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Perfect micro with Phoenixes

Forum Index > SC2 General
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Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 24 2014 21:29 GMT
#1
So I've been looking through forums about how to micro Phoenixes against different units perfectly. Since I did not find any satisfactory answer on the topic, I decided to do the math myself and calculate how exactly Phoenixes should be microed theoratically. Here is what I found.

The fact that Phoenixes can infinitely kite certain other units due to their high speed and their ability to attack while moving has been known for a long time. The question is, which course should the Phoenixes follow so as to take no damage.

Let's take the speed of the Phoenix as v, the speed of the chasing unit as u. The Phoenix wants to keep a distance of d from the pursuing unit. Without detailed mathematical demonstration, the result is that the Phoenix should move along a circle of the radius

v*d/sqrt(v^2-u^2).

This will cause the chasing unit to move along a circle concentric to the Phoenix's, but with the radius

u*d/sqrt(v^2-u^2).

Furthermore, the chasing unit's phase must be delayed by

alpha = acos(u/v)

(where acos is the arcus cosine function), which also means that the direction in which the Phoenix is facing and the direction in which the chasing unit is facing should always form an angle of alpha.
In case of range-upgraded Phoenixes vs. Corruptors, the values for radii and angle are as in the figure:
+ Show Spoiler +
[image loading]


For those who don't believe me, here are two things. First, here is a short document with the exact mathematical derivation of the above formulae. I tried to be as clear as possible, but it contains some more serious maths (well, no rocket science, but still not the most basic things). However, I suggest you DO read it, even if you skip the maths, because it is a very thorough document; this post here is merely an extract from it.
You may say, OK, this is theory, but real game is another thing. The two, however, actually coincide perfectly in this case. To prove this, I made a tiny test map and tested it, and, hey presto!, the test results were perfectly as predicted.
Here is a video demonstration:



As you can see, the Corruptor exactly follows the circle it is supposed to, and never ever damages the Phoenix.
I concede, this micro cannot be used in real game to kill enemy units, because the opponent will not let that happen and at least pulls away his unit, but if you start your microing in the right direction, and you can maintain it for two-three volleys, you can actually gain a significant lead.

Anyway, I have some other topics related to of math in SC2; if you find this one interesting, I will upload more.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 21:38 GMT
#2
That's probably the most well-researched post ever in the history of SC2. :-)
Woah
Profile Joined May 2010
Portugal50 Posts
July 24 2014 21:38 GMT
#3
Very nice, thanks!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
July 24 2014 21:39 GMT
#4
This is pretty awesome, but nobody will be able to make their Phoenixes take that path in the heat of battle, let alone in a game where their opponent lets the Corruptor chase it around like that!

But sick nonetheless.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
LightSpectra
Profile Blog Joined October 2011
United States1456 Posts
July 24 2014 21:43 GMT
#5
somebody show this to Zest. he'll never lose a PvZ again.
2006 Shinhan Bank OSL Season 3 was the greatest tournament of all time
phil.ipp
Profile Joined May 2010
Austria1067 Posts
July 24 2014 21:44 GMT
#6
On July 25 2014 06:39 DinoMight wrote:
This is pretty awesome, but nobody will be able to make their Phoenixes take that path in the heat of battle, let alone in a game where their opponent lets the Corruptor chase it around like that!

But sick nonetheless.


what ? why not its pretty easy, just kite in a circle ..
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
July 24 2014 21:45 GMT
#7
That was really neat! I want to try this out and see if any corruptors fall for it.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
ejozl
Profile Joined October 2010
Denmark3380 Posts
July 24 2014 21:50 GMT
#8
Having a bunch of Phoenixes instead of a singel one, really makes a big difference, as you need to click kind of beneath the Phoenix'. Should be doable though, rly nice.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 24 2014 21:50 GMT
#9
This is cool.

Do more!
CakeSauc3
Profile Joined February 2011
United States1437 Posts
July 24 2014 21:51 GMT
#10
Pretty cool. Appreciate people who can figure out the math like that.

Not too realistic in a real game, but like the OP says, you can get at least a few shots off in that pattern before the opponent pulls back.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
July 24 2014 21:58 GMT
#11
On July 25 2014 06:44 phil.ipp wrote:
Show nested quote +
On July 25 2014 06:39 DinoMight wrote:
This is pretty awesome, but nobody will be able to make their Phoenixes take that path in the heat of battle, let alone in a game where their opponent lets the Corruptor chase it around like that!

But sick nonetheless.


what ? why not its pretty easy, just kite in a circle ..

