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updates on Iron and Bereaver

Here are a couple of updates on top bots before I return to Overkill’s reinforcement learning.

Iron

For a while now, Iron has been playing a different strategy against protoss, going 2 barracks plus academy and attacking early with marines and medics rather than its traditional vultures. I’m a bit slow, but I finally realized why: It was having trouble against dragoons. Dragoons, adding observers in time to detect mines, are a strategically sound counter to Iron’s early vulture play, where tanks come late. Bereaver was handing Iron a string of losses with dragoon play. Time to switch it up!

Bereaver pokes with 2 zealots

Bereaver poked with 2 zealots but was unable to land a single hit against accurate micro.

Iron kills the protoss natural with infantry

Bereaver expanded early. I thought its force of 4 dragoons plus probes could have held off the marines, but it would have needed coordination and micro beyond the state of the art. Instead Bereaver lost its natural and was set back.

Iron is unable to get up the ramp

Iron tried to force the ramp while expanding, but didn’t have a big enough edge and was pushed back. Bereaver counterattacked and tried to get ahead with a double expansion, but tanks came out and Bereaver was never able to catch up. Bereaver strangely made a robo support bay early but did not build any reavers until much later, adding to its disadvantage—this game was played before the reupload below.

The dragoon opening is still sound against barracks play. Dragoons are versatile. But fighting the infantry calls for excellent micro with focus fire, and even Bereaver is lacking. Skynet is fairly skilled, but Iron’s new opening smashes it.

Bereaver

Bereaver was reuploaded yesterday. The new version’s first game was against Tyr by Simon Prins, and I immediately saw plays I hadn’t seen it make before. Bereaver went double robo.

Bereaver drops a reaver...

Bereaver’s shuttle-reaver micro is not fluid like ZerGreenBot’s, but sharply goal-directed. Tyr vainly struggled to save itself, not realizing that it had to cover the reaver drop zones and come up with some kind of air defense. Every time Tyr unsieged, the reaver dropped, fired, was picked up instantly, the scarab skirted around the minerals—boom. By the time the second shuttle appeared with 1 zealot inside, it was already too late for terran.

Bereaver’s reaver fires...

The tanks at the top are approaching, too late to defend. As for reaver shots, sometimes they dud out. And sometimes they do this.

mass destruction in the terran mineral line

Reaver drop is crazy complicated. In time, I expect Bereaver to learn how to drop in the teeth of sieged tanks: Drop a zealot first. Tanks fire. Zealot says “ow!” Reaver drops and has time to fire before the tanks can reload. Terran defense has to be on the ball!

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Comments

Jay Scott on :

Already an update to the update! Iron doesn’t always smash Skynet. Skynet knows what to do, and I just saw it smash Iron’s new opening instead. Maybe Skynet’s strategy learning found the right counter-build.

Igor Dimitrijevic on :

You're right with Iron's default soft mech opening having trouble against Dragoons.

Iron's current build against Protoss is a direct implementation of so called "Shallow 2" (I watched https://www.youtube.com/watch?v=iyfbhgcJ-Zo and liked the music).
Neither the build, nor the transition to Iron's default mid game, is adaptive for now. With good adaptive play during the early game though (add more barracks, expand later or sooner...), I expect the build to beat current Protoss strategies involving Dragoons and Zealots only.

There are several reasons I am currently testing bio builds against Protoss:
- First I can play with bio units.
- Variety: we lack bio Terran bots. Even bots that usually go bio against Terrans choose the mech way against Protoss.
- The matchup mech Terran vs Protoss seems well balanced for humans. But when it comes to bots... well, as a Protoss, you almost just need Dragoons. Add Zealots to easily counter sieged tanks. Both Dragoons and zealots are easy to micro, and the plan is straightforward for both: Zealots to Tanks, and Dragoons to anything. By contrast, both Tanks and Vultures require complex micro to be effective, and both require positionnal skills which are hard to implement, even if natural for a human player.
- In the matchup mech Terran vs Protoss, it seems Terran has to be defensive for a while. Even if Terrans are very good at this, I don't like it... And I think bots are more effective at attacking then defending. Going bio first turns this around, and that fits better with Iron's style of play.
- Also, going bio means lots of units available. As a general rule, I think bots are good at controling many units.

Jay Scott on :

All good reasons! I agree that it should beat protoss which sticks with zealots and dragoons. Protoss must go high tech. But you know, it’s not the matchup, it is Iron’s whirlwind attacking style that makes dragoons into good counter units. Breaking a well-laid terran tank push is a hard skill. I would say for both humans and bots it’s harder than setting up the push—witness Krasi0.

LetaBot on :

That build will get shut down by two gate goon though (with proper goon micro ofc). Even the latest versions of protoss bots seems to struggle with the Deep Six build, which is a BioMech build that my bot uses.

krasi0 on :

All good points and I agree with Igor wrt the lack of good bionic army bots out there. I've been playing with a bionic build against Zerg (the idea is to beat Killerbot at some point). So far, I haven't had such a great success mostly due to the proverbially bad micro of my bot. For example, Iron's is much better!
Igor, keep up the good fight! :)

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