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SCFusion - WoL, HotS & LotV Build Order Optimizer - Page 50

Forum Index > SC2 General
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shensen
Profile Joined October 2010
France2 Posts
Last Edited: 2011-06-01 16:02:08
June 01 2011 16:01 GMT
#981
good program, but an option to set a maximal amount of nexus and assimilators would be nice, ( the program wants me to have 23 nexus and 40 assimilators to realize a build.
I was able to set a 2 nexus cap, it would change everything^^
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
June 02 2011 03:34 GMT
#982
On June 02 2011 01:01 shensen wrote:
good program, but an option to set a maximal amount of nexus and assimilators would be nice, ( the program wants me to have 23 nexus and 40 assimilators to realize a build.
I was able to set a 2 nexus cap, it would change everything^^


As per PM, SCFusion already has maximums. SCBuildOrder will be deprecated soon once I've been able to finish off all of its functionality in SCFusion.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
June 02 2011 11:26 GMT
#983
You should put version 0.5 in the OP ^^
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Lizarb
Profile Joined March 2011
Denmark307 Posts
Last Edited: 2011-06-03 06:40:24
June 03 2011 06:00 GMT
#984
Ohh man this tool is fun. Thanks for doing it.

Found a bug in SCFusion_v0.5. If you select the output format drop down and select something else than the simple one before starting a calc SCFusion will crash. (Windows 7 64bit).

Not the most important bug though.

Next observation is that I ran a calc:

+ Show Spoiler +

10 Supply Depot
13 Barracks (Naked)
15 Refinery
15 Marine
16 Move SCV To Gas
16 Move SCV To Gas
16 Orbital Command
16 Wait 1s
16 Wait 1s
16 Refinery
16 Barracks Tech Lab
17 Supply Depot
17 Barracks (Naked)
17 Calldown MULE
17 Move SCV To Gas
18 Marauder
20 Wait 1s
20 Engineering Bay
20 Bunker
20 Move SCV To Gas
20 Move SCV To Gas
20 Engineering Bay
20 Marine
21 Marine
22 Infantry Weapons 1
22 Infantry Armor 1

Waypoint 1 satisfied:
4:54,62: 49M 15G 49E 22/ 27S
Income: 651M 181G
Buildings: 2 Refinery 2 Barracks 1 Orbital Command 2 Engineering Bay 1 Bunker 1 Tech Lab
Units: 17 SCV 3 Marine 1 Marauder
Research:


+ Show Spoiler +

22 Marine
23 Move SCV To Gas
23 Calldown MULE
23 Marine
24 Barracks Tech Lab
24 Marine
25 Combat Shield
25 Wait 1s
25 Wait 1s
25 Wait 1s
25 Wait 1s
25 Wait 1s
25 Wait 1s
25 Wait 1s
25 Supply Depot
25 Ghost Academy
25 Marauder
27 Move SCV To Gas
27 Marine
28 Ghost
30 Calldown MULE
30 Marine
31 Concussive Shells
31 Ghost
33 Move SCV To Minerals
33 Marauder

Waypoint 2 satisfied:
7:32,78: 355M 118G 38E 35/ 35S
Income: 651M 215G
Buildings: 2 Refinery 2 Barracks 1 Orbital Command 2 Engineering Bay 1 Bunker 1 Ghost Academy 2 Tech Lab
Units: 17 SCV 8 Marine 3 Marauder 2 Ghost
Research: Combat Shield Concussive Shells Infantry Weapons 1 Infantry Armor 1

I took that YABOT code snip:

+ Show Spoiler +

100 scbuildorderresult | 3 | SCBuildOrder | Build order developed by SCBuildOrder 10 100 0 53 1 0 15 0 | 13 178 0 104 1 0 1 0 | 15 187 0 138 1 0 12 0 | 15 268 0 164 1 1 5 0 | 16 286 1 172 1 2 0 0 | 16 154 3 174 1 0 12 0 | 16 221 25 190 1 0 16 0 | 17 262 20 207 1 0 15 0 | 17 162 20 207 1 0 1 0 | 18 256 76 237 1 1 4 0 | 20 167 53 238 1 0 4 0 | 20 100 64 243 1 0 2 0 | 20 124 103 257 1 0 4 0 | 20 77 131 267 1 1 5 0 | 21 50 139 269 1 1 5 0 | 22 100 172 280 1 3 2 0 | 22 127 109 292 1 3 1 0 | 22 50 15 294 1 1 5 0 | 23 50 31 299 1 1 5 0 | 24 222 104 319 1 0 16 0 | 24 223 95 324 1 1 5 0 | 25 185 100 325 1 3 16 0 | 25 161 25 332 1 0 15 0 | 25 150 57 341 1 0 7 0 | 25 100 47 352 1 1 4 0 | 27 84 59 362 1 1 5 0 | 28 219 136 382 1 1 2 0 | 30 64 54 387 1 1 5 0 | 31 50 66 390 1 3 15 0 | 31 222 100 412 1 1 2 0 | 33 129 35 422 1 1 4 0 |


...and tried it out.

I wonder if YABOT changed or something, because I end up with quite a different results with using this build in the YABOT demo mode. First big thing I notice is not seeing a refinery, and then alot of barracks being made.

So I have two possible conclusions for this, besides SCFusion being SO AWESOMELY MUCH FUN:

1. The YABOT output is from SCFusion has an error, or because YABOT 1.4.1 made a change that you having seen.
2. Demo mode in YABOT not working correctly with this yet.

And if you wonder just how much fun I had, I had one build running til 84,13% or 1438934724 game count. I have found a new hobby.

EDIT:

YABOT-transcoder

I tried the transcoder converted my build to multiplayer and back to singleplayer and ended up with something that worked in the demo mode of YABOT 1.4.1:

+ Show Spoiler +

100 Converted Multiplayer Build | 0 | You | Description 10 100 0 53 1 0 15 0 | 13 178 0 104 1 0 1 0 | 15 187 0 138 1 0 12 0 | 15 268 0 164 1 1 5 0 | 16 286 1 172 1 2 0 0 | 16 154 3 174 1 0 12 0 | 16 221 25 190 1 0 16 0 | 17 262 20 207 1 0 15 0 | 17 162 20 207 1 0 1 0 | 18 256 76 237 1 1 4 0 | 20 167 53 238 1 0 4 0 | 20 100 64 243 1 0 2 0 | 20 124 103 257 1 0 4 0 | 20 77 131 267 1 1 5 0 | 21 50 139 269 1 1 5 0


It fixed some of the build, but not all of it.
Only thing I know is that I know nothing.
sTsCompleted
Profile Blog Joined May 2010
United States380 Posts
June 03 2011 06:03 GMT
#985
I'll download it when I get my new computer
ABCSFirebird
Profile Joined December 2010
Germany90 Posts
June 08 2011 15:57 GMT
#986
Don't know if it has been mentioned already, but the seems to be a problem when the target includes archons - the waypoint isn't reached in that case and it doesn't even build templar archives or dark shrine. It works however if you enter 2 HTs or 2 DTs as target.
This is ten percent luck, twenty percent skill - Fifteen percent concentrated power of will - Five percent pleasure, fifty percent pain ..
iSTime
Profile Joined November 2006
1579 Posts
June 11 2011 01:40 GMT
#987
I don't know if this has been mentioned yet, but the current version is even more ridiculous with using chrono boost than the previous versions.

Basically, I will have it completing some waypoint at 8:08 with full chrono energy, but when I tell it to do the same thing at 8:00, which would merely require using chrono once on a stargate or something, it can't figure it out for at like 10 minutes.
www.infinityseven.net
iSTime
Profile Joined November 2006
1579 Posts
June 11 2011 01:45 GMT
#988
On May 23 2011 06:44 CarbonTwelve wrote:
Sorry for the lack of updates lately, I'm actually pretty sick atm so not getting much done at all...

Show nested quote +
On May 21 2011 23:41 PJA wrote:
Basically, if I tell it to get 3 colossi with range in addition to everything else I want by, say, 11:30, it will search forever (or at least, it will take several hours), whereas if I tell it to do the same thing by 14:00, it will find a solution, and then bump it down several minutes by successively allocating more and more chrono boosts to the robotics facility and robotics bay, eventually getting under the old time I specified.


The program never does well if you try to restrict it too much. Is there a reason you want to limit it to 11:30 rather than just leaving it to get the most optimal time (ie, leave the max time at 20:00)?