You have to click loads to keep your Phoenixes stacked, and they'll be moving their Corruptors/Mutas back and forth and try to flank you while you have to manage with loads of other stuff in the game. And then you get hit by a fungal and lose every Phoenix .
Orek
Profile Joined February 2012
1665 Posts
July 24 2014 22:23 GMT
#12
This is super impressive. I haven't seen anyone else in this community who has such deep knowledge both in math and game editor. Also, so much passion for SC2 I'm looking forward to reading your researches!!
Yrr
Profile Joined June 2012
Germany804 Posts
July 24 2014 22:29 GMT
#13
Science <3
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Musicus
Profile Joined August 2011
Germany23576 Posts
July 24 2014 22:33 GMT
#14
Wow, great post, really interesting. If a pro can just get the feeling for the right radius he should be able to use that micro for some extra volleys.
Maru and Serral are probably top 5.
Dingodile
Profile Joined December 2011
4133 Posts
July 24 2014 22:34 GMT
#15
what if opponent (corrupter in that case) microes too?
Grubby | ToD | Moon | Lyn | Sky
submarine
Profile Joined March 2012
Germany290 Posts
July 24 2014 22:37 GMT
#16
Nice exercise!

Under the assumption that both units move on a circle you could have also gotten there just with trigonometry.
AicyDC
Profile Joined November 2012
United Kingdom67 Posts
July 24 2014 22:39 GMT
#17
On July 25 2014 06:44 phil.ipp wrote:
Show nested quote +
On July 25 2014 06:39 DinoMight wrote:
This is pretty awesome, but nobody will be able to make their Phoenixes take that path in the heat of battle, let alone in a game where their opponent lets the Corruptor chase it around like that!

But sick nonetheless.


what ? why not its pretty easy, just kite in a circle ..


The zerg can just right click through the middle of the circle though.
It wasn't raining when noah built the ark
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 24 2014 22:40 GMT
#18
On July 25 2014 07:34 Dingodile wrote:
what if opponent (corrupter in that case) microes too?

Then you have to adjust accordingly to another circle.
It shouldn't cause you to lose Phoenixes because the Corruptor can only attack your Phoenixes if your opponent recognizes the pattern in your movement and intecepts the Phoenixes at another point of the circle. Worst thing to happen is that you can't kill the Corruptor.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
comabreaded
Profile Blog Joined July 2003
United States2166 Posts
July 24 2014 22:43 GMT
#19
Wow super amazing!
I put the fu in fun
fmod
Profile Blog Joined November 2013
Cayman Islands330 Posts
July 24 2014 23:02 GMT
#20
Cool, what is your background, like education wise?
I don't particularly like you.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
July 24 2014 23:07 GMT
#21
That's really cool, thanks for sharing.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
pigmipigmi
Profile Joined June 2014
United States1 Post
July 24 2014 23:40 GMT
#22
Hey, great job on the op. Excellent math skills and a cool topic.

Question for you though. You mention that obviously you can't use this in game because the opponent will micro, and that probably effective use of this technique will result in around 2-3 volleys of uncontested attacking, which may be enough to give you the edge in the encounter.

Does that satisfy you?

Why not take a different tack entirely? Instead of looking for an absolutely PERFECT mathematical answer by making simplifying assumptions (in this case, no microing of the corruptors) which cause the practical application to be necessarily inexact, look for a PERFECT (or much closer to perfect!) practical result by refusing to make simplifying assumptions and actually get in there with a necessarily inexact multidisciplinary approach using psychology and game theory (to model micro choices) AND math (to generate the data on which to base the game theory)?

The end result of this could possibly be something a pro-gamer would legitimately take on stage and use.

I would do all of this but I am not smart enough. You seem to be really smart, though, so I was just mentioning it to see what you thought =D!
reepicheep is king
coverpunch
Profile Joined December 2011
United States2093 Posts
July 24 2014 23:49 GMT
#23
Very well done. You can see pro-gamers do sometimes move their phoenixes in arcs along this line to kite enemy units. Obviously they can't do it in a full circle like your video because the opponent flees when they have a chance, but if you mapped the pathing, it seems like it would be a series of chases and arcs, similar to charts of naval engagements.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
July 24 2014 23:51 GMT
#24
This is honestly incredible, please make more of these.
User was warned for too many mimes.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
July 24 2014 23:56 GMT
#25
I am terrified of the possibilities that this opening post may do to the future metagame of sc2.
Reminds me of the chinese triangle muta micro of bw.
moo...for DRG
Brutaxilos
Profile Blog Joined July 2010
United States2629 Posts
July 25 2014 00:00 GMT
#26
That is pretty amazing. Excellent write up!
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
Anacreor
Profile Joined February 2013
Netherlands291 Posts
July 25 2014 00:40 GMT
#27
It kind of makes sense that the escape angle is around 45 degrees. The higher the speed of the phoenix relative to that of the corruptor, the higher this angle will be, with 45 degrees indicating an equal movement for the two flyers.

