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In-depth Mining Analysis - The magic number; 8

Forum Index > SC2 General
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Malloy
Profile Joined June 2007
Canada166 Posts
Last Edited: 2011-03-03 13:30:28
March 02 2011 18:13 GMT
#1
Hello fellow TLers,

I've been playing around with probe micro the last few days and decided to post my findings. As many already know, the distance of mineral patches from the main building will alter the amount of income received from workers, and will minor control in the early game, small advanatages can be aquired. Well, this post will describe exactly what number of probes is best to have on how many mineral patches available.

Notes;
-This analysis assumes that the base has 4 close and 4 far mineral patches.
-Numbers used for calculations are a mix of my own observations, and information posted here;
http://wiki.teamliquid.net/starcraft2/Resources

1 - Obvious Observation

The first thing that I managed to confirm is that having the first 6 workers mine close mineral patches provides a 12 mineral per in-game minute advantage over having only 4 workers mine close minerals. Since the first few minutes of the game are spent with a small amount of workers, this information confirms that my early game attention should first lie with what mineral patch my miners are focused on.

This observation remains constant until the 8th worker. At this point, having 8 workers focus on close mineral patches provides 24 minerals per in-game minute over having 4 on close and 4 on far patches, which is a very commonly seen event.

Up to this point, note that the only thing you have to pay attention to is your probes. The first pylon/overlord/supply depot doesn't need to be started until the 8th worker is actually out, and depending on the build/race may even be later than this point.

2 - The Magic Number

The second interesting piece of information that I've pulled out of my analysis is that 8 workers mining close mineral patches remains the ideal number until you have a total of 20 probes mining. The reason 20 is the upper limit here is that you cannot have more than 3 workers per far patch mining at the same time, so after 12 workers are dedicated to far patches, they need to start mining close ones.

I bet many of you are asking; Why 8? Well, the answer is actually quite simple. When 3 workers miner a mineral patch, you'll get an average of 102 minerals per minute regardless of whether the patch is close or far. This means that the advantage of close mineral patches only exists for 1 or 2 workers per close patch.

At 10 workers, having 8 on close and 2 on far will provide you with a mineral advantage of 18 minerals per in-game minute over an even 5-5 split.

At 16 workers, an 8-8 split is ideal and no advantage is generally experienced as the AI will automatically try to balance workers per patch.

At 20 workers, having 8 on close and 12 on far will provide you with a mineral advantage of 24 minerals per in-game minute over an even 10-10 split.

Using workers, excluding chrono and mules, as an example; having all workers up to 8 focus on close minerals and then trying to leave only 8 on close afterwards will generate a total mineral surplus of roughly 60 minerals by the 21st worker.

Chronoboost and Mules have a negative effect on this surplus, especially if you cannot use either but your opponent can. For example, a zerg player will remain with a mineral advantage until the first mule is cast. Also, a zerg player will remain with a mineral advantage until after the second chronoboost (because your worker count can match theirs until this point).

As an extreme example, if your opponent retains the worse possible worker split (would have to be intentional), you have the ability to gain a mineral advantage of roughly 320 minerals. (All 8 early workers on far minerals to 12 workers only mining either close or far to 19 workers split 12 close and 7 far...the later two being the most likely)

Conclusion

I've noticed mineral gains up to roughly 100 by the 20th worker, which is one or two additional units and would actually make a difference. Whether or not you feel your early game focus should be spent on mining, split between mining and early scouting, or spent APM spamming I will leave to you. My primary intention here is to disclose not-so-obvious information regarding close mineral patches (I've seen people force their first 12 workers to mine close as much as possible, which would be bad...you're better off letting the AI split them for you at this point.)

