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Mining and positional differences

Forum Index > SC2 General
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crate
Profile Blog Joined May 2009
United States2474 Posts
Last Edited: 2010-04-26 19:12:50
April 21 2010 03:04 GMT
#1
I was interested in seeing if there were significant positional differences in mining, so I chose to examine Lost Temple. I will be doing more tests later when I have time, but so far I have enough to write a post and provide some information.

This test was done with Terran.

Note that all times are measured using the replay timer, so they are in-game Fast times.

Test 1: 3 SCV per mineral patch:
+ Show Spoiler [Test 1] +
I examined seven of the eight mains/naturals, as well as the two gold mineral patches. I built 3 SCVs per mineral patch, then told them to start mining. I recorded how long it took for the first patch at each expansion to mine out, and how long for the last patch to mine out.

The results are very consistent for the first patch to mine out: 863 (plus/minus probably 2 from judgement calls) seconds across the board for 24 SCVs per 8 blue mineral patches before the first patch mines out.

To finish mining out, the results are less consistent. Top and right mains took 73 seconds longer to mine out the last patch than to mine out the first patch. Bottom main took only 18 seconds longer to mine out the last patch once the first one was gone. Left is somewhere between 82 seconds and 105 seconds (the computer started there, so the base had 1165 minerals per patch when I started. I'm not sure how starting at 1165 instead of 1500 affects this). The naturals were in the same range (I've linked to the replay at the end if you're really curious).

The most interesting finding is one that's actually already been hinted at by Aether: the patches that mine out first are the patches farthest away from the CC. In fact, the very close patches at top and right were the last patches remaining and are the reason those bases take longer to fully mine out.

In the pictures below the first spots to mine out are in green, the last in red:

[image loading]

[image loading]

[image loading]

[image loading]

Conclusions thus far:

3 SCVs per patch gives very consistent mining per base until the first minerals run out (I should look again at the replay sometime to see how many minerals are remaining at each base when the first patch mines out, but I've already spent a while on this and I'm tired of looking at it right now). So Blizz did a good job with making mining in all directions go at the same rate, at least for this saturation.

With 3 SCVs per patch, the farther patches mine out first, and the closer patches mine out last -> worker pathing keeps workers mining from more distant patches more often, and the longer travel time does not matter with this saturation (already seen in Aether's thread).

Replay: http://www.sc2rc.com/index.php/replay/show/2065


Test 2: 2 SCV per mineral patch:
+ Show Spoiler [Test 2] +
This test turned out to have more interesting results. I did the same things as in test 1 above, except I used 2 SCVs per mineral patch.

The key data I recorded are when the first patch at each main mined out, as well as the number of minerals remaining at that time. There is possibly something to be learned from studying the mining as the rest of the patches mine out, but I'm concerned with mining a full set of 8 patches here.

I noticed partway through my test that at the right and left mains, the SCVs did not split themselves up perfectly: in each case 1 patch ended up with 1 SCV, and 1 patch with 3 SCVs. I corrected this once I noticed it; it went on longer at the right than at the left. At the top and bottom as well as at all but the right natural the SCVs split to 2 per patch just fine.

The time until mining out the first patch varied by about 30 seconds among the postions that split properly. This is pretty small, and I didn't record enough about when the other patches mined out at each base to make any conclusions from this. The times were around 980 seconds, so having 3 SCVs per patch instead of 2 is a boost of probably about 10% in your mineral income. With 2 SCVs, the closest patches mine out first, so unless I go back and find the minerals per second from 3 SCVs I can't state anything conclusive yet.

The most important data I took was the minerals per second per expo, which I took as the total number of minerals mined until the first patch mined out, divided by the number of seconds until the first patch mined out.

The raw numbers are in the spoiler:
+ Show Spoiler +
Min/sec | Position
10.88 | Top main
10.64 | Top nat
10.87 | Left main
10.81 | Left nat
10.77 | Right main
10.75 | Right nat
10.85 | Bottom main
10.58 | Bottom nat
12.15 | Top gold
12.11 | Bottom gold

The right main, right nat, and left main are probably slightly lower than they should be because of the SCV split problems discussed, but it does not seem likely this is major.

The difference between positions is up to 18 minerals per game-minute (ignoring the gold expos). Small but not perfect.

The gold expansions are about 12% better than the regular expansions. This seems to be because of their mineral placement--gold expansions bring in 42 minerals per full 6 patch trip, while regular bases bring in 40, and that's only a 5% difference. So the fact that the gold expansions have more close patches matters. SCVs not optimally separating seems to have little to no effect on mining efficiency until you mine out at least one mineral patch.