Well, lets say I want to have 3 colossus with range at 11:30, and have some other thing at 14:00. If I just say have both asap at 20:00, it may reorder them in a way which I do not like. However, sometimes the only way yo even get the 3 colossus at 11:30 is to have the time be much larger, then move it back down to 11:30 once it figures out how to do do it with chrono boosts.

Also, see post above this.

And thanks for all the help, I'm sure this is not an easy thing to fix at all, since chrono boost seems to not work well with the program. Often in the early game it will just cap out at 100 for a long period of time, though if I let it run for hours it eventually fixes it and starts using chrono boost.
www.infinityseven.net
icezar
Profile Joined June 2010
Germany240 Posts
June 11 2011 11:22 GMT
#989
Whatever i do when i pun a waypoint it will always say "Waypoint 2 failed"
If it is just one waypoint and the target then i get a good result even if i do get "Waypoint 2 failed" but all that i ask is there and the BO seems fine.
But if i put more than 1 wayoint and the target it will never pass the Waypoint 2 failed :-(
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
June 14 2011 21:19 GMT
#990
I never used BO optimizers too extensively, but whenever I did I always had a problem with following it for more than 5 or 6 minutes. Unless you can set milestones very rigidly (ie, have x units and y infastructure at this time, z units and b infastructure at this time), you will have a build order that cuts corners at the wrong times and devotes resources to the wrong areas at the wrong times. I think that you should use an optimizer well for a very brief, concise opening, and then tweak it manually by playing it out in a dry run against the ai several times until it hits all the timings you need it to.
get rich or die mining
TL+ Member
iSTime
Profile Joined November 2006
1579 Posts
June 14 2011 21:23 GMT
#991
On June 11 2011 20:22 icezar wrote:
Whatever i do when i pun a waypoint it will always say "Waypoint 2 failed"
If it is just one waypoint and the target then i get a good result even if i do get "Waypoint 2 failed" but all that i ask is there and the BO seems fine.
But if i put more than 1 wayoint and the target it will never pass the Waypoint 2 failed :-(


You are doing something wrong... Probably you told it to have 0 marines at the 2nd waypoint despite it already having made them at the first, or you did not set a range for the time of the second waypoint or something else simple.
www.infinityseven.net
MUirbeqU
Profile Joined October 2010
United States41 Posts
June 24 2011 23:41 GMT
#992
Can you add an income goal? This would allow for you to create a build that allows for constant production out of the tech you have. An example would be you make a build order for 5 barracks and you want to make pure marine so you would need
(mineral spent per minute for marines) x (5 barracks)= income
Gaspa
Profile Joined February 2011
Brazil109 Posts
June 28 2011 20:33 GMT
#993
It's kinda funny... I went for a (team play) build where I'd rush to get 14 mutas pop out at once (thought process: have the other players on a team rush/harrass while the other one does this build). So I thought: well, fast expo, double queen, stockpile gas for a while... should get it well under 10 minutes.

The first run I had with the BO optimizer (not using fusion yet, just found out about it) I set a waypoint for 2 hatches and constant drones and a goal of 2 queens and 14 mutas. Ran for a good while and it's 58% on 8min40.

So just to check how fast I could get 14 mutas with no economy... Only input was "GOAL: 14 Mutas" It has been running for hours: doesn't expand, gets no queen or extra hatch, and it is 92% sure that the best time it can get the 14 mutas is 8min41...

I guess the conclusion here is: people really ought to have some insight into how a good build looks like and try to use that in the input of the program.

Also: the program doesn't really understand the Zerg macro mechanic (Larvae).
"I cannot believe you were stupid enough to be offended by what I said" -- A. Schoenberg
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
June 29 2011 00:06 GMT
#994
Hrm. I'm curious as to whether this program understands that chronoboost energy goes beyond 100 when multiple nexi are on the field. I frequently see "100" under "Nexus Energy" in the target output, even if there are 3 nexi on the field. Is this a bug?
Nuda Veritas
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
July 04 2011 03:33 GMT
#995
On June 25 2011 08:41 MUirbeqU wrote:
Can you add an income goal? This would allow for you to create a build that allows for constant production out of the tech you have. An example would be you make a build order for 5 barracks and you want to make pure marine so you would need
(mineral spent per minute for marines) x (5 barracks)= income


I could add goals of a specific income rate, however you'd have to work out yourself how much income you require for whatever buildings you want.