Reference Table;
+ Show Spoiler +


Total probes # close # far Close income Far Income Total Income Difference from best
6 6 0 270 0 270 0
6 5 1 225 39 264 6
6 4 2 180 78 258 12
6 3 3 135 117 252 18
6 2 4 90 156 246 24
6 1 5 45 195 240 30
6 0 6 0 234 234 36

7 7 0 315 0 315 0
7 6 1 270 39 309 6
7 5 2 225 78 303 12
7 4 3 180 117 297 18
7 3 4 135 156 291 24
7 2 5 90 195 285 30
7 1 6 45 234 279 36
7 0 7 0 273 273 42

8 8 0 360 0 360 0
8 7 1 315 39 354 6
8 6 2 270 78 348 12
8 5 3 225 117 342 18
8 4 4 180 156 336 24
8 3 5 135 195 330 30
8 2 6 90 234 324 36
8 1 7 45 273 318 42
8 0 8 0 312 312 48

9 9 0 372 0 372 27
9 8 1 360 39 399 0
9 7 2 315 78 393 6
9 6 3 270 117 387 12
9 5 4 225 156 381 18
9 4 5 180 195 375 24
9 3 6 135 234 369 30
9 2 7 90 273 363 36
9 1 8 45 312 357 42
9 0 9 0 336 336 63

10 10 0 384 0 384 54
10 9 1 372 39 411 27
10 8 2 360 78 438 0
10 7 3 315 117 432 6
10 6 4 270 156 426 12
10 5 5 225 195 420 18
10 4 6 180 234 414 24
10 3 7 135 273 408 30
10 2 8 90 312 402 36
10 1 9 45 336 381 57
10 0 10 0 360 360 78

11 11 0 396 0 396 81
11 10 1 384 39 423 54
11 9 2 372 78 450 27
11 8 3 360 117 477 0
11 7 4 315 156 471 6
11 6 5 270 195 465 12
11 5 6 225 234 459 18
11 4 7 180 273 453 24
11 3 8 135 312 447 30
11 2 9 90 336 426 51
11 1 10 45 360 405 72
11 0 11 0 384 384 93

12 12 0 408 0 408 108
12 11 1 396 39 435 81
12 10 2 384 78 462 54
12 9 3 372 117 489 27
12 8 4 360 156 516 0
12 7 5 315 195 510 6
12 6 6 270 234 504 12
12 5 7 225 273 498 18
12 4 8 180 312 492 24
12 3 9 135 336 471 45
12 2 10 90 360 450 66
12 1 11 45 384 429 87
12 0 12 0 408 408 108

13 12 1 408 39 447 108
13 11 2 396 78 474 81
13 10 3 384 117 501 54
13 9 4 372 156 528 27
13 8 5 360 195 555 0
13 7 6 315 234 549 6
13 6 7 270 273 543 12
13 5 8 225 312 537 18
13 4 9 180 336 516 39
13 3 10 135 360 495 60
13 2 11 90 384 474 81
13 1 12 45 408 453 102

14 12 2 408 78 486 108
14 11 3 396 117 513 81
14 10 4 384 156 540 54
14 9 5 372 195 567 27
14 8 6 360 234 594 0
14 7 7 315 273 588 6
14 6 8 270 312 582 12
14 5 9 225 336 561 33
14 4 10 180 360 540 54
14 3 11 135 384 519 75
14 2 12 90 408 498 96

15 12 3 408 117 525 108
15 11 4 396 156 552 81
15 10 5 384 195 579 54
15 9 6 372 234 606 27
15 8 7 360 273 633 0
15 7 8 315 312 627 6
15 6 9 270 336 606 27
15 5 10 225 360 585 48
15 4 11 180 384 564 69
15 3 12 135 408 543 90

16 12 4 408 156 564 108
16 11 5 396 195 591 81
16 10 6 384 234 618 54
16 9 7 372 273 645 27
16 8 8 360 312 672 0
16 7 9 315 336 651 21
16 6 10 270 360 630 42
16 5 11 225 384 609 63
16 4 12 180 408 588 84

17 12 5 408 195 603 93
17 11 6 396 234 630 66
17 10 7 384 273 657 39
17 9 8 372 312 684 12
17 8 9 360 336 696 0
17 7 10 315 360 675 21
17 6 11 270 384 654 42
17 5 12 225 408 633 63

18 12 6 408 234 642 78
18 11 7 396 273 669 51
18 10 8 384 312 696 24
18 9 9 372 336 708 12
18 8 10 360 360 720 0
18 7 11 315 384 699 21
18 6 12 270 408 678 42

