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The effect of larvae-mineral distance on Zerg. - Page 7

Forum Index > SC2 General
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-01 22:12:56
December 01 2011 22:05 GMT
#121
--- Nuked ---
selaas
Profile Joined June 2011
Norway40 Posts
December 01 2011 22:07 GMT
#122
On December 02 2011 06:52 FreeTossCZComentary wrote:
Show nested quote +
On November 26 2011 05:29 TERRANLOL wrote:
On November 26 2011 05:00 Klondikebar wrote:
I feel like spawn locations is more comparable to white vs black in chess. Doesn't white have an extra 4% win rate or something? Based entirely upon "spawn color."



White has the higher winrate because white moves first.
Spawn color is how we identify who has the advantage, but it is not the advantage itself


You really think that first move is OP? Having first move can be even problem actually! Imagine 2 guys runing into minefield... one who runs in sooner is in worse position than one who runs in faster...


I guess this is off topic, but I guess I'd redirect you to this regarding the 'First-move advantage' in chess:

+ Show Spoiler +
The first-move advantage in chess is the inherent advantage of the player (called White) who makes the first move in chess. Chess players and theorists generally agree that White begins the game with some advantage. Statistics compiled since 1851 support this view, showing that White consistently wins slightly more often than Black, usually scoring between 52 and 56 percent. White's winning percentage[1] is about the same for tournament games between humans and games between computers. However, White's advantage is less significant in rapid games and in games between weaker players. - Wikipedia
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-12-02 00:27:44
December 01 2011 22:11 GMT
#123
On December 02 2011 06:22 1st_Panzer_Div. wrote:
Nice OP; but you have a serious flaw. Part A you just took self-admitted 'rough' numbers; despite making calculations based on a quarter of an in-game second, hopefully you can see the flaws in that; especially with what is below:

Part B Standard Deviation!

Below are my calculations based on your numbers, broken down in a uniform measurement of seconds. Again these are your numbers!
Top Deviation Calculation:
X1 = 386
X2 = 389
X3 = 392
Mean = 389 (heh, easy one)
Deviation = Root ( ((Mean – X1)^2 + (Mean – X2)^2 + (Mean – X3)^2)/ Number in Sample)
= Root( ( (389-386)^2 + (389-389)^2 + (389-392)^2 ) / 3 )
= 6

Bottom Deviation
Deviation = 6.2

So your claim is that there is a 6 second difference between mining times at the top and bottom. But the standard deviation for your top and bottom tests are at least as big.

This means that if you ran only the top 66% of your data would be 389 seconds, give or take 6 seconds. And 33% of the time it would be MORE than 6 seconds difference. Or phrased this way, running only the top experiment, your data would be 380-392 seconds most of the time; with a large chunk of it outside of even those time ranges. And this is just what the data that you provided says will happen if you alone try experimenting only the top part.

The idea behind your experiment is awesome, but you need either a much larger sample size, and likely more practice at it to keep your deviation to a minimum. Because right now I can claim with over 91% confidence (look up confidence intervals if you're curious) that based on your data the mining time between the top and the bottom are EXACTLY the same time. Which we know by observation isn't true.

A plea to everyone reading this thread; if you have GM or above mechanics, please help the OP out, try the top/bottom mining experiment. Do it 10 times to warm up. Do it 20 times to record the time top. Then do the same thing for the bottom. Give the OP your 20 Top and 20 bottoms (and please be honest) and then he can come back with meaningful numbers. He's got a great idea and even a good start, it's just the numbers he has don't prove anything. (Seriously if like... Sheth did this, you could have pretty fantastic data with maybe even an 80% CI.)


There is an equation for a sample and a control, since we have multiple tests, but I can't remember what it was. It would probebly be better but if anyone wants to help me do testing it'd be great.

The build is

9 OL
13 scout
15 pool
16 @150 minerals extractor
15 hatchery
14 queen
16 OL
16 zergling
19 lair
22 queen
24 OL
24 creep tumor "first queen does inject ,tumor, inject"
30 hydralisk den
32 overlord
4 zerglings
36 overlord
3 hydralisks

P.S. Also, someone else created a model based on my first observation that matched, almost exactly, my result. As for A, I also rounded down my answer to the minimum difference at 2 seconds and still found an 8 mineral difference.
An ignorant person makes a mistake. A stupid person makes it again.
Brotatolol
Profile Blog Joined November 2010
United States1742 Posts
December 01 2011 22:13 GMT
#124
I have always wondered about this but never really messed around with it, it would be cool if they changed it so that larvae spawned the same distance away from the minerals.

Nice work testing it and everything, I never thought there was that much of a difference.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-01 22:22:31
December 01 2011 22:21 GMT
#125
--- Nuked ---
-stOpSKY-
Profile Joined September 2010
Canada498 Posts
Last Edited: 2011-12-01 22:38:23
December 01 2011 22:37 GMT
#126
Im not disagreeing with the results you found but I will definitely disagree with this statement; "While the difference between a close larvae-mineral position and a distant one won’t cause a great player to lose to a terrible one it can still have a marked effect on a game between two players of equal skill."

