map balance - bot balance in CIG 2016
CIG 2016 reported its results in the same format as AIIDE 2015 (I’m sure they used the same software), so I was able to compute the map balance with a few adjustments to my script. The tournament was run in two halves, qualifiers and finals, each with 100 rounds. With 5 maps, that makes 20 times through the map pool. They could have used twice as many maps without any disadvantage that I see.
The qualifiers, with 16 bots playing 12,000 games total (minus a few lost to errors):
map | TvZ | ZvP | PvT | |||
---|---|---|---|---|---|---|
wins | n | wins | n | wins | n | |
(2)RideofValkyries.scx | 49% | 640 | 61% | 240 | 57% | 480 |
(3)Alchemist.scm | 50% | 640 | 45% | 240 | 60% | 479 |
(3)TauCross.scx | 56% | 640 | 43% | 240 | 53% | 479 |
(4)LunaTheFinal.scx | 53% | 637 | 47% | 240 | 53% | 480 |
(4)Python.scx | 49% | 638 | 45% | 240 | 50% | 478 |
overall | 51% | 3195 | 48% | 1200 | 55% | 2396 |
The 3 races came out remarkably even! We already know that’s more due to the strength distribution of bots in the tournament than to the fairness of the game. The low-high spread in TvZ was 56%-49% = 7%; in ZvP 18%, and in PvT 7%. Ride of Valkyries had strikingly different ZvP results than the other maps. I don’t know why. Can anybody guess? The human balance also showed one map standing out in ZvP, but it was Alchemist.
The final, with 8 bots playing 2800 games, looks considerably different:
map | TvZ | ZvP | PvT | |||
---|---|---|---|---|---|---|
wins | n | wins | n | wins | n | |
(2)RideofValkyries.scx | 54% | 120 | 92% | 80 | 45% | 120 |
(3)Alchemist.scm | 52% | 120 | 79% | 80 | 63% | 120 |
(3)TauCross.scx | 76% | 120 | 65% | 80 | 49% | 120 |
(4)LunaTheFinal.scx | 67% | 120 | 84% | 80 | 46% | 120 |
(4)Python.scx | 66% | 120 | 94% | 80 | 34% | 120 |
overall | 63% | 600 | 83% | 400 | 48% | 600 |
Here, protoss did poorly because the protoss bots came out on the bottom this time. It’s interesting that the middle-of-the-table zergs did more to hold down the protoss than the winning terrans (but it fits with the game storyline :-). Beyond that, I’m reluctant to draw conclusions from this smaller number of games with fewer players.
I feel vindicated: Map balance can make a difference, even though we don’t understand what the difference is!
Comments
LetaBot on :
Anyway I can explain the high win % for TvZ in tau cross for the top 8 bots. All the zergs in the top 8 (inluding UAlberta bot when it randoms zerg) have a tendency to do an early rush. On tau cross the ground distance to the other mains is usually much larger than on the other maps, because you have to go all the way around a wall
imp on :
This will only change once bots cover an evenly distributed wide range of strategies or they select their optimal strategy based on the map. Causality and correlation: Zerg does poorly on large maps not because it is zerg, but because rush strategies are easier to implement than more long-term strategies and zerg is the best race to support such a rush strategy. Therefore, newer developers are more likely to rush -> are more likely to use zerg -> zerg is more likely to lose on big maps.
Jay Scott on :
imp on :
We don't know yet how balance will evolve at above-human APM levels. Just one example: There is a video on youtube demonstrating perfect micro of 4 marines vs. a lurker. The lurker never hits any of the marines. Another aspect: Bots will not be distracted by multi-pronged attacks. In theory they can perfectly allocate CPU cycles to defend each attack. So I agree, it is definitely still interesting.
Jay Scott on :
Jay Scott on :