Conclusions: Close patches mine faster with 2 SCVs per patch. Mining direction doesn't immediately appear to correlate with mining speed. Lost Temple has some positional imbalances with respect to mining--hope you get the left side--but it's overall pretty well balanced in that regard.

Replay: http://www.sc2rc.com/index.php/replay/show/2128


Test 3: 2 probes per mineral patch:
+ Show Spoiler [Test 3] +
My hypothesis coming in is that probes mine at the same speed as SCVs in SC2. They have the same acceleration and speed and as far as I can tell a Nexus is the same size as an SCV. But good science doesn't take this for granted, so we must test. Same deal as test 2 except I'm Protoss and use probes.

This time the right main and the bottom gold expo had suboptimal probe spreads (3 on one patch, 1 on one, 2 on the rest). The fact that this happened again at the right main--and I know the "slow" patch was the same in both cases--is interesting in and of itself, suggesting that for whatever reason the worker AI does not like mining that one patch. I might get to uploading a pic showing which mineral patch to watch later today; it's the third from the bottom of the formation IIRC.

Data in the spoiler:
+ Show Spoiler +
Min/sec |    Position | Difference from SCVs
10.87 | Top main | -0.006
10.56 | Top nat | -0.044
10.99 | Left main | 0.121*
10.86 | Left nat | 0.046
10.69 | Right main | -0.086*
10.87 | Right nat | 0.122*
10.84 | Bottom main | -0.011
10.63 | Bottom nat | 0.043
12.12 | Top gold | -0.030
11.62 | Bottom gold | -0.486*

The starred entries had suboptimal worker spreads for SCVs or probes or both, so the starred numbers are meaningless.

From comparing the data we see that probes mine at a different speed than SCVs at each base. Over the time period I'm considering here (~1000 seconds) I think these differences are meaningful, but I'd have to re-run the test to see what my uncertainty in each run is. My assumption is that it's very small, but the difference between probes and SCVs is also very small so I can't make any real conclusions about the relative mining rates.

As far as gameplay and mapmaking goes, these differences are very small: the largest is 0.046 minerals per second difference, which over the ~1000 seconds I'm measuring adds up to 46 minerals. That's less than a marine or a worker.

From the starred entries in the comparison data we see that worker spread almost certainly does have an effect, and it adds up to about 100 lost minerals or so over ~900 seconds if you have 3 workers on one patch and 1 worker on one patch. You also go from 8->7 patches sooner and take much longer to mine out the final patch. However in the long run this too is a small effect.

Conclusion: Probes and SCVs mine at nearly the same rate. To say any more would require data to see how consistent SCV mining rate is across multiple trials. In practical terms probes and SCVs mine at essentially the same rate.

Replay: http://www.sc2rc.com/index.php/replay/show/2427


Conclusions:

-Probes and SCVs mine at essentially the same rate for gameplay and mapmaking purposes.

-Some mineral formations can have the AI split 3 workers to one patch, 1 worker to one patch, and 2 workers to all others. This has an almost unnoticeable effect until the first patch at that base mines out.

-Using 3 workers per patch mines out patches one space farther away than the minimum faster than patches as close as possible.

-Using 3 workers per patch increases your total mineral income per base by about 10-15% (more accurate numbers may come if I return to my 3 SCV per patch data).

-Lost Temple's mineral formations are pretty close to positionally balanced (~300 minerals over 1000 seconds difference at most) but not perfect. The difference between positions is larger than the difference between races.

-Bases will mine out their first mineral patch after approximately 1000 game-seconds (16 minutes and 40 seconds) assuming 2 workers per mineral patch. With 3 per patch this drops to ~890 seconds (14 minutes and 50 seconds).

Things to do:

Test drones? Test 1 worker per patch?
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
nTooMuch
Profile Blog Joined March 2010
United States127 Posts
April 21 2010 03:30 GMT
#2
Didn't someone pretty much post the same exact thing except with mules.....?
crate
Profile Blog Joined May 2009
United States2474 Posts
April 21 2010 03:32 GMT
#3
I don't recall anyone testing how fast each spot mined, but if someone did then I'd like to see the post.

I know someone posted about which patches allow MULEs to complete all their trips, which patches have MULEs die with minerals, and which patches have MULEs complete 1 less trip but die without minerals.

This is not about MULEs.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
nTooMuch
Profile Blog Joined March 2010
United States127 Posts
April 21 2010 03:37 GMT
#4
I'm curious...how will knowing this information help you in the game? It seems to me like it's trivial information. Please enlighten me.
crate
Profile Blog Joined May 2009
United States2474 Posts
April 21 2010 03:40 GMT
#5
On April 21 2010 12:37 nTooMuch wrote:
I'm curious...how will knowing this information help you in the game? It seems to me like it's trivial information. Please enlighten me.