19 12 7 408 273 681 63
19 11 8 396 312 708 36
19 10 9 384 336 720 24
19 9 10 372 360 732 12
19 8 11 360 384 744 0
19 7 12 315 408 723 21

20 12 8 408 312 720 48
20 11 9 396 336 732 36
20 10 10 384 360 744 24
20 9 11 372 384 756 12
20 8 12 360 408 768 0

21 12 9 408 336 744
21 11 10 396 360 756
21 10 11 384 384 768
21 9 12 372 408 780

22 12 10 408 360 768
22 11 11 396 384 780
22 10 12 384 408 792

23 12 11 408 384 792
23 11 12 396 408 804

24 12 12 408 408 816



Questions answered in the thread;
+ Show Spoiler +
On March 03 2011 19:47 sixzeros wrote:
I dont think it means that 20 is saturation, just that above 16 it doesnt matter where those workers settle because they all earn the same so rather than upset a happy 2 worker patch, send them to the far away ones until you hit 20, but you'll still have the opportunity to attain gains after 20.

In fact in my tests I found that the workers above 20 actually mined more efficiently because they seem to stop the aimless wandering around. 21,22,23 and 24 were much more efficient.

So for example if you had 40 workers to assign and were stuck on 2 bases, you'd be better off to group and send 24 to 1 base, and then 16 to the other. You're then guaranteed to have all your 3rd drones mining at their most efficient and its much easier to micro in a hurry.

** edit.. of course at that stage, nothing beats a 3rd. mind you every drone you add after 48 is only about 30% efficient even if you have a 3rd.


Saturation occurs at 24 workers, after this number of workers there aren't enough mineral patches to ensure that a probe is almost always mining. Out of curiosity, I calculated the average mineral gain per additional worker;

7th worker adds 16.67% average minerals per minute.
8th worker adds 14.29% average minerals per minute.
9th worker adds 9.26% average minerals per minute.
10th worker adds 8.46% average minerals per minute.
11th worker adds 7.79% average minerals per minute.
12th worker adds 7.21% average minerals per minute.
13th worker adds 8.56% average minerals per minute.
14th worker adds 7.88% average minerals per minute.
15th worker adds 7.30% average minerals per minute.
16th worker adds 6.79% average minerals per minute.
17th worker adds 5.24% average minerals per minute.
18th worker adds 4.96% average minerals per minute.
19th worker adds 4.70% average minerals per minute.
20th worker adds 4.48% average minerals per minute.
21st worker adds 2.45% average minerals per minute.
22nd worker adds 2.38% average minerals per minute.
23rd worker adds 2.32% average minerals per minute.
24th worker adds 2.26% average minerals per minute.

After the 16th worker (8-8 ideal split), the gains start becoming less and less important.

With 48 workers the ideal income would come from 3 bases, each having 16 workers (minerals only, of course). This would provide roughly 2016 minerals per minute over the two bases with 24/24 which would provide 1632 minerals per minute.

On March 03 2011 04:08 whatthefat wrote:
Very interesting, but how many of these potential mineral gains are lost by the time required to force workers to mine from a close patch (which typically involves them sitting still for a moment while you spam click on the patch)? My guess is not a lot, but it would be interesting to actually measure.


A worker on a far patch mines on average 39 minerals per in-game minute. A worker on a close patch mines on average 45 minerals per in-game minute.

The in-game second equivalent is 0.65 and 0.75 respectfully.

If it takes 5 in-game seconds to set the worker, then you lose 0.65*5 = 3.25 minerals and gain 45-39 = 6 so your net gain is 2.75 minerals per minute. Still worth the effort. Keep in mind that the better you get at microing workers, the least time is wasted.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-03-02 18:21:53
March 02 2011 18:20 GMT
#2
Really cool stuff! I love the counter-intuitive result that the 3rd workers/patch are better on far mineral patches.

I just wish it wasn't so hard to make Zerg drones behave on mineral patches (meaning it's not hard and I just suck at it).

Besides even if you do get it setup right some jerk protoss just comes by and mines from your close minerals and screws it all up!
Logo
Chill
Profile Blog Joined January 2005
Calgary25996 Posts
March 02 2011 18:21 GMT
#3
Interesting, logical, and well-presented..

