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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 39

Forum Index > SC2 General
Post a Reply
Prev 1 37 38 39 40 41 76 Next
emkro
Profile Joined October 2010
41 Posts
Last Edited: 2011-01-19 19:29:09
January 19 2011 19:20 GMT
#761
"LATEST Jan 17 2010: v9.0 has been released:" prob someone already said this but its 2011 now

Oh and is it possible to add some limit option to the program so it doesn't use all the cpu? I couldn't run it on my laptop since it killed itself after a while running at 100%. My main comp doesn't enjoy it either. So a limit would be appreciated. other than that, great effort. Keep up the good work!
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
January 19 2011 22:38 GMT
#762
On January 20 2011 04:20 emkro wrote:
"LATEST Jan 17 2010: v9.0 has been released:" prob someone already said this but its 2011 now


Picky picky ;D Fixed...

Oh and is it possible to add some limit option to the program so it doesn't use all the cpu? I couldn't run it on my laptop since it killed itself after a while running at 100%. My main comp doesn't enjoy it either. So a limit would be appreciated. other than that, great effort. Keep up the good work!


Limiting CPU usage across multiple threads is actually rather hard to do in the code. If your CPU has multiple cores/hyperthreading then one option you can do yourself though is go into task manager (either Ctrl-Alt-Delete and select it, or right click off the task bar), go into Processes, right click on SCBuildOrderGUI_vX.X.exe and 'Set Affinity', then restrict the process to only one 'CPU'. This will reduce CPU usage down to 1/2 or 1/4 (or possibly 1/6) of the total.
trueneu
Profile Joined January 2011
2 Posts
January 22 2011 10:02 GMT
#763
Thanks for the great job CarbonTwelve, as well as thanks Lomiliar for the idea and initial implementation. If you're willing to translate the GUI into some other languages, I'll be happy to help with Russian version. Keep it up!
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
January 26 2011 15:52 GMT
#764
IF i say i want a nexus by 420 seconds will it put it down at 420 or have it finish at 420?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
January 26 2011 15:56 GMT
#765
It will be finished at 420.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
January 26 2011 16:36 GMT
#766
On January 27 2011 00:56 graNite wrote:
It will be finished at 420.


thanks, also i assume putting in one nexus counts as the expansion rather than the one you start with?
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
January 26 2011 16:40 GMT
#767
On January 27 2011 01:36 shammythefox wrote:
Show nested quote +
On January 27 2011 00:56 graNite wrote:
It will be finished at 420.


thanks, also i assume putting in one nexus counts as the expansion rather than the one you start with?


No, whatever number you put in there is the total number of that unit or structure you want. For example if you were to put 6 probes then you'd automatically accomplish your waypoint at the start of the game because you start with 6 probes.

So if you want an expo at a certain time you need to put at least a 2.
The spice must flow
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
January 26 2011 17:13 GMT
#768
On January 27 2011 01:40 LetoAtreides82 wrote:
Show nested quote +
On January 27 2011 01:36 shammythefox wrote:
On January 27 2011 00:56 graNite wrote:
It will be finished at 420.


thanks, also i assume putting in one nexus counts as the expansion rather than the one you start with?


No, whatever number you put in there is the total number of that unit or structure you want. For example if you were to put 6 probes then you'd automatically accomplish your waypoint at the start of the game because you start with 6 probes.

So if you want an expo at a certain time you need to put at least a 2.


so what happens with the default which is 0? it just ignores the one you start with?
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
January 26 2011 21:37 GMT
#769
On January 27 2011 02:13 shammythefox wrote:
so what happens with the default which is 0? it just ignores the one you start with?


What you ask for is a requirement / a minimum. So basically, yes, it ignores anything more than what you ask for.
skirtsteak
Profile Joined January 2011
United States1 Post
Last Edited: 2011-01-27 03:10:05
January 27 2011 03:09 GMT
#770
Maybe it's just my computer,but the build I'm trying is taking a very long time. Running on all my CPUs for a build of just 8 marines, 4 maruders, 2 medivacs, it has taken about 3 hours and only has a "completion likelihood of 50%."