It most likely won't make much difference. You certainly can't do anything about it if it turns out that one spot mines slowly and you start there.

The results have serious implications for mapmaking though. In BW, there are serious positional imbalances with gas mining. If those are not in SC2, then mapmakers can put the gas wherever they wish--considering things like how protected it is, instead of "does it mine fast". This was not possible in BW. Conversely, if these tests find positional imbalances, then mapmakers should work to mitigate them.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
crate
Profile Blog Joined May 2009
United States2474 Posts
April 21 2010 20:52 GMT
#6
Updated with 2 SCV per patch data. Rearranged the OP so you don't have to scroll past the old stuff to see updates.

Hopefully tomorrow I'll get a chance to test probes and see how they compare to SCVs.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 21 2010 20:55 GMT
#7
nah, 3 miners per patch is a waste or early minerals and supply
2 per patch is fine
Et Ducit Mundum Per Luce
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-21 21:01:05
April 21 2010 20:59 GMT
#8
interesting information to know. Always looking for new ways to optimize
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
littlehearts
Profile Joined April 2010
Australia62 Posts
April 25 2010 06:40 GMT
#9
Great post, thanks for the info!
"When life gives you lemons..."
crate
Profile Blog Joined May 2009
United States2474 Posts
April 26 2010 18:50 GMT
#10
Updated. As most people probably expected, probes mine at essentially the same rate as SCVs. However no one to my knowledge had tested this before. Now you can say for sure that this is so.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
Last Edited: 2010-04-26 18:59:09
April 26 2010 18:58 GMT
#11
Isn't it more important to know which patches mine the quickest so we can send our first SCVs there? I mean who cares which patches mine out the fastest at saturation? Although it is interesting that this reinforces the "Command Center one patch away from gold expansions" theory.
Moderator
d3_crescentia
Profile Blog Joined May 2009
United States4054 Posts
April 26 2010 18:59 GMT
#12
Taking a break from your Honors thesis/talk? Or is that already over?

It'd be interesting to see if drones act identically to probes/SCVs, though I think given your results it might be interesting to see which patches mine out fastest if they were all equidistant from the town hall.
once, not long ago, there was a moon here
crate
Profile Blog Joined May 2009
United States2474 Posts
Last Edited: 2010-04-26 19:05:31
April 26 2010 19:03 GMT
#13
On April 27 2010 03:58 Chill wrote:
Isn't it more important to know which patches mine the quickest so we can send our first SCVs there? I mean who cares which patches mine out the fastest at saturation?

With 2 SCVs per patch the closest ones (it's as far as I can tell pretty much exact in this case, but I've spent several hours on this already and I don't feel like watching workers mine minerals even more right now) that mine out first.

It turns out these are also the patches that mine out the slowest with 3 SCVs per patch, so I have the picture in my first post. The red ones mine out slowest with 3 SCVs and fastest with 2. The green ones are the opposite.

You are free to go ahead and look through the replays and get more out of them than I said if you want. I'm sure there's information in them I didn't take out in my study and playing the game is half of the time commitment anyway.

I was mainly looking to see if there was a difference between different races' workers like there was in BW and to qualitatively compare 3 workers per patch to 2 workers per patch, as well as to find any serious differences between Lost Temple's positions as a baseline. It turns out my results are boring, but that's a good thing for the game and mapmakers.

@d3: Thesis was due two weeks ago Thursday, and I'm taking a break from preparing for my talk on Wednesday. And yeah, had I started this on patch 9 with the editor available I'd most likely have done this differently.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
dronebabo
Profile Blog Joined December 2003
10866 Posts
April 26 2010 19:15 GMT
#14
--- Nuked ---
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 26 2010 20:40 GMT
#15
There have been quite a few posts about this topic already. Personally I've found the following to work best.

Zerg - 17 Drones Minerals, 6-8 on Gas* per base.
Protoss - 24 Probes on Minerals, 6-8 on Gas* per base.
Terran - 22 SCVs on Minerals, 6-8 on Gas* per base.

As the math in the threads discussing this will show, mathematically it is 19, 22, 22 for Zerg Protoss and Terran respectively, so the numbers I've been using for some time now are very close. Normally what I do is when I expand take as many extra works as I have until I'm down to 15 on minerals, and then re-saturate both bases. I find this works better instead of simply building fresh workers for your expo, it gets the benefit from having two bases going the fastest I find. I like having two more Probes so I can fill the gaps between my minerals if I get someone trying to harass my worker line with melee units.


*The geysers that are slightly further away require 4 workers, while the ones that are as close as possible to your main building require only 3.
i-bonjwa
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