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AIIDE 2020 - McRave’s learning algorithm

I meant to summarize McRave’s learning data today, but to know what to put in the tables I had to understand how the numbers are used. Yesterday I examined McRave’s strategy representation with three elements, like “PoolHatch,Overpool,2HatchMuta”. In the code, the elements are named “build” (like PoolHatch), “opener” (like Overpool) and “transition” (like 2HatchMuta). Today I read the code to see what the numbers in the learning files are and how they are used.

Here’s a sample data file, showing McRave doing well versus Steamhammer. The first two numbers are the overall wins and losses. After that, delimited by dashes, is a section for the first build, followed by a section for the openers of that build and a section for the transitions of the build. Then more sections for the other two builds and their appendages. Each element has an independent count of wins and losses.

86 64
-
HatchPool 0 0
-
12Hatch 0 0
-
2HatchMuta 0 0
2HatchSpeedling 0 0
-
PoolHatch 28 27
-
4Pool 0 0
9Pool 0 0
Overpool 0 0
12Pool 28 27
-
2HatchMuta 16 17
2HatchSpeedling 12 10
3HatchSpeedling 0 0
-
PoolLair 58 37
-
9Pool 58 37
-
1HatchMuta 58 37

The code calls a function to check which triples are allowed and deals with other minor details, but even with the fiddly bits it’s simple: It picks the build with the highest UCB value, then given that build the corresponding opener with the highest UCB value, then given that build and opener the transition with the highest UCB value. Because of how the data file is organized, this can be done in one pass. The code is in the file LearningManager.cpp in the nested function parseLearningFile().

In theory, this three-level hierarchy could speed up learning. For example, you might be able to conclude that PoolHatch is better than PoolLair against some opponent, even if you don’t have enough data to know which PoolHatch opener or transition is best. My intuition is that the hierarchical scheme should on average work better than a flat scheme, but that there will be perverse situations where it does worse. Many of the triples are not allowed, which limits the value of the hierarchy. There should be enough data from this tournament to judge whether the hierarchy brought an advantage; it would be interesting to do the analysis.

Next: OK, now I know what tables to generate. I have to add some features to my script, but soon I should be able to post the summary tables.

AIIDE 2020 - McRave’s strategy representation

McRave lists its strategy choices with three names, such as “PoolLair,9Pool,1HatchMuta.” In trying to understand what McRave learned, I myself learned more about what the 3 names mean: They are chosen from a small structured set of composable elements which are strung together into full strategies. Here is the scheme:

1. HatchPool
1.1.1 12Hatch
1.2.1 2HatchMuta
1.2.2 2HatchSpeedling
2. PoolHatch
2.1.1 4Pool
2.1.2 9Pool
2.1.3 Overpool
2.1.4 12Pool
2.2.1 2HatchMuta
2.2.2 2HatchSpeedling
2.2.3 3HatchSpeedling
3. PoolLair
3.1.1 9Pool
3.2.1 1HatchMuta

I made up the numbering to depict how the elements fit together, as I understand it: First you pick a top-level category of builds, 1 2 or 3. Say you pick 2, spawning pool then hatchery. Under that, you pick a concrete build order that implements the top-level category, 2.1.x, from the list of ways that McRave knows to make a spawning pool first. After that—not under it—you pick a followup strategy, 2.2.x, from the strategies that are reachable via that category of builds. Notice that 9Pool appears under both PoolHatch and PoolLair (both are pool first), and that 2HatchMuta appears under both HatchPool and PoolHatch (all you need are 2 hatcheries). I count 15 different possible strategies in this scheme, 2 under HatchPool, 12 under PoolHatch, and 1 under PoolLair.

In principle, combinatorial schemes like this can represent a huge number of strategies with a small number of building blocks. Adding the one new item of 2.2.4 2HatchLurker would add 4 new strategies, though they might not all make sense in games. Having separate elements could also give a learning algorithm clues about how to generalize its findings.

In practice, McRave does not play all the strategies it can represent. It appears to have tight restrictions based on matchup. This list is based on the strategies that are mentioned in the learning files, not on code analysis, so it might be incomplete or misleading.

• ZvT: HatchPool-12Hatch or PoolHatch-Overpool or PoolHatch-12Pool, then for any of those, 2HatchMuta or 2HatchSpeedling.
• ZvP: PoolHatch-Overpool or PoolHatch-12Pool, then 2HatchMuta or (rarely) 2HatchSpeedling.
• ZvZ: PoolHatch-12Pool then 2HatchMuta or 2HatchSpeedling, or PoolLair-9Pool-1HatchMuta.
• ZvR: PoolHatch-Overpool or PoolHatch-12Pool, then 2HatchMuta or 2HatchSpeedling.

Next: Tables showing what strategy choices McRave learned.

AIIDE 2020 - what Dragon learned

Dragon’s learning file format is spare, one line for each game giving strategy name and win or loss, nothing more. Dragon has 7 strategies, and against most opponents tried all of them. Its habit is to keep with a winning strategy, trying others sporadically but generally switching when the current plan starts to fail.

Dragon calls its worker rush “dirty worker rush”. Perhaps we should get it together with Stone so it can learn a nice clean worker rush.


#1 stardust

openinggameswinsfirstlast
1rax fe166%6147
2rax bio186%2143
2rax mech140%0148
bio268%4149
dirty worker rush2313%1114
mass vulture4010%3144
siege expand130%5145
7 openings1507%


As you can see in the “first” column (the first game each strategy was played), Dragon tried all 7 strategies in the first 7 games because they all lost on their first tries. Worker rush turned out to be the most successful plan, as far as that goes, which is very interesting. Mass vultures were the most-played plan despite not having the highest win rate, apparently because the worker rush had a string of losses so that vultures looked better in recent games. (Maybe Dragon figured that Stardust had learned how to deal with the worker rush.)