Is the ratio of the angle 45,98/45 equal to the ratio of the movement speeds, or maybe when it's squared?
"Peter the Acretree chops some wood"
[PkF] Wire
Profile Joined March 2013
France24202 Posts
Last Edited: 2014-07-25 00:47:27
July 25 2014 00:44 GMT
#28
Good job, solid maths which would actually make a nice exercise (maths PhD here, so you can believe me this is well done and interesting stuff !). You may want to correct c_1 = u and not 0 on page 3 -hope I'm not making a fool of myself, it's actually pretty late and I could have misread ^^.
kill619
Profile Joined December 2011
United States212 Posts
July 25 2014 00:54 GMT
#29
/r/theydidthemath

Love stuff like this, cool find even if it isn't extremely useful in real games.
MavivaM
Profile Joined November 2011
1535 Posts
July 25 2014 01:00 GMT
#30
Interesting read and well thought perspective, good job Sholip.
So basically it's good to learn the proper distance a phoenix must keep against every specific unit (which, personally, is something I would do by game-sense alone... I mean: instead of calculate it, I'd rather guess it intuitively after some games) and then try to micro my phoenixes in order to avoid entering the attack range of the chasing unit - but instead of retreating and attack again like I'd do, rather escaping by 45 degrees left/right or the pursuing unit (possibly the opposite direction where infestors/thors are).
Am I right or there's more that I have missed?

If you have more mathematical insights about the game feel free to write more
Your Opinion has been counted. Only 3 more Opinions needed for a reddit thread.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 25 2014 01:02 GMT
#31
On July 25 2014 06:38 Big J wrote:
That's probably the most well-researched post ever in the history of SC2. :-)


Uhhhh, you apparently have never read any of Orek's posts.

Perfect spine crawler placement, walling with buildings, how many hits it takes to kill each unit with each unit, etc., etc. Orek is like the king of SC2 scholastic knowledge (but to be honest, most of the time, players don't need to do that much research to play well).
StrategyAllyssa Grey <3<3
MavivaM
Profile Joined November 2011
1535 Posts
July 25 2014 01:09 GMT
#32
On July 25 2014 10:02 SC2John wrote:
Show nested quote +
On July 25 2014 06:38 Big J wrote:
That's probably the most well-researched post ever in the history of SC2. :-)


Uhhhh, you apparently have never read any of Orek's posts.

Perfect spine crawler placement, walling with buildings, how many hits it takes to kill each unit with each unit, etc., etc. Orek is like the king of SC2 scholastic knowledge (but to be honest, most of the time, players don't need to do that much research to play well).

Lalush, also
Your Opinion has been counted. Only 3 more Opinions needed for a reddit thread.
FeyFey
Profile Joined September 2010
Germany10114 Posts
July 25 2014 01:13 GMT
#33
On July 25 2014 06:50 ejozl wrote:
Having a bunch of Phoenixes instead of a singel one, really makes a big difference, as you need to click kind of beneath the Phoenix'. Should be doable though, rly nice.


can expand the math on a phoenix that gets autofollowed by the rest of the phoenix x3 . Phoenix Flail for the win !
tshi
Profile Joined September 2012
United States2495 Posts
July 25 2014 01:37 GMT
#34
On July 25 2014 10:09 MavivaM wrote:
Show nested quote +
On July 25 2014 10:02 SC2John wrote:
On July 25 2014 06:38 Big J wrote:
That's probably the most well-researched post ever in the history of SC2. :-)


Uhhhh, you apparently have never read any of Orek's posts.

Perfect spine crawler placement, walling with buildings, how many hits it takes to kill each unit with each unit, etc., etc. Orek is like the king of SC2 scholastic knowledge (but to be honest, most of the time, players don't need to do that much research to play well).

Lalush, also

David Kim loved that post, IIRC.
scrub - inexperienced player with relatively little skill and excessive arrogance
DarkPlasmaBall
Profile Blog Joined March 2010
United States44319 Posts
July 25 2014 02:01 GMT
#35
That StarCraft math video turned me on way too much.

Great job
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
scotch4789
Profile Joined July 2013
United States42 Posts
July 25 2014 02:33 GMT
#36
+ Show Spoiler +
On July 25 2014 08:40 pigmipigmi wrote:
Hey, great job on the op. Excellent math skills and a cool topic.

Question for you though. You mention that obviously you can't use this in game because the opponent will micro, and that probably effective use of this technique will result in around 2-3 volleys of uncontested attacking, which may be enough to give you the edge in the encounter.

Does that satisfy you?

Why not take a different tack entirely? Instead of looking for an absolutely PERFECT mathematical answer by making simplifying assumptions (in this case, no microing of the corruptors) which cause the practical application to be necessarily inexact, look for a PERFECT (or much closer to perfect!) practical result by refusing to make simplifying assumptions and actually get in there with a necessarily inexact multidisciplinary approach using psychology and game theory (to model micro choices) AND math (to generate the data on which to base the game theory)?

The end result of this could possibly be something a pro-gamer would legitimately take on stage and use.

I would do all of this but I am not smart enough. You seem to be really smart, though, so I was just mentioning it to see what you thought =D!