Is it just because of the composition of the build? In the first post, it talks about it taking "seconds" where as this is now hours.

Great program btw, I really love it though.
rofio
Profile Joined November 2010
Australia7 Posts
January 27 2011 03:19 GMT
#771
On November 12 2010 10:41 Undead_Knight wrote:
I am just applying for a masters in artificial intelligence. This topic interests me a lot

I was wondering how is it that you simulate a build order in a game?
For what I understand, your breeding function is just mutating the best builds. But in order to know who to mutate you need to determine its fitness. This fitness should come from running the build order and looking at the result compared to your stud. Or, how do you calculate the fitness of a build?



I'm pretty sure skynet will evolve from this guy's optimized sc2 build order generator to enslave humanity. Just saying..
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
January 27 2011 10:01 GMT
#772
On January 27 2011 12:09 skirtsteak wrote:
Maybe it's just my computer,but the build I'm trying is taking a very long time. Running on all my CPUs for a build of just 8 marines, 4 maruders, 2 medivacs, it has taken about 3 hours and only has a "completion likelihood of 50%."

Is it just because of the composition of the build? In the first post, it talks about it taking "seconds" where as this is now hours.

Great program btw, I really love it though.


The "completion likelihood" feature is just an indication of how confident it is that the BO it has is the very best possible one. It's based on how long it's been running for, and how recent an update came. A likelihood of 50% would mean that it was roughly 1.5 hours ago that it made an update, so given that it still made an improvement 1.5 hours after it started it's not unlikely it'll make another improvement.

Either way though, even if it's not the absolute best possible BO that the algorithm suggests, it's still going to be very good I'd say if you get that far any improvement is probably only going to be a matter of a few milliseconds, maybe a second at most.
LagT_T
Profile Joined March 2010
Argentina535 Posts
January 31 2011 20:59 GMT
#773
Thank you CarbonTwelve and Lomilar for this
"The tactics... no. Amateurs discuss tactics, professional soldiers study logistics." - Tom Clancy, Red Storm Rising
ouckack
Profile Joined January 2011
France3 Posts
January 31 2011 21:11 GMT
#774
I created an account just to say thank you for this application. You rock!!!!
Battlecruiser operational
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 01 2011 21:37 GMT
#775
On February 01 2011 06:11 ouckack wrote:
I created an account just to say thank you for this application. You rock!!!!


Thanks, and happy birthday
friendo
Profile Joined December 2010
46 Posts
February 02 2011 06:35 GMT
#776
finally got a look at this - I'm very excited

Is there a FAQ or user guide?

I'd like to specify using a SCV to scout, or a scan from the orbital command - can I do this?

Does the system look at using a supply calldown from the orbital instead of building a supply depot?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
February 02 2011 12:49 GMT
#777
You can set a scouting SCV in the settings.
Yes the system prefers supply calldown when it makes the build faster. You can workaround this by setting the exact number of supply depots you need as target.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
HighQuality
Profile Joined October 2010
United States56 Posts
February 06 2011 20:32 GMT
#778
Is there an issue with the save files? WHenever i load my previous terran build orders, it loads a new empty protoss file.
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
February 06 2011 22:21 GMT
#779
On February 07 2011 05:32 HighQuality wrote:
Is there an issue with the save files? WHenever i load my previous terran build orders, it loads a new empty protoss file.


Saving/loading isn't implemented atm.
HighQuality
Profile Joined October 2010
United States56 Posts
February 07 2011 02:04 GMT
#780
On February 07 2011 07:21 CarbonTwelve wrote:
Show nested quote +
On February 07 2011 05:32 HighQuality wrote:
Is there an issue with the save files? WHenever i load my previous terran build orders, it loads a new empty protoss file.


Saving/loading isn't implemented atm.

I see. Thanks for clearing that up.
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