How did mass vultures have any chance against Stardust’s dragoons? I located a couple of the “mass vulture” wins and watched them. In fact, tanks were the core of Dragon’s army and the vultures acted as buffer. It looked like regular tank-vulture unit mix with regular tank pushes.


#2 purplewave

openinggameswinsfirstlast
1rax fe3664%983
2rax bio743%4101
2rax mech30%19129
bio1650%3100
dirty worker rush30%0102
mass vulture3262%20146
siege expand5058%1128
7 openings14756%


Against PurpleWave, and BananaBrain below, most Dragon strategies worked about equally well. Apparently it has well-balanced play against protoss. Actually I think the explanation may be different: Once the opening is over, Dragon quickly adapts to the enemy, playing against the units it sees. If I guess right, then its goal in the opening is to survive in a good position, and after that Dragon will produce whatever units it needs, so the opening doesn’t much affect the outcome. Obviously the worker rush doesn’t leave much room for adaptation, so it is an exception.

This hypothesis explains why Dragon can do well though it records so little data about each game: The openings often don’t much matter.


#3 bananabrain

openinggameswinsfirstlast
1rax fe1457%35143
2rax bio1145%22139
2rax mech1547%20149
bio3759%0137
dirty worker rush30%23146
mass vulture5661%15144
siege expand1450%1140
7 openings15055%

#5 mcrave

openinggameswinsfirstlast
1rax fe9087%11146
2rax bio1464%4893
2rax mech1567%5182
bio2268%066
dirty worker rush10%4747
mass vulture10%77
siege expand450%812
7 openings14778%


Fast expand works versus McRave...


#6 microwave

openinggameswinsfirstlast
1rax fe30%4144
2rax bio9866%0148
2rax mech520%750
bio1346%2143
dirty worker rush1155%831
mass vulture30%168
siege expand1644%547
7 openings14957%


2 barracks is good against Microwave...


#7 steamhammer

openinggameswinsfirstlast
1rax fe3732%12149
2rax bio60%11108
2rax mech1233%1141
bio911%6106
dirty worker rush3933%10140
mass vulture3037%7104
siege expand1724%0116
7 openings15030%


... but against Steamhammer, again, most strategies look about the same. Watching games, I think Dragon converges on a diverse unit mix fairly quickly after the opening.

I checked out a “mass vulture” game against Steamhammer, and it looked different from the same strategy against Stardust. Dragon made a modest number of vultures and researched spider mines, but added tanks and wraiths and soon the unit mix looked like most Dragon-Steamhammer games.


#8 daqin

openinggameswinsfirstlast
1rax fe4967%14133
2rax bio1030%6132
2rax mech2357%1148
bio520%277
dirty worker rush30%078
mass vulture4553%3137
siege expand1443%776
7 openings14954%

#9 zzzkbot

openinggameswinsfirstlast
1rax fe520%071
2rax bio1040%283
2rax mech3549%2499
bio1338%25113
dirty worker rush40%6102
mass vulture2654%4149
siege expand5753%27148
7 openings15047%


Most curious: Against ZZZKBot, factory openings predominate. Checking the game durations, most games that ZZZKBot won were short, meaning that it played its 4 pool with success. Most games that Dragon won were longer, so either ZZZKBot did not 4 pool or else Dragon was slow to counterattack after surviving.


#10 ualbertabot

openinggameswinsfirstlast
1rax fe3281%94147
2rax bio560%48
2rax mech1369%9105
bio2983%66137
dirty worker rush250%1011
mass vulture6386%13125
siege expand450%03
7 openings14880%

#11 willyt

openinggameswinsfirstlast
1rax fe5100%56148
2rax mech14394%0145
mass vulture1100%5959
3 openings14994%

#12 ecgberht

openinggameswinsfirstlast
1rax fe683%49140
bio14494%0149
2 openings15094%

#13 eggbot

openinggameswinsfirstlast
2rax mech14699%0148
siege expand367%550
2 openings14998%

AIIDE 2020 - what Microwave learned 2

Microwave’s history files include both pre-training games and tournament games. I removed the pre-training games, and these tables show only tournament results. I looked at it both ways and decided this way was more informative. Yesterday’s table includes both prepared data and tournament games.

The enemy strategies listed in the form “HeavyRush -> SafeExpand” are the initially predicted and the later recognized enemy play, as explained by MicroDK in a comment. When they’re the same, the prediction was correct.


#1 stardust

openinggameswinsfirstlast
10Hatch9Pool9gas30%60107
10HatchMain9Pool9Gas10%133133
12HatchMain20%1449
12Pool10%110110
12PoolMain10%121121
12PoolMuta20%46142
2HatchMuta70%2098
3Hatch30%17112
3HatchExpo20%4357
3HatchHydra10%139139
3HatchHydra_BHG10%3838
3HatchLingBust911%24144
3HatchMuta360%0143
3HatchPoolHydra70%27147
3HatchPoolHydraExpo10%114114
4PoolHard10%123123
4PoolSoft20%1670
5HatchPoolHydra180%5149
5Pool20%881
6Pool20%4041
6PoolSpeed40%28146
7Pool10%148148
9Hatch9Pool9Gas10%134134
9HatchMain8Pool8Gas10%117117
9Pool10%1515
9PoolGasHatchSpeed7D10%132132
9PoolGasHatchSpeed8D10%33
9PoolHatchGasSpeed7D10%3434
9PoolHatchGasSpeed8D120%6138
9PoolHydra10%118118
9PoolLurker10%9595
9PoolSpeed10%137137
9PoolSpeedLing10%5858
9PoolSunkHatch20%71105
9PoolSunken10%140140
OverpoolLurker10%7373
OverpoolSpeed10%116116
OverpoolTurtle10%104104
ZvP_10Hatch9Pool20%77109
ZvP_11Hatch10Pool10%8080
ZvP_2HatchHydra20%87129
ZvP_9Hatch9Pool20%127145
ZvZ_Overgas11Pool20%3361
ZvZ_Overgas9Pool20%2128
ZvZ_Overpool11Gas20%6782
ZvZ_Overpool9Gas10%4848
ZvZ_OverpoolTurtle10%122122
47 openings1501%
enemygameswins
HeavyRush -> HeavyRush1271%
HeavyRush -> Unknown210%
SafeExpand -> HeavyRush20%
3 openings1501%


Stardust always plays the same strategy, so it’s no wonder that Microwave was able to predict it. Not that it helped. 3HatchMuta was tried repeatedly because it scored some wins in training.


