Scouting vs. Random analysis - Page 2
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Irrelevant
United States2364 Posts
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prototype.
Canada4189 Posts
On April 21 2010 09:32 Chronopolis wrote: The word Analaysis has turned to anal in the sidebar countless times lol. @ the OP, while the mineral loss for early scout is small @ 100 seconds, if it delays a key building it will slow down the entire build by that much. sounds alot better than going for a build you're not even sure is viable against a certain race... | ||
Mutaahh
Netherlands859 Posts
Thanks! | ||
Deleted User 48059
86 Posts
It's good to have an indication of exactly how much econ. is being sacced in return for the early info. Also, gotta love the words 'random anal...' in the sidebar. Kev | ||
ilnp
Iceland1330 Posts
On April 21 2010 08:47 junemermaid wrote: Don't want to be a debbie downer here, but you didn't need integrals and fancy equations to figure this out... Regardless, cool implications and well done. you're an egotistical asshole and besmirch others for their research and willingness to share because not only can your tiny brain not even equal a task of the OP's doing, but it can't even figure out how to use this information or that it's even useful at all. regardless, thought provoking post and i'm glad we can share the same internet space | ||
Louder
United States2276 Posts
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Synwave
United States2803 Posts
Oh spiffy, I am one of those that thought pre-10th scout really hurt me but now I know better. And knowing is half the battle GI Jooooooooooe =D | ||
s031720
Sweden383 Posts
So I think instead of asking how much does it cost to send an early scout, a bette question would be how much would I gain and would it be worth it? Personally I send my scout on 11 on most maps and that is usually a good timing for me to collect the information I need in time to adjust my build. | ||
OPSavioR
Sweden1465 Posts
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Synwave
United States2803 Posts
On May 10 2010 02:42 OPSavioR wrote: this is why random is OP No its because we get a cool panda decal at 50 wins =D | ||
Gont
Germany239 Posts
good to know thx for doing this =) | ||
Evoke
New Zealand50 Posts
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Oracle
Canada411 Posts
On May 10 2010 05:30 Evoke wrote: Last night, I scouted a random opponent, and as soon as my SCV got there, he called me a noob. Later I asked him why it was noob and he said it's a waste of time and resources. /confused Lol did you win? | ||
Hold-Lurker
United States403 Posts
Also, are you using game time or real time? The time to make an SCV should be 17 seconds of game time and roughly 12 seconds of real life time I think. I don't know how that impacts any of the numbers, probably by some constant. | ||
Narwhal
United Kingdom314 Posts
No really good job though. | ||
Megalisk
United States6095 Posts
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igotmyown
United States4291 Posts
On May 10 2010 02:07 ilnp wrote: you're an egotistical asshole and besmirch others for their research and willingness to share because not only can your tiny brain not even equal a task of the OP's doing, but it can't even figure out how to use this information or that it's even useful at all. regardless, thought provoking post and i'm glad we can share the same internet space No, unfortunately I have to agree. It was an overcomplicated way of showing that minerals lost = mining rate x ( 100 - time sent out ). The step of after the integrals A(t) = f(t) - g(t) = K([t/20]+1) - K ( [t/20] ) =K that is, the difference between the rate of mining being down 1 scv is ... the mining rate of one scv The integrals are never used, and furthermore, we could simply have added together an arithmetic series if we ever did want to calculate the total number of minerals mined. What would be more useful is calculating how fast an expansion (gold or not) will pay for itself, which represents your window to be rushed. Or if you called supply instead of a mule to get an expansion faster, how many scvs would you have to maynard to pull ahead of the mule (assuming your main is fully saturated) in income, if it is possible. Or by map how many minerals do you lose maynarding. Or for scouting, how much money do you save by sending a marine/zealot/reaper scout instead of an scv, assuming they will die. Of course you won't scout cheese... | ||
Oracle
Canada411 Posts
On May 10 2010 09:25 igotmyown wrote: No, unfortunately I have to agree. It was an overcomplicated way of showing that minerals lost = mining rate x ( 100 - time sent out ). The step of after the integrals A(t) = f(t) - g(t) = K([t/20]+1) - K ( [t/20] ) =K that is, the difference between the rate of mining being down 1 scv is ... the mining rate of one scv The integrals are never used, and furthermore, we could simply have added together an arithmetic series if we ever did want to calculate the total number of minerals mined. What would be more useful is calculating how fast an expansion (gold or not) will pay for itself, which represents your window to be rushed. Or if you called supply instead of a mule to get an expansion faster, how many scvs would you have to maynard to pull ahead of the mule (assuming your main is fully saturated) in income, if it is possible. Or by map how many minerals do you lose maynarding. Or for scouting, how much money do you save by sending a marine/zealot/reaper scout instead of an scv, assuming they will die. Of course you won't scout cheese... Sorry, I totally messed up the notation. If Function a(t) was the advantageous RATE at which player one has over player two, then simply K is correct. However, i described a(t) as the advantageous AMOUNT of minerals that player one has over player two, thus a correction is in order: a(t) = int(f(t)) - int(g(t)) Sorry, thanks for pointing out that typo! And this is affirmed from the screenshots with the graph, for example: http://i42.tinypic.com/x2l7x2.png You see that f(t) and g(t) are infact int(g(t)) and int(f(t)) So yes, the integrals ARE used. Why would I integrate for no reason? I'll fix those images right now, thanks for that! As for your other comment, please refer to this reply: On April 21 2010 09:15 Koltz wrote: yeah there would be a couple ways. the "easiest" would probably be empirical data, but a 30 minute write-up along with half an hour of testing would take much longer than just a 30 minute write-up another way you can do it is by using differential equations, but thats more advanced than just integration, especially with floor calls I realize i made it seem very complicated, truth is its just one small integration problem, then using relations between the functions to get what you want. im bad at writeups when im in a hurry. Don't really know another way i could've made these conclusions without using these methods. I chose my method because I thought itd be the easiest to express, and this way we get pretty graphs where we can pinpoint things and see relations not to mention, by using functions its easier (at least for me) to see some of the connections either way, thanks ^^ I did go through the other ways of doing this, and I agree series can be used to find this data out, however the closed form formula for that series would involve the integration itself. I like to have closed results, such that I can find whatever I want, whenever I want. This method worked best. I get graphs and functions which I can use to find other things, such as part B of the opening post. | ||
Oracle
Canada411 Posts
On May 10 2010 08:51 Hold-Lurker wrote: Excuse my ignorance, it's been years since I've done any integrals, but why does the integral of Kt/20 + K equal Kt^2/20 + Kt rather than Kt^2/40 + Kt? Also, are you using game time or real time? The time to make an SCV should be 17 seconds of game time and roughly 12 seconds of real life time I think. I don't know how that impacts any of the numbers, probably by some constant. There is a floor function involved; In case you don't know what floor is: http://en.wikipedia.org/wiki/Floor_and_ceiling_functions so floor(1.6) = 1 floor(2.1) = 2 floor(5) = 5 They aren't brackets, that notation indicated the floor function And yeah, I didnt have the beta at the time so I thought SCVs took 20 seconds to make... woops | ||
pyr0ma5ta
United States458 Posts
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