The reason simplifying assumptions are made is that the math gets prohibitively complicated as variables get added. Even constrained variables based on "correct" micro decisions from the opponent would be too complicated for a computer to run in the amount of time necessary for in game decision making, let alone a progamer (even the machine that is (T)INnoVation!)
Holdenintherye
Profile Joined December 2012
Canada1441 Posts
July 25 2014 02:39 GMT
#37
This is just awesome.
Please make more of these!
i)awn
Profile Joined October 2011
United States189 Posts
July 25 2014 03:00 GMT
#38
Wow that's quite impressive. Thanks.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10340 Posts
July 25 2014 03:04 GMT
#39
Holy fuck, including a video with those visuals made it look so fucking sick
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Synergysc
Profile Joined September 2013
United States25 Posts
July 25 2014 03:06 GMT
#40
This is pretty awesome, thanks for sharing!
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
July 25 2014 03:18 GMT
#41
It is like a that problem of the wolf chasing the rabbit.
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
July 25 2014 03:33 GMT
#42
Nice, but not really useful unless its one phoenix vs 1 corrupter. As soon as it is 3 phs vs 3 corrupter which will happen in 100% of zvp games, phoernixes has no way to kite corrupters and do consistent damage.
Any sufficiently cheesy build is indistinguishable in skill
shin_toss
Profile Joined May 2010
Philippines2589 Posts
July 25 2014 03:39 GMT
#43
holy crap
AKMU / IU
skorched
Profile Joined October 2010
United States81 Posts
July 25 2014 04:54 GMT
#44
[image loading]

User was warned for this post
I love the sound of Medivacs getting feedbacked.
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
July 25 2014 05:09 GMT
#45
Maths own.
ॐ
kramuti
Profile Joined July 2014
4 Posts
July 25 2014 05:26 GMT
#46
The solution to multiple corruptors is given by Huygen's Principle.
Essentially treat each of the corruptors as point sources, and obtain the envelope of all the added spherical waves (well circular in this case).
aka, waves obey superposition.
uh-oh
Profile Blog Joined August 2010
Hong Kong135 Posts
July 25 2014 06:03 GMT
#47
Impressive derivation! I'm a physics major and I just learned about the rotation matrix along with many other things you used in your derivation last semester, it's nice to see that it can actually be applied to productive pursuits like SCII
When I get to grandmasters, you have my permission to die!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-07-25 07:23:36
July 25 2014 07:23 GMT
#48


User was warned for this post
aka KanBan85. Working on Starbow.
Mortal
Profile Blog Joined November 2010
2943 Posts
July 25 2014 07:34 GMT
#49
Insane, well done.
The universe created an audience for itself.
Goibon
Profile Joined May 2010
New Zealand8185 Posts
July 25 2014 08:22 GMT
#50
some days i love math, and wish i had pursued it as a teenager going into university

today is one of those days
Leenock =^_^= Ryung =^_^= Parting =^_^= herO =^_^= Guilty
k10forgotten
Profile Joined September 2010
Brazil260 Posts
July 25 2014 09:31 GMT
#51
PLEASE, release a paper on this! haha :DD

Awesome!
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 25 2014 10:38 GMT
#52
On July 25 2014 08:02 fmod wrote:
Cool, what is your background, like education wise?

I'm currently studying as mechatronics engineer, will start my 3rd semester in September.

On July 25 2014 08:40 pigmipigmi wrote:
Why not take a different tack entirely? Instead of looking for an absolutely PERFECT mathematical answer by making simplifying assumptions (in this case, no microing of the corruptors) which cause the practical application to be necessarily inexact, look for a PERFECT (or much closer to perfect!) practical result by refusing to make simplifying assumptions and actually get in there with a necessarily inexact multidisciplinary approach using psychology and game theory (to model micro choices) AND math (to generate the data on which to base the game theory)?

Well, that seems a bit complicated. How could I guess how the opponent decides to micro their Corruptors? Anyway, I think their only option is to pull them away, in which case you can simply follow them with the Phoenixes and attack them. Once they turn around again, you can continue microing in circles. If they don't turn around, then you can follow them until you have killed all of them (or eaten a Fungal in which case all your Phoenixes die .)

On July 25 2014 09:40 Anacreor wrote:
Is the ratio of the angle 45,98/45 equal to the ratio of the movement speeds, or maybe when it's squared?

Actually, the angle is acos(u/v), where acos is the inverse cosine function (or maybe it's arccos in English? I can't remember).

On July 25 2014 10:00 MavivaM wrote:
but instead of retreating and attack again like I'd do, rather escaping by 45 degrees left/right or the pursuing unit (possibly the opposite direction where infestors/thors are).
Am I right or there's more that I have missed?

The 45 degrees only applies to Corruptors. Other units have different speed and range values, so the angle will be different, as described in the linked pdf.

On July 25 2014 15:03 uh-oh wrote:
I just learned about the rotation matrix along with many other things you used in your derivation last semester, it's nice to see that it can actually be applied to productive pursuits like SCII

Same for me actually.

On July 25 2014 14:26 kramuti wrote:
The solution to multiple corruptors is given by Huygen's Principle.
Essentially treat each of the corruptors as point sources, and obtain the envelope of all the added spherical waves (well circular in this case).
aka, waves obey superposition.