#2 purplewave

openinggameswinsfirstlast
10Hatch9Pool9gas30%4122
11HatchTurtleHydra30%72139
11HatchTurtleLurker10%5757
12HatchMain10%4444
12PoolMuta1118%20121
2HatchLurkerAllIn10%4747
3HatchHydraBust10%4040
3HatchHydra_BHG10%1616
3HatchMuta933%26149
3HatchMutaExpo10%1717
3HatchPoolHydra10%9494
4HatchPoolHydra10%5656
4PoolHard812%7147
6Pool10%5555
6PoolSpeed1030%32135
7Pool30%3886
7PoolHydraLingRush7D10%108108
8PoolHydraRush8D20%1949
9Hatch9Pool9Gas10%124124
9HatchMain8Pool8Gas825%15128
9Pool20%9102
9PoolGasHatchSpeed7D2850%0142
9PoolHatchGasSpeed7D1765%11141
9PoolHatchGasSpeed8D956%114146
9PoolSpeed425%154
9PoolSpeedLing20%60119
9PoolSunkHatch10%109109
9PoolSunken10%145145
OverpoolSpeed714%23143
OverpoolTurtle617%14123
ZvP_10Hatch9Pool10%6666
ZvP_2HatchHydra10%9292
ZvP_9Hatch9Pool20%130148
ZvZ_Overpool9Gas10%4343
34 openings15029%
enemygameswins
HeavyRush -> HeavyRush10323%
HeavyRush -> NakedExpand250%
HeavyRush -> SafeExpand20%
HeavyRush -> Turtle540%
HeavyRush -> Unknown1631%
NakedExpand -> HeavyRush20%
SafeExpand -> HeavyRush1100%
SafeExpand -> SafeExpand333%
SafeExpand -> Turtle250%
Turtle -> HeavyRush333%
Turtle -> NakedExpand4100%
Turtle -> SafeExpand333%
Turtle -> Turtle475%
13 openings15029%


PurpleWave opened with 2 gate most games. Microwave was able to predict it, but as we saw in UAlbertaBot’s table, the zealots are a Microwave weakness and PurpleWave was able to exploit it. Nevertheless, Microwave was no pushover. The more successful zerg tries were zergling openings, especially variants of the Styx build (9PoolHatchGasSpeed).


#3 bananabrain

openinggameswinsfirstlast
10Hatch9Pool9gas20%420
10HatchMain9Pool9Gas10%55
11HatchTurtleHydra10%8383
12Hatch10%6060
12PoolMain4351%37139
12PoolMuta10%6868
1HatchMuta_Sparkle10%6565
2HatchMuta520%3080
3HatchHydraBust10%109109
3HatchHydra_BHG10%122122
3HatchLingBust633%12130
3HatchMuta10%1111
3HatchPoolHydraExpo10%4949
4HatchBeforeGas10%33
4HatchPoolHydra20%127
4PoolHard633%55145
4PoolSoft10%108108
6Pool10%8181
7Pool10%1313
8Pool10%5353
8PoolHydraRush8D10%3131
9PoolGasHatchSpeed8D1867%70149
9PoolHatchGasSpeed7D10%3434
9PoolHatchGasSpeed8D3253%0146
9PoolSpeed30%25147
9PoolSpeedLing520%7123
9PoolSunkHatch10%142142
Overpool10%127127
OverpoolSpeed30%7992
ZvP_10Hatch9Pool333%29110
ZvP_11Hatch10Pool10%121121
ZvZ_Overgas9Pool10%106106
ZvZ_Overpool11Gas20%21134
33 openings15039%
enemygameswins
HeavyRush -> HeavyRush2232%
HeavyRush -> NakedExpand1486%
HeavyRush -> SafeExpand120%
HeavyRush -> Turtle617%
HeavyRush -> Unknown2532%
NakedExpand -> HeavyRush1443%
NakedExpand -> NakedExpand1479%
NakedExpand -> SafeExpand50%
NakedExpand -> Turtle20%
NakedExpand -> Unknown1233%
SafeExpand -> HeavyRush825%
SafeExpand -> NakedExpand475%
SafeExpand -> SafeExpand425%
SafeExpand -> Turtle20%
SafeExpand -> Unknown540%
Turtle -> NakedExpand1100%
16 openings15039%


BananaBrain is not predictable, and Microwave could not predict its play. Again, the more successful zerg builds were zergling openings.


#4 dragon

openinggameswinsfirstlast
10HatchTurtleHydra10%131131
11HatchTurtleLurker10%7676
12PoolMain10%141141
2HatchMuta6853%1148
3HatchHydraExpo333%122135
3HatchMutaExpo3847%0144
4HatchPoolHydra825%73136
4PoolSoft1828%38147
5HatchPoolHydra560%126149
5PoolSpeed10%118118
7PoolHydraLingRush7D10%7878
9PoolHatchGasSpeed8D10%128128
9PoolSunkHatch10%115115
Overpool10%5353
OverpoolLurker10%107107
OverpoolTurtle10%6262
16 openings15043%
enemygameswins
Factory -> Factory1856%
Factory -> HeavyRush1346%
Factory -> SafeExpand20%
Factory -> Unknown1471%
Factory -> WorkerRush333%
HeavyRush -> Factory1527%
HeavyRush -> HeavyRush2854%
HeavyRush -> NakedExpand10%
HeavyRush -> SafeExpand40%
HeavyRush -> Turtle20%
HeavyRush -> Unknown3126%
NakedExpand -> HeavyRush1100%
SafeExpand -> HeavyRush1100%
SafeExpand -> Unknown250%
WorkerRush -> Factory250%
WorkerRush -> HeavyRush2100%
WorkerRush -> Unknown450%
WorkerRush -> WorkerRush743%
18 openings15043%


Microwave was moderately successful in predicting Dragon’s play, because Dragon tends to stick with a successful strategy as long as it remains successful. Look at that mix of zerg openings! 4 pool, hydra builds, and mutalisk builds.