NesTea won a GSL with a flawless record. So clearly the "marked effect on a game between two players of equal skill" isnt very drastic and need not be attended to.

And a human performing a "highly accurate build" to test such a hypothesis is kind of ironic? Dont you think?
Artisian
Profile Joined October 2010
United States115 Posts
December 01 2011 22:48 GMT
#127
For every disadvantage there should be some advantage as well... I wonder how much faster a rush(such as an 8 pool) reaches your opponents base if your larva spawn closer to your ramp?

Maybe on most maps you can make up for that eco disadvantage with a rush advantage?
Supply is a conspiracy against me...
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-12-01 22:51:16
December 01 2011 22:48 GMT
#128
On December 02 2011 07:37 stOpSKY wrote:
Im not disagreeing with the results you found but I will definitely disagree with this statement; "While the difference between a close larvae-mineral position and a distant one won’t cause a great player to lose to a terrible one it can still have a marked effect on a game between two players of equal skill."

NesTea won a GSL with a flawless record. So clearly the "marked effect on a game between two players of equal skill" isnt very drastic and need not be attended to.

And a human performing a "highly accurate build" to test such a hypothesis is kind of ironic? Dont you think?


SC2 is a game of timings. It's difficult to point out games where this small positional imbalance could affect a game because it's overshadowed, -usually-, by much larger mistakes. When you see on the production one timing slower than the other leading to a huge window for instant victory, it's very easy to simply accept that one timing was faster and there was nothing behind it other than inferior mechanics. These seconds are so precious in defending/executing timing attacks.

Although there's no Z, the most obvious example of how having ANY aspect of your build being a little late can get you killed is PvP. It's extremely obvious, warp gate is a huge timing, and delaying your gateway/core/warpgate all add up to delaying it, and the ramifications are immediate when his units are warping in before your warpgate is even finished. Hongun fought Deezer earlier, 4 gated him against a counter 4 gate with sentries and a complete wall-in at his front and Deezer still got rolled. With a late warp gate that hongun noticed- and im sure Deezer knew it too. I don't remember who Sase fought but in code A his WG was behind by over 10 seconds which is kind of dramatic, but still, he straight up died to a 4 gate.

Point being, when the seconds add up, and as SC2 gets more and more mapped out, these miniscule imbalances become bigger and bigger as timings become etched into stone.
Steel
Profile Blog Joined April 2010
Japan2283 Posts
December 01 2011 22:50 GMT
#129
This is the main reason why I lose ZvZ
Try another route paperboy.
Eschaton
Profile Joined May 2010
United States1245 Posts
Last Edited: 2011-12-01 22:56:20
December 01 2011 22:54 GMT
#130
I always stress about this when making a drone, trying to send it to the optimal mineral patch to avoid circumnavigating the hatch; another variable is that the cocoon position is not constant. I'm glad you went into this amount of detail on it, so at least i can think "well there goes 10 mins" rather than just having anxiety over the unknown quantity of lost economy.

On November 27 2011 13:14 Goldfish wrote:
IMO they should make it balance by allowing you to control where the larva spawns/patrol. Protoss + Terran can already do this technically (rally their workers, then they'll spawn in the direction you rally).


A third rally point from the hatch for larvae would be quite nice. I've accidentally trapped a spawned ultralisk due building placement and wandering larva.
chaopow
Profile Joined March 2011
United States556 Posts
December 01 2011 22:59 GMT
#131
I've always thought that this was kind of important, and apparently it is! They really should patch it so that all larvae are either closer to the minerals or always farther. This kind of disadvantage, although small, is really not needed and it can be easily fixed.

Also, they should allow terran buildings to choose which side they want to put the add-on on. Its just small and unnecessary disadvantages.
Soowoo AD.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-12-01 23:37:55
December 01 2011 23:36 GMT
#132
--- Nuked ---
Scisyhp
Profile Blog Joined April 2011
United States200 Posts
December 01 2011 23:49 GMT
#133
Honestly I think this is negligible compared to a much more overt problem with larvae spawning. When you are cheesed in ZvZ, and your larvae are away from your mineral line, you have no real way to protect your eggs from being surrounded and your zerglings slaughtered upon spawn. When your larvae are in your mineral line, you can use your drones to protect your producing zerglings. Similar things can occur for siege tanks in range of the closer side of the hatchery, etc. I think this has much bigger implications than any small economic difference.
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-12-02 00:00:29
December 01 2011 23:54 GMT
#134
I've done more samples which means more data points. It would be too difficult to upload every replay I have but I do have them saved. I guess i could email the replays to people if they really wanted it and gave a good reason in PM.