Could you explain that a bit more detailed, please?
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 25 2014 11:08 GMT
#53
On July 25 2014 09:44 [PkF] Wire wrote:
You may want to correct c_1 = u and not 0 on page 3 -hope I'm not making a fool of myself, it's actually pretty late and I could have misread ^^.

Of course, you're right! I'll correct it, thanks! Looks like you read it through really thoroughly.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Dingodile
Profile Joined December 2011
4133 Posts
July 25 2014 11:18 GMT
#54
On July 25 2014 07:40 Sholip wrote:
Show nested quote +
On July 25 2014 07:34 Dingodile wrote:
what if opponent (corrupter in that case) microes too?

Then you have to adjust accordingly to another circle.
It shouldn't cause you to lose Phoenixes because the Corruptor can only attack your Phoenixes if your opponent recognizes the pattern in your movement and intecepts the Phoenixes at another point of the circle. Worst thing to happen is that you can't kill the Corruptor.

Oh I was under impression that phoenix dont get a single attack from corrupter as you showed in that video. If this is possible too when opponent microes his corrupter.
Grubby | ToD | Moon | Lyn | Sky
Clazziquai10
Profile Blog Joined August 2011
Singapore1949 Posts
July 25 2014 11:19 GMT
#55
WOW :D
kramuti
Profile Joined July 2014
4 Posts
Last Edited: 2014-07-25 13:43:16
July 25 2014 13:23 GMT
#56
Could you explain that a bit more detailed, please?


It may be easier to look at it using the position and velocity of the center of mass.
The optimal angle to minimize the damage should be the same as if you calculated the velocity of the center of mass and used this as pathing for the velocity (if you have multiple phoenix, treat them the same way)...essentially you are treating X corrupters as 1 with an weighted average of position/velocity Vcm = Sum of (mi*vi) / Sum of (mi). where mi is the mass of each, and vi is the velocity of each (so the denominator is just the total mass). Using a mass of 1 should be ok...

It should give you the same answers as this (i think): Since you are both on a circle of radius r, essentially treat each object to be on a wavefront (crest of the wave is the line cut out by the respective circles.
To solve the problem for multiple objects, you have several overlapping circles.
The answer is obtained by using superposition (waves add like vectors, so you can use matrix operations).

The first way is probably the cleanest way to think about it, and looks like is would be a bit easier to use in your derivation.
This, in general, will not keep the phoenix from being damaged, but it should minimize it.

If you wanted a time evolution (aka, corruptors and phoenix coming from the bases to the fight, you 'simply' evolve your system, and either use circular wave addition, or using the velocity of the center of mass.

One thing that was intersting to me is that you never seemed to account for the projectile speed, or the animation speed of the firing. Are both of these assumed to be the same? and are they? I suppose even if you use this, the answer could be obtained using a characteristic velocity. Maybe it doesn't matter to some extent if the corruptor is always out of range...hmmm...

This is still a little vague, and I have given no proofs. I am pretty sure this should work though. Hope is at least gives you and idea on how to look at multiple objects. There may also be some cases that could be found in which there are actually better optimal paths that minimize the number of units lost, rather than minimizing the total damage taken. I would have to think it through more, and probably have to put pen to paper.

Edit: to fake micro, have the corrupters do a (weighted )random walk. where there is a good chance the corruptors will go towards the phoenix, but not always. It won't be perfect, but you can start to characterize what are the best ways to move the phoenix given particular corruptor spacings, and the like (better players will keep their units in the optimal positions, moving in the optimal direction). I would still probably start with using center of mass values of things, and then tinkering with the individual units' motion while keeping the center of mass values fixed.
ZenithM
Profile Joined February 2011
France15952 Posts
July 25 2014 13:47 GMT
#57
Haha that's quite nice. Well played.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 25 2014 15:12 GMT
#58
@kramuti Well, that indeed is a bit vague, I have to admit.
As for projectiles, though, I think their speed doesn't matter. As long as the Corruptor can't attack, its projectile is obviously out of the picture, and the Phoenix's attack will hit the target sooner or later.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
kramuti
Profile Joined July 2014
4 Posts
Last Edited: 2014-07-25 16:13:37
July 25 2014 16:05 GMT
#59
On July 26 2014 00:12 Sholip wrote:
@kramuti Well, that indeed is a bit vague, I have to admit.
As for projectiles, though, I think their speed doesn't matter. As long as the Corruptor can't attack, its projectile is obviously out of the picture, and the Phoenix's attack will hit the target sooner or later.


Maybe this is clearer. (with a link for a pic!)

Since the mass is irrelevant, the velocity of the center of mass of N corruptors is simply the average of their velocities.
Vcm = (v1 +v2+...vN.) / N The position of the center of mass is the average of all the individual postions. Rcm = (r1+ r2+...rN) / N.
Use vectors Vcm, and Rcm, and apply constraints appropriately.
You will get a circle of a new radius.