#5 mcrave

openinggameswinsfirstlast
10Hatch9Pool9gas10%133133
10HatchMain9Pool9Gas425%4272
10HatchTurtleHydra10%8383
11HatchTurtleLurker10%3636
12Hatch10%1515
12Pool1718%4147
12PoolMain20%110139
2HatchLurker10%3232
3Hatch20%113137
3HatchLurker10%9595
3HatchMuta10%148148
3HatchMutaExpo10%106106
3HatchPoolHydra20%92102
3HatchPoolHydraExpo1225%49145
4HatchBeforeGas10%7171
4PoolSoft10%3838
5PoolSpeed10%7373
6PoolSpeed425%128138
7PoolHydraLingRush7D10%134134
8Pool10%6262
9HatchMain8Pool8Gas10%4747
9Pool10%104104
9PoolGasHatchSpeed8D10%1717
9PoolSpeed2846%33146
9PoolSpeedLing10%7676
Overpool10%7979
OverpoolSpeed2722%0149
ZvP_2HatchHydra20%1454
ZvP_9Hatch9Pool2133%1143
ZvZ_Overpool11Gas60%7108
ZvZ_Overpool9Gas50%867
31 openings15023%
enemygameswins
FastRush -> HeavyRush10%
HeavyRush -> NakedExpand367%
HeavyRush -> Unknown10%
NakedExpand -> FastRush1100%
NakedExpand -> HeavyRush333%
NakedExpand -> NakedExpand838%
NakedExpand -> Turtle714%
NakedExpand -> Unknown297%
Turtle -> FastRush10%
Turtle -> HeavyRush1100%
Turtle -> NakedExpand1164%
Turtle -> Turtle2326%
Turtle -> Unknown6116%
13 openings15023%


Microwave tried a lot of stuff versus McRave—three hatch before pool hydralisk opening in ZvZ? And it worked sometimes? I should try to find some of those games.


#7 steamhammer

openinggameswinsfirstlast
10Hatch9Pool9gas944%68142
10HatchMain9Pool9Gas425%101113
10HatchTurtleHydra10%3939
11HatchTurtleMuta10%108108
12HatchMain10%1515
12Pool2520%0144
12PoolMain520%2492
2HatchLurker20%5483
3HatchHydraBust10%104104
3HatchHydraExpo20%6786
3HatchPoolHydra20%7149
4HatchPoolHydra10%3434
5Pool40%596
5PoolSpeed333%94133
7Pool10%3636
7PoolHydraLingRush7D10%8989
9Hatch9Pool9Gas10%106106
9HatchTurtleHydra10%127127
9PoolGasHatchSpeed8D10%4242
9PoolHatch20%1929
9PoolSpeed3155%9138
9PoolSpeedLing10%117117
9PoolSunken70%195
OverpoolSpeed333%47121
ZvP_11Hatch10Pool450%135145
ZvP_2HatchHydra90%384
ZvP_9Hatch9Pool10%1616
ZvZ_Overgas11Pool2050%6147
ZvZ_Overpool11Gas20%7993
ZvZ_Overpool9Gas425%61148
30 openings15029%
enemygameswins
HeavyRush -> HeavyRush250%
HeavyRush -> Turtle40%
Turtle -> FastRush1100%
Turtle -> HeavyRush1457%
Turtle -> NakedExpand1638%
Turtle -> Turtle9623%
Turtle -> Unknown1729%
7 openings15029%


Microwave recognizes turtle builds in most games. That will be Steamhammer’s OverpoolTurtle opening, which builds as many sunkens at it can afford (2) without delaying mutalisks. It’s tough for bots to handle, because the build is safe on the ground while giving nothing away in the air. Microwave mainly preferred speed zergling openings in response, taking advantage of its superior zergling-on-zergling micro (which is not really a difference in micro as much as in engagement skills).


#8 daqin

openinggameswinsfirstlast
1HatchMuta_Sparkle6290%49148
3HatchLingBust1765%1130
3HatchMuta5990%0149
3HatchMutaExpo956%1248
3HatchPoolHydraExpo10%33
9Pool10%2222
OverpoolLurker10%1919
7 openings15083%
enemygameswins
HeavyRush -> HeavyRush4100%
HeavyRush -> SafeExpand3100%
HeavyRush -> Turtle6100%
HeavyRush -> Unknown2100%
NakedExpand -> Turtle367%
SafeExpand -> NakedExpand1100%
SafeExpand -> SafeExpand2100%
SafeExpand -> Turtle5100%
Turtle -> HeavyRush2085%
Turtle -> NakedExpand16100%
Turtle -> Proxy10%
Turtle -> SafeExpand1662%
Turtle -> Turtle5585%
Turtle -> Unknown1662%
14 openings15083%

#9 zzzkbot

openinggameswinsfirstlast
OverpoolSpeed14795%2149
ZvZ_Overgas11Pool30%03
2 openings15093%
enemygameswins
FastRush -> FastRush9694%
FastRush -> Turtle1100%
FastRush -> Unknown5196%
Turtle -> FastRush20%
4 openings15093%


It looks like ZZZKBot played its 4 pool about 2/3 of the time, and the rest of the time did something that Microwave could not recognize. But no matter, Microwave played overpool nearly all the time, fast enough to stop the rush and, in Microwave’s hands, flexible enough to counter ZZZKBot’s other builds.


