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Active: 41035 users

SCFusion - WoL, HotS & LotV Build Order Optimizer

Forum Index > SC2 General
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CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2016-02-01 23:22:09
November 12 2010 00:54 GMT
#1
LATEST 2 February 2016: SCFusion v1.27 has been released (includes LotV support): https://sourceforge.net/projects/scfusion/files/?source=navbar


What is it? SCFusion is a build order optimizer (I believe the original was EvolutionChamber written by Lomilar http://www.teamliquid.net/forum/viewmessage.php?topic_id=160231). It is written in C++ with strict memory control and other optimisations that allow it to simulate build orders at a rate of up to 1 million games / sec. Its purpose is to provide a build order that allows you to achieve the requirements as fast as possible.

GitHub site (source code available here): https://github.com/Carbon-12/SCFusion

Note, it requires VC++ 2013 Redistributables x86 from Microsoft to run: https://www.microsoft.com/en-au/download/details.aspx?id=40784 (note that you must get x86 redistributables even with a 64 bit OS)


As an example for how you can use it, if you wanted to find the fastest way to achieve a 4 hellbat rush with 2 medivacs, you would select a Terran build order, enter in '4' next to 'Hellbat', and '2' next to 'Medivac'. It would then give you something like the following build order which will get you the results at around 6 minutes and 10 seconds:

+ Show Spoiler +
0:02.00: 50M 0G 6/ 11S - Build SCV
0:19.00: 73M 0G 7/ 11S - Build SCV
0:36.00: 106M 0G 8/ 11S - Build SCV
0:53.00: 150M 0G 9/ 11S - Build SCV
0:53.03: 100M 0G 10/ 11S - Build Supply Depot
1:10.00: 91M 0G 10/ 11S - Build SCV
1:27.48: 150M 0G 11/ 19S - Build Barracks
1:38.78: 75M 0G 11/ 19S - Build Refinery
2:08.78: 189M 0G 11/ 19S - Move Three SCVs To Gas
2:08.78: 189M 0G 11/ 19S - Build Refinery
2:32.48: 213M 37G 11/ 19S - Build Orbital Command
2:38.78: 91M 49G 11/ 19S - Move Three SCVs To Gas
2:55.23: 150M 104G 11/ 19S - Build Factory
3:07.48: 33M 51G 11/ 19S - Calldown: MULE
3:55.23: 305M 232G 11/ 19S - Build Starport
3:55.23: 155M 132G 11/ 19S - Build Factory With Reactor
4:04.06: 150M 116G 11/ 19S - Build Armory
4:04.06: 0M 16G 11/ 19S - Lift Naked Barracks
4:09.06: 23M 35G 11/ 19S - Land Naked Barracks
4:14.06: 49M 54G 11/ 19S - Lift Naked Barracks
4:36.37: 166M 139G 11/ 19S - Calldown: MULE
4:45.23: 224M 172G 11/ 19S - Build Medivac From Naked Starport
5:09.06: 335M 163G 13/ 19S - Build Hellbat From Factory With Reactor
5:09.06: 235M 163G 15/ 19S - Build Hellbat From Factory With Reactor
5:09.06: 135M 163G 17/ 19S - Build Supply Depot
5:27.23: 191M 232G 17/ 19S - Build Medivac From Naked Starport
5:39.06: 197M 177G 19/ 27S - Build Hellbat From Factory With Reactor
5:39.37: 100M 178G 21/ 27S - Build Hellbat From Factory With Reactor

Waypoint 1 satisfied:
6:09.37: 286M 292G 23/ 27S
Income: 579M 228G
Buildings: 2 Supply Depot 2 Refinery 1 Flying Barracks 1 Orbital Command 1 Factory With Reactor 1 Armory 1 Starport
Units: 11 SCV 1 MULE 4 Hellbat 2 Medivac
Research:


You might then decide that this doesn't leave you with a very good economy, and it can easily be scouted. So you might then want to make sure that by 3 minutes you have a barracks and a second supply depot under construction so you can block your ramp. To do this, add a waypoint (bottom left button) and expand barracks and supply depot and set their 'under construction' to 1. You can also change the SCVs in the target to 20 to ensure you have a good economy. This would give a build order such as the following:

+ Show Spoiler +
0:02.00: 50M 0G 6/ 11S - Build SCV
0:19.00: 73M 0G 7/ 11S - Build SCV
0:36.00: 106M 0G 8/ 11S - Build SCV
0:53.00: 150M 0G 9/ 11S - Build SCV
0:53.03: 100M 0G 10/ 11S - Build Supply Depot
1:10.00: 91M 0G 10/ 11S - Build SCV
1:27.00: 147M 0G 11/ 19S - Build SCV
1:27.00: 97M 0G 12/ 19S - Build Refinery
1:44.00: 139M 0G 12/ 19S - Build SCV
1:51.96: 150M 0G 13/ 19S - Build Barracks
1:57.00: 32M 0G 13/ 19S - Move Three SCVs To Gas
2:01.00: 53M 1G 13/ 19S - Build SCV
2:18.00: 110M 32G 14/ 19S - Build SCV
2:35.00: 179M 65G 15/ 19S - Build SCV
2:52.00: 261M 97G 16/ 19S - Build SCV
2:56.96: 252M 106G 17/ 19S - Build Factory
2:56.96: 102M 6G 17/ 19S - Build Supply Depot

Waypoint 1 satisfied:
2:56.96: 2M 6G 17/ 19S
Income: 336M 114G
Buildings: 1 Command Center 1 Supply Depot 1 Refinery
Units: 16 SCV
Research:

3:10.89: 100M 33G 17/ 19S - Build Supply Depot
3:20.93: 75M 52G 17/ 19S - Build Refinery
3:28.19: 50M 66G 17/ 27S - Build SCV
3:45.19: 131M 98G 18/ 35S - Build SCV
3:50.93: 132M 109G 19/ 35S - Move Three SCVs To Gas
3:56.96: 178M 124G 19/ 35S - Build Starport
4:02.19: 61M 44G 19/ 35S - Build SCV
4:19.19: 156M 109G 20/ 35S - Build Orbital Command
4:24.09: 50M 127G 20/ 35S - Build Factory With Reactor
4:40.30: 150M 139G 20/ 35S - Build Armory
4:46.96: 54M 64G 20/ 35S - Build Starport With Reactor
5:14.09: 251M 117G 20/ 35S - Build Hellion From Factory With Reactor
5:14.09: 151M 117G 22/ 35S - Build Hellion From Factory With Reactor
5:14.09: 51M 117G 24/ 35S - Calldown: MULE
5:36.96: 316M 204G 24/ 35S - Build Medivac From Starport With Reactor
5:36.96: 216M 104G 26/ 35S - Build Medivac From Starport With Reactor
5:45.30: 219M 36G 28/ 35S - Build Hellbat From Factory With Reactor
5:45.30: 119M 36G 30/ 35S - Build Hellbat From Factory With Reactor
5:45.30: 19M 36G 32/ 35S - Convert Hellion to Hellbat
5:45.30: 19M 36G 32/ 35S - Convert Hellion to Hellbat

Waypoint 2 satisfied:
6:18.96: 450M 164G 32/ 35S
Income: 774M 228G
Buildings: 3 Supply Depot 2 Refinery 1 Barracks 1 Orbital Command 1 Factory With Reactor 1 Armory 1 Starport With Reactor
Units: 20 SCV 1 MULE 4 Hellbat 2 Medivac
Research:


At ~6:20 it's a bit later than the previous 4 hellbat & 1 medivac rush, but it's still pretty quick, it denies scouting, and it gives you a good economy. If there are other things you want to include (eg, a marine to kill scouting workers or zerglings) then you can add waypoints to do that too.

It's still a work in progress, so if you have any comments or feature requests, please reply here or create an issue on the GoogleCode site.

Thanks,

Carbon.