Thank you, this will help my game improve.
Moderator
majestouch
Profile Joined December 2010
United States395 Posts
March 02 2011 18:22 GMT
#4
thanks for the numerical values, in several of my builds i would realize my mineral stacking i could aford doing certain things earlier etc. very nice post.
SeanH
Profile Joined November 2010
United States7 Posts
March 02 2011 18:25 GMT
#5
Nice stuff. This would explain the super minor discrepancies between my early probe timings that throw me into a fit of muscle memory induced rage when I'd have to click half a second later than I'm used to.
GriMeR
Profile Joined February 2010
United States148 Posts
March 02 2011 18:28 GMT
#6
Interesting, and informative, Once i get my game back under my wing like a second nature again, ill start focusing on little details like this o improve my game.
"Now let's have coffee and discuss the bunker build time!" "I'm still kinda on the fence about it Dustin, we can't make changes like these on a whim" "Agreed, agreed ... what do you think David?" "Hmmm what? ... I mean, o yeah, Terran definitely seems
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 02 2011 19:08 GMT
#7
Very interesting, but how many of these potential mineral gains are lost by the time required to force workers to mine from a close patch (which typically involves them sitting still for a moment while you spam click on the patch)? My guess is not a lot, but it would be interesting to actually measure.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-03-02 19:18:10
March 02 2011 19:15 GMT
#8
Puts more emphasis on messing up mining AI with the scouting probe/scv/probe. If you really want to punish your opponent while your probe is there, mine every close patch for 1/2 a second. This will force the waiting probe to pick a new patch as there are 4 completely open patches.

This also makes your scouting probe basically free as just having him there costs your opponent 50 minerals + APM to fix his own workers.

Pretty big effect for such small effort offensively.
As it turns out, marines don't actually cost any money -Jinro
Quixoticism
Profile Joined February 2010
United States80 Posts
March 02 2011 19:21 GMT
#9
This is very awesome! Thanks for putting this all together! Can't wait to try in out personally.
I was somewhere, thinking something...
Malloy
Profile Joined June 2007
Canada166 Posts
March 02 2011 19:25 GMT
#10
On March 03 2011 04:08 whatthefat wrote:
Very interesting, but how many of these potential mineral gains are lost by the time required to force workers to mine from a close patch (which typically involves them sitting still for a moment while you spam click on the patch)? My guess is not a lot, but it would be interesting to actually measure.


A worker on a far patch mines on average 39 minerals per in-game minute. A worker on a close patch mines on average 45 minerals per in-game minute.

The in-game second equivalent is 0.65 and 0.75 respectfully.

If it takes 5 in-game seconds to set the worker, then you lose 0.65*5 = 3.25 minerals and gain 45-39 = 6 so your net gain is 2.75 minerals per minute. Still worth the effort. Keep in mind that the better you get at microing workers, the least time is wasted.

iSTime
Profile Joined November 2006
1579 Posts
March 02 2011 19:30 GMT
#11
Great work!

I'd also love to see some actual data from, for example, replays of Jinro or HuK or other players who double up on close mineral patches to see how much they actually benefit relative to other players who don't double up on close mineral patches. Hopefully someone more motivated than myself to do this tedious work will do it .

Or if someone sends me a large replay pack of these players I might do it myself ^^.
www.infinityseven.net
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
March 02 2011 19:35 GMT
#12
On some maps it's obvious which minerals are the "close" patches and I do this pretty effectively, but on some maps like blistering sands I don't know which patches are the 4 closest, 3 are pretty obvious in 1 spawn as I recall, but only 2 in the other.
I always try to shield slam face, just to make sure it doesnt work
AySz88
Profile Joined March 2011
United States83 Posts
Last Edited: 2011-03-02 19:39:47
March 02 2011 19:35 GMT
#13
On March 03 2011 03:20 Logo wrote:
Really cool stuff! I love the counter-intuitive result that the 3rd workers/patch are better on far mineral patches.


You can get some intuition for this by thinking from the perspective of each mineral patch and how much "dead time" or "idle time" is eliminated by getting a worker on that patch.