#10 ualbertabot

openinggameswinsfirstlast
1HatchMuta_Sparkle20%123143
3HatchHydraExpo10%9191
4PoolSoft5175%0147
5Pool757%44133
5PoolSpeed2268%3146
7PoolHydraLingRush7D10%7979
7PoolHydraRush7D10%5050
8PoolHydraRush8D1050%3485
9PoolGasHatchSpeed8D250%2728
9PoolSunkHatch956%113135
OverpoolSunken1553%102148
ZvP_10Hatch9Pool2756%21120
ZvZ_Overpool11Gas10%8282
13 openings14961%
enemygameswins
Factory -> FastRush250%
Factory -> HeavyRush20%
Factory -> NakedExpand1100%
Factory -> Unknown20%
FastRush -> Factory3100%
FastRush -> FastRush475%
FastRush -> HeavyRush967%
FastRush -> NakedExpand2100%
FastRush -> Unknown367%
HeavyRush -> Factory2100%
HeavyRush -> FastRush2264%
HeavyRush -> HeavyRush4941%
HeavyRush -> NakedExpand9100%
HeavyRush -> Unknown2268%
NakedExpand -> Factory4100%
NakedExpand -> FastRush250%
NakedExpand -> HeavyRush540%
NakedExpand -> NakedExpand3100%
NakedExpand -> Unknown2100%
Unknown -> HeavyRush1100%
20 openings14961%


Compare this to UAlbertaBot’s table. Microwave did not do perfectly against any UAlbertaBot race, and suffered badly against the zealot rush. Microwave had neither a universal build that works against all UAlbertaBot plays (which is how Steamhammer succeeded against UAlbertaBot), nor was it able to adapt its build well enough to counter what it saw (compare ZZZKBot above). Still, it found that 4 pool and 5 pool were not bad! Fight fire with fire.


#11 willyt

openinggameswinsfirstlast
10Hatch9Pool9gas1573%1143
11HatchTurtleLurker617%2674
11HatchTurtleMuta425%2573
12PoolMain333%121149
12PoolMuta2100%6480
2HatchMuta_Sparkle10%3636
3HatchExpo10%7777
3HatchHydra10%5858
3HatchLurker20%57141
3HatchMuta475%76146
3HatchMutaExpo850%56145
9Hatch9Pool9Gas1377%123144
9PoolExpo4078%9147
9PoolGasHatchSpeed8D4100%53142
9PoolHydra10%9191
9PoolLurker1040%5115
9PoolSpeed2181%0148
9PoolSunkHatch425%343
9PoolSunken978%51103
ZvZ_Overgas11Pool10%8484
20 openings15065%
enemygameswins
Factory -> Factory1100%
Factory -> NakedExpand4100%
Factory -> SafeExpand10%
Factory -> Unknown4100%
HeavyRush -> Factory250%
HeavyRush -> HeavyRush4100%
HeavyRush -> NakedExpand5100%
HeavyRush -> SafeExpand425%
HeavyRush -> Unknown250%
NakedExpand -> Factory862%
NakedExpand -> HeavyRush1050%
NakedExpand -> NakedExpand43100%
NakedExpand -> SafeExpand1346%
NakedExpand -> Unknown3123%
SafeExpand -> Factory250%
SafeExpand -> NakedExpand7100%
SafeExpand -> SafeExpand633%
SafeExpand -> Unknown30%
18 openings15065%

#12 ecgberht

openinggameswinsfirstlast
2HatchHydra14788%0149
9PoolLurker367%525
2 openings15088%
enemygameswins
Factory -> Factory1100%
Factory -> NakedExpand8100%
Factory -> SafeExpand10%
Factory -> Unknown6100%
FastRush -> Factory1100%
FastRush -> Unknown2100%
HeavyRush -> Factory4100%
HeavyRush -> FastRush250%
HeavyRush -> HeavyRush1100%
HeavyRush -> NakedExpand4100%
HeavyRush -> SafeExpand1100%
HeavyRush -> Unknown1100%
NakedExpand -> Factory13100%
NakedExpand -> FastRush475%
NakedExpand -> HeavyRush1688%
NakedExpand -> NakedExpand35100%
NakedExpand -> SafeExpand250%
NakedExpand -> Unknown4573%
SafeExpand -> Factory1100%
SafeExpand -> HeavyRush1100%
SafeExpand -> Unknown1100%
21 openings15088%

#13 eggbot

openinggameswinsfirstlast
9Pool150100%0149
1 openings150100%
enemygameswins
Proxy -> Turtle2100%
Turtle -> Proxy15100%
Turtle -> Turtle84100%
Turtle -> Unknown49100%
4 openings150100%


Microwave did not understand how to recognize EggBot’s cannon play, but it knew from training how to win.

AIIDE 2020 - what Microwave learned 1

I’ll cover Microwave over two days because it writes two files for each opponent, a “results” file giving wins/losses for each strategy and a “history” file of more detailed game records. Each summary is bulky in itself, and I don’t want to pile them up. The history file has all the information in the results file and more. In fact, a quick look at Microwave’s code says that it no longer reads the results file at all, but reconstructs its contents from the history file each game. But different presentations of the data have value in themselves; this view makes it easy to read across the columns and see where a given opening was effective.