Combined new & old data

Close mineral-larvae position
+ Show Spoiler +

6:23
6:20
6:24
6:26
6:23
6:25
Average: 6:23.5
Best: 6:20


Far position
+ Show Spoiler +

6:26
6:29
6:32
6:25
6:27
6:28
6:30
6:31
Average: 6:28.5
Best: 6:25
An ignorant person makes a mistake. A stupid person makes it again.
Kharnage
Profile Joined September 2011
Australia920 Posts
December 01 2011 23:56 GMT
#135
On November 26 2011 04:49 decemberscalm wrote:
Show nested quote +
On November 26 2011 04:45 Klondikebar wrote:
On November 26 2011 04:43 Zephirdd wrote:
now larvae must spawn closer to minerals for all hatcheries.

That or add a rally for larvae(limit distance to very close to hatchery). While you are at it add a rally for overlords. And let addons be placed with mouse instead of being locked on a position.

Game fixed.


You assume it's broken...it could very well be that this is just a tiny way that maps create diversity of play.

Difference does not necessarily mean problem.

Someone is ALWAYS behind the other player by default of spawn positions. That is an unfair, undue advantage.


Maybe the top spawning player should be thinking defensive. The slghtly stronger economy won't be enough to take away the defenders advantage so in ZvZ it's probbly smarter to aggressive only if you're sure you're better than your opponent or if you have the better spawn position, or if you're july zerg
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
December 01 2011 23:56 GMT
#136
New patch : Spawned larva slowly crawl toward offensive rally point (but still die if off creep).

:D
I'm actually Fleetfeet D:
Tektos
Profile Joined November 2010
Australia1321 Posts
December 01 2011 23:57 GMT
#137
Build a spawning pool / evo chamber / roach warren / any building at the bottom of your hatch and it shifts the larvae around your hatch, closer to your mineral patches.
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
Last Edited: 2011-12-02 01:35:56
December 02 2011 00:06 GMT
#138
On December 02 2011 08:54 Duban wrote:
I've done more samples which means more data points. It would be too difficult to upload every replay I have but I do have them saved. I guess i could email the replays to people if they really wanted it and gave a good reason in PM.

Combined new & old data

Close mineral-larvae position
+ Show Spoiler +

6:23
6:20
6:24
6:26
6:23
6:25
Average: 6:23.5
Best: 6:20


Far position
+ Show Spoiler +

6:26
6:29
6:32
6:25
6:27
6:28
6:30
6:31
Average: 6:28.5
Best: 6:25


I'll gladly run these numbers again when I get home and post the results.

Okay I only did the far position; and I actually did it by hand on the bus, but this is much better;
Sigma aka Standard Deviation is 2.69 (give or take .02 seconds)

If I assume that the close position is the same, at the very least it makes it more likely than not that far position does in fact take longer; I'm guessing 20 results indeed should give a pretty good interval of how many seconds you lose.

It is very interesting that this is a much larger difference than I would have thought.
Manager, Team RIP ZeeZ
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
December 02 2011 00:13 GMT
#139
Every time i spawn on the top of the Map with Zerg and my Larvae are far from the minerals i get irritated. (Mid-Master)
Never GG MKP | IdrA
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-12-02 03:34:51
December 02 2011 03:22 GMT
#140
Please don't use gs to mean game seconds — just use s — especially when you already explained that it's game seconds and not absolute/real seconds on 'faster' game speed. You don't see Liquipedia using gs.

All that said, I hate how in brood war the imbalance was/is like 5x-10x as bad as it is in Starcraft 2.
On December 02 2011 08:57 Tektos wrote:
Build a spawning pool / evo chamber / roach warren / any building at the bottom of your hatch and it shifts the larvae around your hatch, closer to your mineral patches.
doesn't fix the problem though, and in fact causes more harm than good in my opinion (splitting larva up across both sides of the building). It's also rather difficult to build buildings where your larva are considering that there's usually at least 1 egg blocking the way.

On December 02 2011 07:54 Eschaton wrote:
A third rally point from the hatch for larvae would be quite nice.

Yeah, but I don't even think they need a third rally. I don't think anyone will at all care that their army units morph on the same side their drones do — it's the worker spawn point that matters.

Just having the drone rally point work as the direction for the larva spawn & cluster/rally would work fine in my opinion. It's not like they'd have trouble moving around the drones — they can walk right through them. (it was a problem in BW though)


On December 02 2011 06:22 1st_Panzer_Div. wrote:
A plea to everyone reading this thread; if you have GM or above mechanics, please help the OP out, try the top/bottom mining experiment. Do it 10 times to warm up. Do it 20 times to record the time top. Then do the same thing for the bottom. Give the OP your 20 Top and 20 bottoms (and please be honest) and then he can come back with meaningful numbers. He's got a great idea and even a good start, it's just the numbers he has don't prove anything. (Seriously if like... Sheth did this, you could have pretty fantastic data with maybe even an 80% CI.)

Better to have a computer to it to get the true difference, in my opinion. That said, pros' results could be useful too, since the discrepancy vs a computer and a player could be quite significant, but overall the consistency of a computer makes it an absolutely fantastic tool to measure things like this.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
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