This radius can be obtained using basic wave theory as well.
The average velocity of any corruptor in your derivation is zero. (note so the average velocity of the center of mass is also zero)
So it can be treated as if it is still at the center of the circle.
If you add in another corruptor. Draw an identical ring for the phoenix's path around it.
The path the phoenix should now take is given by drawing the envelope that surrounds both circles.

http://s3.amazonaws.com/minglebox-static/img.1330326294889.47e3d31f.gif

Here each of the points on the inner circle are the corruptors.
The small rings are the ones the paths a phoenix would take in a one-on-one fight.
The outer circle is the path a phoenix should take to minimize damage, from all these corruptors...aka a bigger circle where you connect all of the dots of all the tangent points.

The phase should just be the addition of the indidual phases (I think).

Again, this would minimize the damage taken, but I don't think it would maximize kill ratio. You probably really need a numerical model to give optimal trajectories under specific constraints. I also think this is where fire rates, animation times, acceleration rates (assuming the general solution is NOT symmetric...aka you will take damage for anything more than 1 on 1) will start to apply.

Edit: clarification and correction.
Cheticus
Profile Joined May 2010
United States83 Posts
July 25 2014 21:38 GMT
#60
Well done. Proper real world application of diff-eq.
XanaNA
Profile Joined September 2013
United States15 Posts
July 25 2014 21:52 GMT
#61
My mind....ow. Thanks for taking the time to do this, it's really interesting and, while not the most viable in competitive play, is really awesome to know.
chairmobile
Profile Joined July 2013
United States111 Posts
July 26 2014 04:14 GMT
#62
On July 25 2014 06:44 phil.ipp wrote:
Show nested quote +
On July 25 2014 06:39 DinoMight wrote:
This is pretty awesome, but nobody will be able to make their Phoenixes take that path in the heat of battle, let alone in a game where their opponent lets the Corruptor chase it around like that!

But sick nonetheless.


what ? why not its pretty easy, just kite in a circle ..

Have you heard of fungal? Hydras? Queens? No?

There's this great thing called liquipedia you might want to check out.

That being said, perfect kiting with nix is hardly necessary given shields (note: I mean absolutely perfect or near perfect, not good kiting).
The game is balanced. We just suck.
KingWilhelm
Profile Joined November 2013
11 Posts
Last Edited: 2014-07-26 16:46:55
July 26 2014 13:27 GMT
#63
The solution for more than one Corrupter and one Phoenix should be easy assuming linearly separable sets of Corrupters and Phoenix. The main point is to every given time you only have to pay attention to one Corrupter:
It exist one Corrupter j with
d(j,t)= min_i d(i,t),

where d(i,t) is the distance between the Phoenix and Corrupter i at time t. For all k!=j with d(k,t)=d(j,t), we know that Corrupter k lies on a circle around the Phoenix. As the Phoenix and the Corrupters are linearly separable we know further that a sector of a circle enclosing all Corrupters k exist. We choose one of the edge Corrupters k and can use the above micro in direction of this Corrupter. (At this point it is obvious that linear separability is stronger than needed. It would be enough that the Phoenix is not trapped by the set of Corrupters ... but I'm not in the mood to find the corresponding assumptions ) If at any time T a second Corrupter j with d(j,T)= min_i d(i,T)= d(k,T) exist, we start to use the above mico in regards of this Corrupter (as we where traveling towards him) and so on.

EDIT: For more than one Phoenix it gets messy if the Phoenix are not "close enough" to each other. See

p_1-----------D---------------p_2
|-----------------------------|
d-----------------------------d
|-----------------------------|
c_1------------c_3------------c_2


p Phoenix, c Corrupter, distance between p_i and c_i d, distance between p_1 and p_2 D>d. p_1 and p_2 should use different mico to avoid getting hit by c_3.

Salient
Profile Joined August 2011
United States876 Posts
July 26 2014 14:30 GMT
#64
Too bad there isn't a painted circle to follow in game. The Phoenix only outranges corruptors by 1, so this works better in theory (where you can focus your full attention on 1 unit against a non -microed corruptor while following a painted circle) than in practice.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 26 2014 15:20 GMT
#65
On July 26 2014 23:30 Salient wrote:
Too bad there isn't a painted circle to follow in game. The Phoenix only outranges corruptors by 1, so this works better in theory (where you can focus your full attention on 1 unit against a non -microed corruptor while following a painted circle) than in practice.

Of course. But it's definitely something that isn't impossible to learn, and I'm sure the top players have enough APM to do at least something similar.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Lobotomist
Profile Joined May 2010
United States1541 Posts
July 26 2014 21:34 GMT
#66
WOW. very well done.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
kramuti
Profile Joined July 2014
4 Posts
July 26 2014 21:47 GMT
#67
Calculating individual results, applying them, and then calculating the net will result in more 'singularities' that you must account for (or something to know to not get trapped). Using superposition first, and then applying the result (you can do this BECAUSE the variables are linearly separable). will result in less of these instances, but your overall movement suggestion would result in phoenix not always firing since their primary goal is to get to the optimal line.