For the first few workers, putting them on the closest patches will let them mine as often as possible, so they will eliminate as much idle time as they can. But after putting 2 on each close patch (8 total), the close patches have very little idle time remaining for the third worker to eliminate. So if you put a third worker on that patch, that third worker won't actually take advantage of much idle time (a lot of time gets wasted as each worker waits for the guy in front of them to finish). Thus, after 8 workers, it's better to put the next worker on a far patch.

I wish Blizzard would change the worker AI to actually pick out which patch would be most helpful, so there isn't this silly bouncing-back-and-forth thing.
Malloy
Profile Joined June 2007
Canada166 Posts
March 03 2011 00:18 GMT
#14
On March 03 2011 04:35 AySz88 wrote:
I wish Blizzard would change the worker AI to actually pick out which patch would be most helpful, so there isn't this silly bouncing-back-and-forth thing.


Actually, they made significant improvements since the July release. At one point workers would run around aimlessly until they found a free patch, rather than wait 2 seconds for the next worker. Microing them has also gotten quite a lot easier.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
March 03 2011 00:27 GMT
#15
I've seen a few of these worker posts, this way by far the easiest to understand. It was also the first one to convey the important parts of early game worker control without throwing in mountains of text, multiple charts or complicated mathematics. I have 2 A-Levels in maths and sometimes I had a hard time understanding some of the other worker posts, you have managed to strip out the maths and simply explain in literal terms the benefits of worker control.

Concise but detailed information with correct grammar, spelling and punctuation to boot..... TL never ceases to amaze me ;p
When there is nothing left to lose but your dignity, it is already gone.
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
March 03 2011 00:40 GMT
#16
This thread makes me miss mineral boosting and also means I'm going to have something to focus on early game besides singing along with my iTunes! Both of these are pretty good things, kudos for an informative and interesting thread.
Char711
Profile Blog Joined October 2010
United States862 Posts
March 03 2011 00:43 GMT
#17
Thank you for the well-written and informative post! That 2 workers on close patches until you hit 20 workers thing is something that I think I can manage to put into my gameplay. I think pretty much anyone can manage to fit at least some part of this in.
"If you can chill, chill." -Liquid`Tyler "Special tactics." -White-Ra
Intense
Profile Joined March 2010
Australia50 Posts
Last Edited: 2011-03-03 00:57:35
March 03 2011 00:56 GMT
#18
I'm really struggling to beat the worker AI to achieve this, can someone give me some tips on how to do this?

This is how I'm trying right now at the start of the game:
1.Send workers to minerals.
2.Build worker.
3.Split.
4.Attempt to move workers 2 per close patch.

But the AI keeps moving them away, I'll send a worker to a close patch but then another worker will move to a far, I then try to move him to a close patch and then a different one moves to a far and so on.
Shinobi1982
Profile Joined January 2011
1605 Posts
March 03 2011 02:03 GMT
#19
On March 03 2011 09:56 Intense wrote:
I'm really struggling to beat the worker AI to achieve this, can someone give me some tips on how to do this?

This is how I'm trying right now at the start of the game:
1.Send workers to minerals.
2.Build worker.
3.Split.
4.Attempt to move workers 2 per close patch.

But the AI keeps moving them away, I'll send a worker to a close patch but then another worker will move to a far, I then try to move him to a close patch and then a different one moves to a far and so on.

If a patch is occupied and there's a patch free then the worker will jump to the free patch. Basically you need to watch the worker thats on the "far" mineral patch. The moment he drops the minerals at hatch/nexus/cc you need to see what "close" mineral patch is occupied by a worker and is about to be free. You need to send you (returning far mineral patch) worker towards that mineral patch.

On closest mineral patches you will often not be able to time this perfectly. If mineral patch is still occupied you can spam the idle worker on that patch so mining starts as soon as the mineral patch is free.
Train like an animal, eat like a horse, sleep like a baby, grow like a weed.
Axeinst
Profile Joined March 2011
Belize281 Posts
March 03 2011 02:21 GMT
#20
I dont really understand what OP is trying to say. Can someone explain shortly?

Thank you
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