Today is the results file, the table of strategies versus each opponent. Wow, that’s a lot of opening builds! I count 73, less than half as many as Steamhammer but still too large a number to explore in a tournament of 150 rounds. I think only bots with combinatorial strategies have more. The numbers include not only games played during the tournament, but also Microwave’s prepared data for each opponent, so they add up to more than 150 games versus each opponent. You can compare the overall win rates per opponent to see which ones Microwave was more successful against in training as opposed to in the tournament—it may indicate whether the opponent was updated for the tournament and became stronger than Microwave expected. In general, for stronger opponents training data overestimated Microwave’s success, while for weaker opponents it was the opposite (that is, the training uncovered mistakes that Microwave could then avoid).

total#1 stardust#2 purplewave#3 bananabrain#4 dragon#5 mcrave#7 steamhammer#8 daqin#9 zzzkbot#10 ualbertabot#11 willyt#12 ecgberht#13 eggbot
10Hatch9Pool9gas28-48 37%0-4 0%0-12 0%3-19 14%-0-1 0%4-5 44%---21-7 75%--
10HatchMain9Pool9Gas2-8 20%0-1 0%-0-1 0%-1-3 25%1-3 25%------
10HatchTurtleHydra0-3 0%---0-1 0%0-1 0%0-1 0%------
11HatchTurtleHydra0-11 0%-0-10 0%0-1 0%---------
11HatchTurtleLurker11-17 39%-0-1 0%-0-2 0%0-1 0%0-1 0%---11-12 48%--
11HatchTurtleMuta4-15 21%-0-7 0%0-2 0%--0-1 0%---4-5 44%--
12Hatch0-3 0%--0-2 0%-0-1 0%-------
12HatchMain0-4 0%0-2 0%0-1 0%---0-1 0%------
12Pool35-51 41%0-1 0%---9-17 35%26-33 44%------
12PoolMain25-34 42%0-1 0%-22-21 51%0-1 0%0-2 0%2-7 22%---1-2 33%--
12PoolMuta7-20 26%0-2 0%2-9 18%0-1 0%------5-8 38%--
1HatchMuta_Sparkle56-9 86%--0-1 0%---56-6 90%-0-2 0%---
2HatchHydra161-24 87%0-1 0%0-2 0%----0-1 0%---161-20 89%-
2HatchLurker0-8 0%0-1 0%0-1 0%0-2 0%-0-1 0%0-2 0%----0-1 0%-
2HatchLurkerAllIn0-2 0%0-1 0%0-1 0%----------
2HatchMuta74-59 56%1-14 7%0-1 0%3-9 25%60-33 65%0-1 0%------10-1 91%
2HatchMuta_Sparkle0-1 0%---------0-1 0%--
3Hatch0-5 0%0-3 0%---0-2 0%-------
3HatchExpo0-3 0%0-2 0%--------0-1 0%--
3HatchHydra0-2 0%0-1 0%--------0-1 0%--
3HatchHydraBust0-14 0%0-7 0%0-2 0%0-2 0%-0-1 0%0-1 0%0-1 0%-----
3HatchHydraExpo1-5 17%---1-2 33%-0-2 0%--0-1 0%---
3HatchHydra_BHG0-4 0%0-1 0%0-1 0%0-1 0%-0-1 0%-------
3HatchLingBust36-41 47%2-20 9%-2-6 25%---32-15 68%-----
3HatchLurker0-4 0%----0-1 0%----0-3 0%--
3HatchMuta90-106 46%7-58 11%3-9 25%3-19 14%-0-1 0%-72-14 84%--5-5 50%--
3HatchMutaExpo48-64 43%0-1 0%1-25 4%0-1 0%32-22 59%0-1 0%-9-7 56%--6-7 46%--
3HatchPoolHydra1-24 4%1-15 6%0-2 0%--0-2 0%0-2 0%0-3 0%-----
3HatchPoolHydraExpo3-12 20%0-1 0%-0-1 0%-3-9 25%-0-1 0%-----
4HatchBeforeGas0-10 0%0-5 0%0-1 0%0-3 0%-0-1 0%-------
4HatchPoolHydra4-25 14%0-2 0%0-1 0%2-15 12%2-6 25%-0-1 0%------
4PoolHard3-13 19%0-1 0%1-7 12%2-4 33%------0-1 0%--
4PoolSoft61-44 58%0-3 0%0-2 0%0-2 0%7-14 33%0-3 0%---54-17 76%0-3 0%--
5HatchPoolHydra5-28 15%2-26 7%--3-2 60%--------
5Pool7-17 29%0-2 0%---0-1 0%3-10 23%0-1 0%-4-3 57%---
5PoolSpeed29-18 62%---0-1 0%0-1 0%1-2 33%--28-14 67%---
6Pool0-6 0%0-2 0%0-1 0%0-2 0%--0-1 0%------
6PoolSpeed4-14 22%0-4 0%3-7 30%--1-3 25%-------
7Pool0-6 0%0-1 0%0-3 0%0-1 0%--0-1 0%------
7PoolHydraLingRush7D0-5 0%-0-1 0%-0-1 0%0-1 0%0-1 0%--0-1 0%---
7PoolHydraRush7D0-2 0%------0-1 0%-0-1 0%---
8Pool0-2 0%--0-1 0%-0-1 0%-------
8PoolHydraRush8D5-8 38%-0-2 0%0-1 0%-----5-5 50%---
9Hatch9Pool9Gas10-12 45%0-1 0%0-6 0%0-1 0%--0-1 0%---10-3 77%--
9HatchMain8Pool8Gas2-8 20%0-1 0%2-6 25%--0-1 0%-------
9HatchTurtleHydra0-3 0%0-1 0%0-1 0%---0-1 0%------
9Pool183-11 94%0-4 0%0-3 0%--0-1 0%-0-1 0%--0-1 0%0-1 0%183-0 100%
9PoolExpo31-9 78%---------31-9 78%--
9PoolGasHatchSpeed7D18-19 49%0-1 0%18-18 50%----------
9PoolGasHatchSpeed8D21-29 42%0-4 0%-12-6 67%-0-2 0%0-1 0%0-3 0%-1-1 50%8-12 40%--
9PoolHatch0-3 0%-----0-2 0%-0-1 0%----
9PoolHatchGasSpeed7D11-8 58%0-1 0%11-6 65%0-1 0%---------
9PoolHatchGasSpeed8D36-50 42%1-16 6%5-6 45%30-24 56%0-1 0%0-2 0%0-1 0%------
9PoolHydra0-3 0%0-1 0%-----0-1 0%--0-1 0%--
9PoolLurker15-14 52%0-2 0%--------6-8 43%9-4 69%-
9PoolSpeed68-71 49%0-3 0%1-4 20%0-4 0%-13-16 45%24-21 53%0-2 0%--30-21 59%--
9PoolSpeedLing2-22 8%0-3 0%0-3 0%2-7 22%-0-3 0%0-2 0%0-3 0%--0-1 0%--
9PoolSunkHatch6-12 33%0-2 0%0-1 0%0-1 0%0-1 0%----5-4 56%1-3 25%--
9PoolSunken9-15 38%0-1 0%0-1 0%--0-1 0%2-10 17%---7-2 78%--
Overpool0-4 0%0-1 0%-0-1 0%0-1 0%0-1 0%-------
OverpoolLurker0-4 0%0-1 0%--0-1 0%--0-1 0%--0-1 0%--
OverpoolSpeed187-60 76%0-1 0%1-6 14%0-3 0%-27-37 42%1-3 25%-158-9 95%-0-1 0%--
OverpoolSunken8-7 53%--------8-7 53%---
OverpoolTurtle1-13 7%0-1 0%1-11 8%-0-1 0%--------
ZvP_10Hatch9Pool17-30 36%0-5 0%0-8 0%2-5 29%-----15-12 56%---
ZvP_11Hatch10Pool2-12 14%0-2 0%0-7 0%0-1 0%--2-2 50%------
ZvP_2HatchHydra2-28 7%0-3 0%0-9 0%0-4 0%-0-2 0%2-10 17%------
ZvP_9Hatch9Pool13-34 28%0-2 0%0-10 0%0-1 0%-13-18 42%0-1 0%0-2 0%-----
ZvZ_Overgas11Pool30-24 56%0-3 0%----13-15 46%-17-5 77%-0-1 0%--
ZvZ_Overgas9Pool0-5 0%0-2 0%-0-1 0%--0-2 0%------
ZvZ_Overpool11Gas5-21 19%0-2 0%-0-2 0%-5-13 28%0-3 0%--0-1 0%---
ZvZ_Overpool9Gas2-13 13%0-2 0%0-1 0%--1-7 12%1-3 25%------
ZvZ_OverpoolTurtle0-1 0%0-1 0%-----------
total-  51%14-250  5%49-216  18%83-180  32%105-90  54%73-161  31%82-153  35%169-63  73%175-15  92%120-69  63%146-120  55%170-26  87%193-1  99%