In the end, the 'real' result is possibly best modeled using field theory, and pertubation theory...you could actually write a dissertation on a game of starcraft...and it is directly applicable to almost any field in science, math, economics, biology...games are fun!
fenix404
Profile Joined May 2011
United States305 Posts
July 27 2014 10:31 GMT
#68
i love math. any more math is wonderful. i will apply this math to any other units i can (i know theres only the one move/shoot)
"think for yourself, question authority"
Advantageous
Profile Blog Joined May 2012
China1350 Posts
July 28 2014 03:56 GMT
#69
On July 25 2014 06:38 Big J wrote:
That's probably the most well-researched post ever in the history of SC2. :-)


Actually... from the beginning of the phoenix hype in all match ups you can kinda tell that phoenix's faster firing rate would actually make them a counter to units like corruptor... but, nonetheless, props for doing the math and actual research!
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
July 28 2014 06:51 GMT
#70
On July 25 2014 07:23 Orek wrote:
This is super impressive. I haven't seen anyone else in this community who has such deep knowledge both in math and game editor. Also, so much passion for SC2 I'm looking forward to reading your researches!!


This isn't really advanced math you know
maru G5L pls
eightym
Profile Joined May 2011
United States76 Posts
July 28 2014 17:33 GMT
#71
LOL, I can respect this. Interesting use of trigonometry.
hfsrj
Profile Joined October 2012
Germany166 Posts
July 28 2014 17:36 GMT
#72
Nice
Banchan
Profile Joined May 2011
United States179 Posts
July 28 2014 19:54 GMT
#73
This map looks really nifty, any plans to share it?
timchen1017
Profile Joined May 2014
37 Posts
August 02 2014 21:18 GMT
#74
Well, this result basically stems from the fact that you want to move with the same speed with the corrupter in the direction it is moving, to keep the distance the same. If the corrupter is made to always follow you and you need to move at full speed at all times, the end result will be a circle.

In reality, suppose the corrupter indeed follows (so that the term kiting makes sense), you can kite with any radius larger than your calculation shows, including a straight line. You just need not to move at all times, effectively reducing your speed. Now this in isolation is probably harder to execute, as you not only have to place your move command at the right place but also at the right time. But in game it is probably seen more often, as there is no strategic need to move in a circle anyway (so that you just try as you can to keep the distance between your phoenix and the corrupter the same as the phoenix range.)
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
August 02 2014 21:22 GMT
#75
If you wanted to perform this but head in a specific direction across the map, could you perform this in an "S" shape? Or would further modification need to be made to the path?
:)
timchen1017
Profile Joined May 2014
37 Posts
August 02 2014 21:42 GMT
#76
On August 03 2014 06:22 Reborn8u wrote:
If you wanted to perform this but head in a specific direction across the map, could you perform this in an "S" shape? Or would further modification need to be made to the path?


You can just move in a straight line. But you have stutter step to keep the corrupters in range (and not too much to be too close to them).
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 02 2014 21:59 GMT
#77
On August 03 2014 06:22 Reborn8u wrote:
If you wanted to perform this but head in a specific direction across the map, could you perform this in an "S" shape? Or would further modification need to be made to the path?

At any point of the circle, you can decide not to continue the current circle, but to start another one, which is the mirror image of the original one with the line defined by the Corruptor and the Phoenix as mirror axis. That means, if you travel clockwise, you can turn by 2*alpha counterclockwise and start a circle counterclockwise (or vice versa). That is because only the size of the angle you have to hold matters, whether it's cw of ccw does not.
The resulting curve will not be C1 continuous, i. e. it won't be smooth, but will rather have a "break point".
It will not be an "S", but some weird looking curve, that's for sure.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
August 03 2014 02:48 GMT
#78
Well done.

I think that it is possible to solve this with a bit less math, but that is all fine. As you pointed out in your post just above, you missed an important part though. Cos(x)=y has the solution, x=+-acos(y). The plus minus is what you say above, the the phoenix at any point can change direction. And a bit of zig-zagging is probably often a better solution in a real game.

Further, you could do a similar calculation for a corruptor moving away from you, and how you would have to move towards it at an angle to keep within range without getting to close. So it would still be a circle. And maybe also solve for a corruptor moving in a straight line, independently of the phoenix. How to kill retreating corruptor without getting in range.

For groups of phoenix/corruptor, you could approximate the groups of units with circles (yay physics!) And see how quickly you deal damage/take damage at different distances. A safe distance would be when no part of the circles are within 6 units distance, but you can deal damage faster (still at a good exchange rate) if you allow the circles to partially go within range. How much phoenix damage are you willing to take to damage the corruptor faster?