On June 29 2011 05:33 Gaspa wrote:
It's kinda funny... I went for a (team play) build where I'd rush to get 14 mutas pop out at once (thought process: have the other players on a team rush/harrass while the other one does this build). So I thought: well, fast expo, double queen, stockpile gas for a while... should get it well under 10 minutes.

The first run I had with the BO optimizer (not using fusion yet, just found out about it) I set a waypoint for 2 hatches and constant drones and a goal of 2 queens and 14 mutas. Ran for a good while and it's 58% on 8min40.

So just to check how fast I could get 14 mutas with no economy... Only input was "GOAL: 14 Mutas" It has been running for hours: doesn't expand, gets no queen or extra hatch, and it is 92% sure that the best time it can get the 14 mutas is 8min41...

I guess the conclusion here is: people really ought to have some insight into how a good build looks like and try to use that in the input of the program.

Also: the program doesn't really understand the Zerg macro mechanic (Larvae).


This is not too surprising - it's kind of hard for the algorithm to randomly try a build order of expanding, getting two queens, etc. when that actually only saves it 1s. It's not so much a matter of the program not understanding zerg macro mechanics, more that genetic algorithms don't understand anything and have to work out things through random chance / luck, and as a result complicated things are unlikely to happen automatically. Basically in order to get the gains (speed) of using a genetic algorithm, you have to accept that it's not always going to be perfect.

On June 29 2011 09:06 VelRa_G wrote:
Hrm. I'm curious as to whether this program understands that chronoboost energy goes beyond 100 when multiple nexi are on the field. I frequently see "100" under "Nexus Energy" in the target output, even if there are 3 nexi on the field. Is this a bug?


No, it's not a bug, and it does understand that each nexus has its own chrono boost. The Nexus Energy tally in the target output is only for your original nexus.
Hashmeister
Profile Joined April 2011
Germany238 Posts
July 04 2011 13:51 GMT
#996
Cool
bit.ly/hashmeister
MassIncestor
Profile Blog Joined June 2011
743 Posts
July 06 2011 16:35 GMT
#997
I wanted to use this for a marine tank banshee raven timing for TvP but I couldn't tell it to have 1 PDD ready in time Instead of having to fiddle with waypoints i'd love if i could just tell it to have 1 PDD ready! Thanks for writing this great app
Bao
Profile Joined February 2011
United States89 Posts
Last Edited: 2011-07-06 19:38:51
July 06 2011 19:31 GMT
#998
Bah, this program is so awesome but also so frustrating. Maybe I'm just a huge dummy when it comes to these things

I have my "target" tab set to the end goal, and when it calculates the build it goes as greedy as possible. (14 nexus). I'm trying to force the build to open 12 gate so I made a waypoint that had time set to "0 to 120" and gateway as "1 of 10"

Am I doing something wrong or should that work? My output has it opening 6 pylon 6 gateway lol


Also how is time measured? Is 0 to 120 mean 0 to 2 minutes? or 0 to 1:20
shackes
Profile Joined August 2010
Germany148 Posts
July 07 2011 16:20 GMT
#999
So here's how I do it:

Create a new "Test" BO with Target = 1 Gateway, Constant Probes.
Program makes a 12 Gate build. I'm not sure how to make a 13 Gate though, as it considers 12 Gate economically optimal.
Note the finishing time (2:36.37 for me, that's almost 157 seconds <yes, 120 = 2 minutes>)

Now make a new BO with your desired target with Waypoint 1 = 157 seconds, 1 Gateway, Constant Probes.
Dudemeister
Profile Joined July 2010
Sweden314 Posts
July 09 2011 22:25 GMT
#1000
I'm not sure if this is still being updated but here is a suggestion.

If you could specify a build that tries to get the fastest way to a specific supply number that would be awesome.

Like I specify fastest way to 50 supply and some checkboxes of what units should be allowed to build. And perhaps the maximum number of them. Like i check in marines max 12 and hellions no limit, 50 supply. That would be so awesome.
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