Microwave explored widely against top opponents, and concentrated efficiently on a few winning openings against weaker ones. On the other hand, although there is a flag in the configuration file named PlayGoodStrategiesFirst (turned on), Microwave seems to have little idea which strategies are most likely to work. Versus DaQin, 1 hatch mutalisk and 3 hatch mutalisk are successful, but the most natural 2 hatch muta is never tried. Of course that’s a widespread weakness among bots.

The 3 hatch muta strategies were relatively successful overall. That’s interesting.

AIIDE 2020 - what UAlbertaBot learned

Though UAlbertaBot has been surpassed over the years and become a low-end bot, we can still gain insight from its experience. The table summarizes the contents of its learning files. Last year this table had the bots down the left and the strategies across the top, but this year I turned it on its side—I am looking ahead to the table for Microwave, which has many strategies.

Some of the numbers here are slightly different from those in the official crosstable, because of games where UAlbertaBot did not record a result (no doubt due to crashes).

total#1 stardust#2 purplewave#3 bananabrain#4 dragon#5 mcrave#6 microwave#7 steamhammer#8 daqin#9 zzzkbot#11 willyt#12 ecgberht#13 eggbot
4RaxMarines33-120 22%2-18 10%1-6 14%0-13 0%1-8 11%7-12 37%3-14 18%0-9 0%0-6 0%0-10 0%17-19 47%2-5 29%-
MarineRush66-140 32%0-10 0%0-5 0%1-18 5%6-16 27%8-12 40%4-12 25%4-23 15%0-5 0%0-10 0%0-5 0%6-9 40%37-15 71%
TankPush17-105 14%0-10 0%5-18 22%0-12 0%0-5 0%0-3 0%0-5 0%0-9 0%8-23 26%0-9 0%4-8 33%0-3 0%-
VultureRush17-82 17%0-10 0%0-5 0%0-12 0%0-5 0%0-3 0%0-5 0%0-9 0%0-5 0%0-9 0%0-3 0%17-16 52%-
DTRush19-119 14%1-22 4%0-13 0%1-13 7%11-26 30%0-16 0%-0-14 0%6-13 32%-0-2 0%--
DragoonRush13-117 10%0-16 0%0-13 0%0-9 0%0-12 0%2-28 7%-1-20 5%10-17 37%-0-2 0%--
ZealotRush185-170 52%0-15 0%2-24 8%4-20 17%0-12 0%0-16 0%37-13 74%1-20 5%0-5 0%48-11 81%25-18 58%28-15 65%40-1 98%
2HatchHydra9-83 10%0-12 0%2-21 9%1-6 14%6-13 32%0-11 0%0-6 0%0-8 0%0-2 0%0-1 0%0-3 0%--
3HatchMuta0-63 0%0-12 0%0-12 0%0-4 0%0-4 0%0-11 0%0-6 0%0-8 0%0-2 0%0-1 0%0-3 0%--
3HatchScourge0-59 0%0-11 0%0-11 0%0-4 0%0-4 0%0-10 0%0-6 0%0-7 0%0-2 0%0-1 0%0-3 0%--
ZerglingRush195-168 54%0-11 0%0-11 0%11-21 34%5-11 31%0-10 0%14-23 38%1-11 8%22-23 49%29-18 62%21-17 55%39-10 80%53-2 96%
total-  31%3-147  2%10-139  7%18-132  12%29-116  20%17-132  11%58-90  39%7-138  5%46-103  31%77-70  52%67-83  45%92-58  61%130-18  88%

Random UAlbertaBot starts off with its default strategies of marine rush, zealot rush, or zergling rush, and tries alternatives only if the strategy scores poorly. The table shows that the default strategies chosen years ago are still the best choices. The zealot rush even scored well against #6 Microwave. Also constant over the years is that the 3 hatch scourge build, which was designed to counter the carrier bot XIMP, has no other use; UAlbertaBot would have done better without it.