You solve for steady state, always same distance, but in practice it is equally important to know how to get there, and how to adjust, when you are getting too close/far away. The answer her would be to adjust the escape angle more directly away to slowly increase distance, and angle more towards the corruptor to close distance slowly. This would be a lot easier than what many people are doing now, which is running directly towers or away from the corruptor, giving you a very small time window when you are at exactly the right distance. By adjusting the angle you can increase or decrease distance slower, and it'll be easier to find the right distance.
DnCL
Profile Joined May 2013
86 Posts
August 07 2014 06:19 GMT
#79
1: Could you summarize what's the discovery here. What is the main advantage of kiting in a circle instead of kiting backwards ?

2: I try to reformulate your post in my words, how close is it ? '' I've formulated an hypothesis, then verified in game, that there is a way for Phoenixes to never stop attacking OR shooting a target that follow them, and it is to travel on this circle.'' (shown above)

3: I find very interesting the answer
Then you have to adjust accordingly to another circle.
It shouldn't cause you to lose Phoenixes because the Corruptor can only attack your Phoenixes if your opponent recognizes the pattern in your movement and intecepts the Phoenixes at another point of the circle. Worst thing to happen is that you can't kill the Corruptor.


I feel it is sometimes what the best players do already.

A: The zerg tries to do swift movement toward the Phoenixes or away from them in a attempt to ''break the circle''

B: If feel that's the important point: The protoss should not adjust with a movement on the same direction, but simply try to modify it's circle.

4: I'll try to notice that in replays and post them to see what we can see at high level of play.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 07 2014 11:05 GMT
#80
1: The "discovery" is essentially what you write in 2: If you move in a circle, the Phoenix never stops attacking the unit that follows it, nor will it ever be attacked.
3: It was a poor choice of words on my part. Again, you have it right: the Corruptor will stop following the Phoenix at some point, trying to move away. Then, theoretically, you should immediately start simply following the Corruptor (you will still be able to attack it and it won't attack you). If the Corruptor ever turns back to attack the Phoenix again, you will have to start moving in a circle again. This will be another circle, obviously, since the positions of the units have changed.
4: I don't think you will really see this in actual games, because I think it requires far too much (constant) attention and you are pretty well off with just good, not perfect, micro, due to shield regeneration (I may be wrong, though).
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
August 12 2014 02:48 GMT
#81
more!
I might be the minority on TL, but TL is the minority everywhere else.
johngoodman
Profile Joined August 2014
United States1 Post
August 12 2014 20:49 GMT
#82
Hi, I'm not a math major (physics instead) but shouldn't it be easier to calculate this--assuming two concentric circular paths and constant distance between phoenix and <unit>: therefore, as you might have mentioned, identical frequencies of the circular movements with only a phase difference--by calculating the move-speed ratio and figuring out the circumferences, then using the relative circumferences to figure out the phase required to preserve the constant distance?

Also, on a much simpler note, couldn't you convert the circular paths into sine-wave paths fairly easily (frequency is frequency, after all), allowing for true kiting, moving the phoenixes backward to safety? One couldn't keep a constant angle but the frequency and distance should be easy to intuitionize.
theniceninja
Profile Blog Joined January 2012
United States30 Posts
August 15 2014 14:26 GMT
#83
This is really great stuff! It's cool seeing how calculations like this work out in a virtual world with set boundaries. If only math teachers were cool enough to use stuff like this to engage kids and get them to appreciate math more. I guess it doesn't help the argument of; "I'll never need to use math like that in the real world". However, it does provide an amazing visual and proof of concept, which is extremely important for most good jobs in the "real world".
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2014-09-19 16:20:45
September 19 2014 16:14 GMT
#84
*deleted*
Strategy"You know I fucking hate the way you play, right?" ~SC2John
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 19 2014 16:23 GMT
#85
you can use this to make it easier!




Commentatorhttps://www.youtube.com/JaKaTaKtv
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
April 02 2015 19:25 GMT
#86
On September 20 2014 01:23 JaKaTaKSc2 wrote:
you can use this to make it easier!


http://youtu.be/Q5Un-dV_iX8?list=PLiejbQlQAdGnLJ9sgT5pbBUUNciLeLI19



Is it possible that this currently does not work in LotV? Although I don't have the beta, I messed around with that LotV unit tester thingy, and holding down the alternate key for Smart Command didn't do anything. When I pressed the Smart Command key just once, it worked fine, just as if I had right clicked on the ground. It seems like it can't interpret the key held down as repeatedly pressed. Rapid fire and other stuff worked fine, though.
Maybe I just did something wrong, but it can be a potential bug. Can someone with the beta test it?
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2015-04-02 21:07:42
April 02 2015 21:07 GMT
#87
--- Nuked ---
DSK
Profile Blog Joined February 2015
England1110 Posts
April 02 2015 22:07 GMT
#88
I came for a rough around the edges video guide, ended up being utterly confused with mathematical equations. Well done, keep up the good work, Sholip
**@ YT: SC2POVs at https://www.youtube.com/c/SC2POVsTV | https://liquipedia.net/starcraft2/SC2POVs @**
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