as fast as possible), which I think will give you most of what you're asking for. I don't think I'm likely to implement building tagging with specific requirements for that tag or anything like that.
calculator
Profile Joined November 2010
36 Posts
December 09 2010 23:49 GMT
#637
Is it really that hard to say "Start with A, B, C, X, and Y"? I don't know anything about your code but if it's that hard to implement some (seemingly basic) defaults then maybe you should consider rewriting some of it before you get too deep into things... What good will a calculator be that doesn't do what users need it to do, say, a year from now? I think the most valuable thing you can do right now, both for the users as well as to save yourself a lot of time down the road, will be to take some time out to write code that will allow users to enforce custom restrictions (triggers/actions). Just the most basic if/then stuff; you can get an idea based on the triggers and actions in the map editor. Don't you think that would be easier to code than even whatever you've done so far, and save you from having to add who knows how many random/arbitrary features in the future, which still won't accomplish everything that triggers could?

I do like the idea to maximize units, but it could be even more powerful if you don't underestimate the potential value of tagging buildings, which in turn could be even more powerful (read: making the program actually useful to a wide range of people, also time saving, i do realize its still in beta and respect for working on it in the first place) when combined with basic triggers.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
December 10 2010 00:22 GMT
#638
On December 10 2010 08:49 calculator wrote:
Is it really that hard to say "Start with A, B, C, X, and Y"? I don't know anything about your code but if it's that hard to implement some (seemingly basic) defaults then maybe you should consider rewriting some of it before you get too deep into things...


Implementing the starting build order isn't a problem at all and I've said I will be doing it.

What good will a calculator be that doesn't do what users need it to do, say, a year from now? I think the most valuable thing you can do right now, both for the users as well as to save yourself a lot of time down the road, will be to take some time out to write code that will allow users to enforce custom restrictions (triggers/actions). Just the most basic if/then stuff; you can get an idea based on the triggers and actions in the map editor. Don't you think that would be easier to code than even whatever you've done so far, and save you from having to add who knows how many random/arbitrary features in the future, which still won't accomplish everything that triggers could?

I do like the idea to maximize units, but it could be even more powerful if you don't underestimate the potential value of tagging buildings, which in turn could be even more powerful (read: making the program actually useful to a wide range of people, also time saving, i do realize its still in beta and respect for working on it in the first place) when combined with basic triggers.


There are a few issues here. One is defining rules for such triggers and how they'd work. Even just 'if then' requires either a complicated logic handling system or requires handling of a lot of cases. Another issue is the tagging of buildings - at the moment there's a lot of efficiency gained from not having to track individual buildings. Ie, if you've got two barracks being built at the same time, the code just says that a barracks finishes at time X and a barracks finishes at time Y. Keeping track of which one is which is quite a complication and would impact efficiency quite heavily. A third issue is that tagging buildings requires knowledge of the build order before it's even built, and then requires a GUI that lets you define individual requirements for each tagged building rather than just a set of requirements for building/unit types.

I'm not ruling out doing something like this entirely, but there is a LOT of work that still needs to be done that has a much higher priority than these sort of features which IMO really aren't necessary to getting useful build orders out of the application.
Bartlett
Profile Joined November 2010
12 Posts
December 10 2010 03:16 GMT
#639
On December 10 2010 07:01 CarbonTwelve wrote:

Incidentally, one thing I've noticed with the GSL is that even pros take 3-4s before they send their workers mining, and it's another second or two before they're actually at the minerals collecting, so I'm thinking I need to increase the initial delay.

To get that fast first (ie at 2 second mark) probe building means you have to delay clicking your workers to go mine.

In the games I play (anywhere from Bronze to Plat these days lol go go SEA) more typically its looking like somewhere in the realm of 4 second start time (mine first then build etc) and then there is when the auto mining router sends probes all over the shop (sometimes a probe or two will take the long route across the whole patch) not much one can do about that I guess.

A second or two timing difference seem to me to compound itself down the track as well (I am definitely not pro so freely admit that my lack of APM plays a majority part too). Actions and minerals seem to be sync (ie I can build stuff in sequence/mineral and supply available its just time that doesn't line up with the BO)

I will say things like when that first pylon finishes and when there is just enough $ to build the first gateway does seem to flow pretty well (just maybe not to the ms timing of the application) and gives me goose bumps.

Loving the Application mate its gold!
Bartlett
Profile Joined November 2010
12 Posts
December 10 2010 03:19 GMT
#640
On December 09 2010 13:29 CarbonTwelve wrote:
Show nested quote +
On December 09 2010 13:17 Bartlett wrote:
It might be something you only do at the log/display level as I can appreciate that its all individual lines so that the app can mutate and optimise away (when it moves a single probe to gas/minerals).

Having the log parser recognise duplicate lines and add a x multiplier I am thinking would make for the simplest of changes and as such it would probably only work for simple format. Detail and Full can sometimes have a vary slight differentiation in time that would throw a basic comparison out of whack.


I know you'd only do it at the display point, but even then it really isn't the 'simplest of changes'. I won't go into a full explanation of why as it's kinda drawn out and not really important, but if you look at the code you'll see the display is done in a generic way that basically needs to have a separate line for each command. I'm not saying it'll stay that way - as above, I do plan to change it at some point - just trying to point out that it's not that simple.


Fair enough mate, always sounds simply when said (theorycrafted) than to actually make it happen
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