Steamhammer 2.2 for AIST S2
I have sent in Steamhammer 2.2 to do battle in AIST S2. I think I’ll take several days to test with terran and protoss, and to fix up the terran and protoss openings and any new bugs I find, before I release 2.2.1 for SSCAIT.
The new map analysis does not change Steamhammer’s strength, or at least if it does, I can’t tell yet. Experience has to teach me. Also, in between working slowly, adding too many new openings, and fixing too many old bugs, I didn’t finish the useful tactical skill that I wanted to add (I did start on it). Nevertheless, a couple of the bugs I fixed were doozies, and one of the openings I added shreds certain difficult opponents. I’m expecting version 2.2 to be modestly stronger than the current 2.1.4.
The scouting path. One of the last changes I made—I finished it up today—was to fix the scouting worker’s path around the enemy base. The inherited code from UAlbertaBot did not work well with the new map analysis. I ripped out the amazingly complex code that calculated waypoints around the edge of the enemy base, producing a looping path, and replaced it with a simple exploration algorithm. The change reduced the DLL size by about 5K, which shows how complicated the old waypoint code was.
I had to choose something simple, because I didn’t have time. The exploration algorithm works pretty much the same as the algorithm for exploring the map to find the last enemy buildings. Instead of looking through the whole map for places that have not been seen recently, it looks around the enemy base, checking each 320x320 map grid square. If it is to scout “once around” the enemy base, then it leaves once every grid square has been seen.
The new behavior has advantages and disadvantages. On the one hand, since it actively explores it is less likely to miss important buildings. It is often able to leave the base sooner because it can see everything quickly, and it doesn’t have to look at anything that the scouting overlord has seen. On the other hand, leaving sooner means that it misses what happens next. Also the irregular path around the base is not as good for evading enemies; it’s harder to catch a scout that is moving in wide loops. The drone sometimes gets stuck on buildings or mineral patches. And it doesn’t peer into the corners, because the 320x320 cells are big (that’s 10x10 tiles). I’m curious to see how good the scouting is in serious games.
In coming days I’ll be writing up the map analysis with details and posting a change list—the usual new version posts. I guess longer-term plans will be after that. And I’m watching the spam attack so I can turn on comments as soon as it ebbs.