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Simple Combat – Lanchester's Linear Law

Forum Index > SC2 General
Post a Reply
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 18 2014 18:01 GMT
#1
Hi everyone! This topic is about a very simple combat model, which is called Lanchester's Linear Law. I've actually been quite curious about the existence of a formula that could describe the result of an engagement in Starcraft II, so I decided to examine its possible applications to the game. Detailed description below:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]


TL;DR: If two homogeneous armies engage so that only a certain amount of units can attack at a time on both sides, e. g. in a choke point, then the outcome of the battle is decided by the armies' size multiplied by their relative unit strength multiplied by the number of units that can attack at a time. Whichever army has this value higher, wins the fight. Hence it is called the army's strength.
This theory works fairly well in real conditions as well.
More about Lanchester's Laws on Wikipedia.

Available in pdf format here.

As always, feedback is appreciated!
P.S. A post on Lanchester's Square Law coming soon.

Previous projects:
+ Show Spoiler +
Imbalanced Hatcheries
The Effects of Worker Pairing
Perfect Micro with Phonixes
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"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Socup
Profile Joined June 2014
190 Posts
August 18 2014 18:48 GMT
#2
In other words, have a larger force engage a smaller force, engage a force that has to go through a choke while you are spread out so more of your force can attack at once.

There's no reason blizzard can't release new units or fixes to a game without creating another costly "expansion" you've already paid 100$ for, unless they want to treadmill the gambler with future promises of "it gets better"
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
August 18 2014 18:50 GMT
#3
Aka force fields good unit.
People are imbeciles, lucky thing god made cats.
GDI
Profile Joined July 2011
United States69 Posts
August 18 2014 19:03 GMT
#4
Could you imagine someone pausing the game before every fight to do this formula?
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
August 18 2014 19:06 GMT
#5
You should do marines vs zerglings and how ranged units scale better than melee ones.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
loft
Profile Joined July 2009
United States344 Posts
August 18 2014 19:19 GMT
#6
On August 19 2014 04:06 Grumbels wrote:
You should do marines vs zerglings and how ranged units scale better than melee ones.


DPS Density... cause marines can clump up so well in tight spaces compared to other units (Tanks, roaches, stalkers)

Or ... area DPS... not sure what to call it.
linuxguru1
Profile Joined February 2012
110 Posts
August 18 2014 19:26 GMT
#7
On August 19 2014 04:03 GDI wrote:
Could you imagine someone pausing the game before every fight to do this formula?

Sorry to step on any dreams but, there are only 3 pauses allowed per player per game.
Nerski
Profile Blog Joined November 2010
United States1095 Posts
August 18 2014 23:19 GMT
#8
Stuff like this is interesting to read, just from a if your a thought kind of person.

Though what's really impressive to me and what makes top players top players, is they've played enough and had enough experince that regardless of these formula they instinctively know the probable outcome without the math. Even knowing that outcome they can find ways to overcome small deficits in that math through micro to turn what should be an engagement where say 2 zealots survive, into an engagement where 2 zerglings survive instead.

It's stuff like this that at times can make any game an amazing spectator sport. Also why I frown face units that take the player out of the driver seat and give way to pure math vs math battles.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
Master of DalK
Profile Blog Joined June 2012
Canada1803 Posts
August 18 2014 23:21 GMT
#9
I'm loving all the math that you've been putting together. I'm making sure to try and keep a note of these for when I cast :3
@MasterDalK | Maelstrom Entertainment | Streaming Every Esport Under the Sun
vult
Profile Blog Joined February 2012
United States9400 Posts
August 18 2014 23:24 GMT
#10
Wow cool research! Thanks for all the hard work you do!
I used to play random, but for you I play very specifically.
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