Change Log:
+ Show Spoiler +
28 Oct 2015 SCFusion v1.23:+ Show Spoiler +
Enhancements:
Application will remember the last used game/version
LotV updated to 23 October balance update
LotV time conversion factor modified to 1.38 to make the build times more realistic and achievable

Bug Fixes:
Waypoint times have been updated to be multiplied by time conversion factor
Intro information has been restored, and updated with more recent links


26 July 2013: SCFusion v1.15 + Show Spoiler +
Enhancements:
Updated HotS version to 2.0.9 BU.

Bug Fixes:
Viper now requires Hive instead of Spire.


27 June 2013: SCFusion v1.14 + Show Spoiler +
Enhancements:
Larvae count output in summary
Larva is now available as a target

Bug Fixes:
Fixed Blink research time
Removed Hallucination research
Nukes are now correctly completely after 60 seconds (not as a duration)
Fixed Ghost build time


31 May 2013: SCFusion v1.13 + Show Spoiler +
Bug Fixes:
Gas Micro no longer causes crashes for Zerg
Nitro Packs removed
Drilling Claws added
Battlecruiser Fusion Core requirement added
Morphing buildings are included in target values
Fixed crash when loading long build orders


12 Apr 2013: SCFusion v1.12 + Show Spoiler +
Enhancements:
Saving/loading: build orders (along with their settings & requirements) can now be saved & loaded as XML files.

Bug Fixes:
Gas Micro option "Three when geyser ready" now works.
Creep Tumors no longer cause an infinite loop.
Starport Tech Lab research for WoL fixed.
Reapers now require 1 supply, rather than 2.
Waypoints that are already complete no longer require an intermediate command or event to be marked complete.


14 Mar 2013: SCFusion v1.11: + Show Spoiler +
Bug Fixes:
Fixed mothership core requirements
Updated installer to not verify installation folder


1 Mar 2013: SCFusion v1.10: + Show Spoiler +
Enhancements:
MSI installer
Automatic updates


27 Feb 2013: SCFusion v1.09: + Show Spoiler +
Enhancements:
Max APM restriction
Automatically set process priority to 'Below Normal'.


27 Feb 2013: SCFusion v1.08: + Show Spoiler +
Enhancements:
Wait commands are supported again.

Bug fixes:
Indefinite goals are now prioritised over economy/resources.


25 Feb 2013: SCFusion v1.07: + Show Spoiler +
Enhancements:
Updated for HotS patch 15
Added extra value for minerals (prioritises income & available minerals)

Bug fixes:
Fixed handling of maximums that might discourage the algorithm from completing a waypoint
Fixed initial build order error message
Fixed duplicate command for waypoints relying on targets under construction


22 Feb 2013: SCFusion v1.06: + Show Spoiler +
Enhancements:
Adds 'Nuke' as a target
Adds 'MULEs Available' as a target
Adds 'Scanner Sweeps Available' as a target

Bug Fixes:
Fixes minimal output combining commands that have probes built inbetween.
Fixes use of Chronoboost from a single nexus.
Improves use of Queens & injecting larvae.
Removed Lair requirement for Overlord speed in HotS.


21 Feb 2013: SCFusion v1.05 + Show Spoiler +
Adds Constant SCV Production and Constant Probe Production.


20 Feb 2013: SCFusion v1.04 + Show Spoiler +
Fixes issue with buildings starting out unable to build anything.


20 Feb 2013: SCFusion v1.03 + Show Spoiler +
Hopefully fixes energy usage issue for regions that use commas instead of periods for decimal marks.
Adds bases as a target, with the ability to have macro hatcheries & command centers (ie, not built at a new base).


19 Feb 2013: SCFusion v1.02 + Show Spoiler +
Added 'Under Construction' options to limit when things are even started to be built.
Improved XML error handling


18 Feb 2013: SCFusion v1.01 + Show Spoiler +
Fixes various bugs (supply restriction, scouting worker, output grid) and improves memory usage.


14 Feb 2013: SCFusion v1.00 + Show Spoiler +
Now supports Heart of the Swarm

Also fixed up the multiple outputs, and a couple of other minor bug fixes.

ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-11-12 00:56:57
November 12 2010 00:56 GMT
#2
What an awesome app cant wait for the release of Z and T versions
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
November 12 2010 01:02 GMT
#3
Good idea to start a separate thread, it was going to get confusing with people posting stuff about both yours and Lomilar's app on the same thread.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
DaBears57
Profile Joined December 2009
United States300 Posts
November 12 2010 01:09 GMT
#4
Sounds good, downloading now.

On November 12 2010 09:56 ChickenLips wrote:
What an awesome app cant wait for the release of Z and T versions


I think I speak for all protoss players when I say I hope no one makes a Terran version .
Karliath
Profile Blog Joined April 2010
United States2214 Posts
November 12 2010 01:19 GMT
#5
On November 12 2010 09:56 ChickenLips wrote:
What an awesome app cant wait for the release of Z and T versions


Lomilar already has a Z version. I guess both of them can now work on a T version? lol
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
Last Edited: 2010-11-12 01:23:40
November 12 2010 01:19 GMT
#6
On November 12 2010 10:09 DaBears57 wrote:
I think I speak for all protoss players when I say I hope no one makes a Terran version .


Lol, I hear ya. However, the developer side of my mind will probably take priority, so I expect I'll have a Terran version in the not too distant future.

Incidentally, I've got this grand idea of being able to develop a system that would automatically test build orders against eachother. So for instance, it runs the Protoss version of this app to get the best build order for 5 stalkers and then it builds a custom map with an AI that uses that build order, then runs it against a standard (Very Hard) AI using a standard build order (like a Terran 3rax). Records the results, then repeats the process for 6 stalkers, and so on. Idea being that it would hopefully find certain combinations that due to the timings are particularly strong against common builds.

I expect that something like that is a LONG way down the track though (if it's even possible to implement with any sort of usefulness).
Karliath
Profile Blog Joined April 2010
United States2214 Posts
November 12 2010 01:28 GMT
#7
I'm not savvy with how these things work.

Say I put in "1 Dark Templar" with the default time limit. What happens?
Undead_Knight
Profile Joined October 2009
Mexico4 Posts
November 12 2010 01:41 GMT
#8
I am just applying for a masters in artificial intelligence. This topic interests me a lot

I was wondering how is it that you simulate a build order in a game?
For what I understand, your breeding function is just mutating the best builds. But in order to know who to mutate you need to determine its fitness. This fitness should come from running the build order and looking at the result compared to your stud. Or, how do you calculate the fitness of a build?

A twisted mind is a terrible thing to waste.
HellRoxYa
Profile Joined September 2010
Sweden1614 Posts
Last Edited: 2010-11-12 01:44:05
November 12 2010 01:43 GMT
#9
@Karliath
It calculates (or, well, evolves) the fastest way of obtaining your 1 dark templar, from the start of the game. Basically the optimal buildorder to pump out 1 DT.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
November 12 2010 01:49 GMT
#10
I put in 30 probes just for a preemptive test and it's telling me to get 4 assimilators after 130386225 runs >_>
Dankmids
Profile Blog Joined March 2010
United States316 Posts
November 12 2010 01:54 GMT
#11
Wow this is really cool.

Awesome job!
"Alright, Lets poop out a daily" Day9- Daily #203
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
November 12 2010 02:02 GMT
#12
On November 12 2010 10:49 Kinky wrote:
I put in 30 probes just for a preemptive test and it's telling me to get 4 assimilators after 130386225 runs >_>


i think that a bug he will correct soon, btw can u put a video explaining how to use it well
if play random i can't call any race imba?
rkiga
Profile Joined June 2010
United States44 Posts
November 12 2010 02:04 GMT
#13
GJ OP, really looking forward to future releases. Hopefully checkpoints are coming ASAP so I don't lose to 4 lings :D
GSL bot activated
Chronicle
Profile Joined September 2010
161 Posts
Last Edited: 2010-11-12 02:07:50
November 12 2010 02:07 GMT
#14
This is going to aid me to no end. Cheers. Does it take into account chronoboost at all?

Edit - Yep i seems to. Yay.
Liquid'Tyler is short for Liquid'Tylenol
kochujang
Profile Joined July 2010
Germany1226 Posts
Last Edited: 2010-11-12 02:12:02
November 12 2010 02:10 GMT
#15
Is it possible to include a FE into the optimizer? The effectiveness of dual chronoboost would interest me.
Chronicle
Profile Joined September 2010
161 Posts
November 12 2010 02:18 GMT
#16
Works great. Only issue I have with it is that when it is fullscreened it does not expand to fullscreen, the build order remains the same size. Would be nice to be able to see builds fullscreened.

IE - Numbers = Result of the app,

1 6
2 7
3 8
4 9
5 10

Etc.
Liquid'Tyler is short for Liquid'Tylenol
Toboe
Profile Blog Joined February 2010
United States276 Posts
November 12 2010 02:28 GMT
#17
Thanks for doing the work and releasing this

I'd just like to report in that it works great from my brief testing. It would be cool to eventually see checkpoints and upgrades as well!
Immortals are your friend, you can tell by the way they waddle at you
CarbonTwelve
Profile Joined November 2010
Australia525 Posts
November 12 2010 02:32 GMT
#18
Thanks for the responses - nice to know there's interest in this version. Will try to answer questions as they come up.

On November 12 2010 10:28 Karliath wrote:
Say I put in "1 Dark Templar" with the default time limit. What happens?


The system will set up the requirements for any input received. So if you put in 1 DT, it knows that it has to build a Dark Shrine, which requires a Twilight Council, Cybernetics Core, Gateway, and Pylon. From there it just starts randomly coming up with build orders, and it will start to breed & mutate them to get closer to the result. So if it randomly decides to build a pylon then gateway, it'll likely prefer to develop on that build when it comes to the next generation, so hopefully it then decides to try building a core, and so on.

On November 12 2010 10:41 Undead_Knight wrote:
I was wondering how is it that you simulate a build order in a game?
For what I understand, your breeding function is just mutating the best builds. But in order to know who to mutate you need to determine its fitness. This fitness should come from running the build order and looking at the result compared to your stud. Or, how do you calculate the fitness of a build?


My algorithm is a true GA - it breeds build orders as well as mutating them. A build order is exactly that - just an order of commands to execute. It breeds them by taking half of one build order and adding it to half of another build order. It then runs through every command and it has a 1% chance for each mutation operation (I have 6 - insert, delete, move, immediate swap, random swap, mutate) to apply it to that command. Calculating the fitness is done by running a simulation using that build order. The value it gives is based on how much of the target it fulfills, and how fast it does it (although if it didn't complete the target then it uses the time limit for how long it took). Breeding selection is then done with roulette wheel selection.

On November 12 2010 10:49 Kinky wrote:
I put in 30 probes just for a preemptive test and it's telling me to get 4 assimilators after 130386225 runs >_>


I am a bit surprised to hear that. When I run it myself I get a satisfactory result very quickly (within 2 million games / 5 seconds).

On November 12 2010 11:10 kochujang wrote:
Is it possible to include a FE into the optimizer? The effectiveness of dual chronoboost would interest me.


It knows that it can build a second nexus, but I don't think it will ever choose that just for chrono boost as it'd almost always be better just to build another production facility.

On November 12 2010 11:18 Chronicle wrote:
Works great. Only issue I have with it is that when it is fullscreened it does not expand to fullscreen, the build order remains the same size. Would be nice to be able to see builds fullscreened.


Yeah, I'll have the output expand when you adjust the screen size.
RobotJebus
Profile Joined November 2010
Australia2 Posts
November 12 2010 02:35 GMT
#19
As someone who likes to make utilities to help me with various things, I heartily approve of your work. I'm going to have a play with it
Impeccable
Profile Joined November 2010
51 Posts
November 12 2010 02:38 GMT
#20
Norton claims that "this file risk is medium" and that "there are many indications that this file is untrustworthy and therefore not safe."
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