It’s curious that UAlbertaBot’s overall weakest race is terran, but that its terran scored best against many stronger opponents: Terran was UAlbertaBot’s happiest roll versus #7 Steamhammer, #5 McRave, #2 PurpleWave, and #1 Stardust. But these stronger opponents allowed few wins. #1 Stardust (2%), #7 Steamhammer (5%), and #2 PurpleWave (7%) shut down UAlbertaBot hard.

If your bot is ranked above UAlbertaBot, then pink or blue boxes suggest weaknesses that you might benefit from working on. If a weaker bot beats you this way, presumably a stronger one can too. UAlbertaBot benefits from its random race and the big differences between its strategies, so maybe something went wrong in your scouting or reactions. #6 Microwave had trouble with zealots, #5 McRave had trouble with marines, and #4 Dragon had some trouble with 4 different rushes.

Steamhammer 3.2.20 is out

Steamhammer 3.2.20 is uploaded to SSCAIT, source code to follow shortly. It has minor bug fixes and tweaks, nothing earthshaking. I turned on the DrawWorkerInfo debug flag to add fun. Here’s what’s new.

squad targeting

• A squad that is empty or otherwise cannot attack is given a default target. This “amazing” optimization may save a few hundred microseconds of computation per game, though I think it’s less. I made this change after investigating what I suspected was a serious bug that gave squads bad targets. The cause turned out to be a race between squad updating and squad targeting that went wrong a few times per game and affected a squad for only one frame, and only when the squad wasn’t able to take action anyway—the bug actually had no bad effects. This change papers over the bug without addressing the unimportant race condition.

infrastructure

go post worker now works on frame 0. The feature worked when I originally released it, but a change I made to fix a problem for AIIDE (reordering manager calls to prevent double commanding) caused go post worker to fail when issued at the very beginning of the build order. I fixed it by removing the worker job type Default; a worker that has not yet been given a job is now Idle, as it logically should be. I like it when I can fix a bug by cutting out unnecessary parts. The effect of the bug was to break one protoss build, Proxy2Gate, that sends out a worker first thing.

MapGrid::getLeastExplored() no longer accepts a zone argument. It’s not needed since getLeastExploredNear() was added.

construction

The building manager correctly counts the number of workers sent to construct a building. If the first worker dies and it has to send another, the count goes to 2, and so on. It used to often miscount. This is the most important fix here, and solves the zerg macro hatch conversion bug. It should also solve misbehaviors by terran and protoss.

terran

• It was rare but possible for a terran building to be abandoned while incomplete, lost from the building queue so that it was never canceled, permanently wasting resources. Fixed.

• When going bio, get gas and academy slightly earlier.

zerg

• Assign an overlord to look over the next base that Steamhammer intends to take. That will let it spot any spider mines or other obstacles to taking the base. The overlord usually arrives well before any drone is sent. The overlord stays home if the enemy has flying overlord hunters out on the map, though.

• Adjust desired drone counts so that Steamhammer is willing to make more queens. For some reason, Steamhammer was rarely making more than 1 queen. With this change, it often makes 2 when the enemy units and queen research justify it (many tanks means more queens for broodling). It’s configured to make up to 6 queens, so 2 is still low, but the issue is not worth a close look right now.

openings

Over10PoolHydra hydra bust added. This was inspired by a CUBOT build that I saw drive BananaBrain to its knees (CUBOT broke the protoss natural, continued its attack into the main and killed nearly all probes, then lost despite a winning advantage when already queued dragoons popped out of the gates). Steamhammer’s version is entirely different in detail and I think stronger.

Next should be Steamhammer 3.3, finally ported to BWAPI 4.4.0. Tomorrow I’ll start looking at what different bots learned from their experience in AIIDE. Meanwhile, the AIIDE unknown maps competition must be running now, and the results may be out this weekend or thereabouts. I’m eager to see what maps came up this time.

AIIDE 2020 - what bots wrote data

I looked in each bot’s final write directory to see what files it wrote, if any, and in its AI directory to see if it had prepared data for any opponents. Standard disclaimers apply: A bot does not necessarily use the data it writes. Preparation for specific opponents is not necessarily in the form of data in the AI directory, it might be in code.

#botinfo
1StardustNothing. Stardust relies on its great execution.
2PurpleWaveThe learning files have a sequence of PurpleWave’s strategy choices followed by a sequence of “fingerprinted” enemy strategies. (PurpleWave also has specific preparation for its opponents, but that’s in code rather than data.) There are also debug logs that show some decisions, but are probably only for the author.
3BananaBrainThe learning files look just like last year’s: One file for each opponent in the form of brief records of results. Each record consists of date+time, map, BananaBrain’s strategy (“PvZ_9/9proxygate”), the opponent’s recognized strategy (“Z_9pool”), a floating point number which we were told last year is the game duration in minutes, and the game result. Pre-learned data for 6 opponents, with the largest file by far for Stardust. Maybe if you have pegged your opponent as having a narrow range of adaptation, you don’t have to leave room for surprises.
4DragonVery simple game records with strategy and game result, like "siege expand" won.
5McRaveTwo files for each opponent, named like ZvU UAlbertaBot.txt and ZvU UAlbertaBot Info.txt. The first file is short and counts wins and losses overall and for each of McRave’s strategies. The info file (now working correctly, unlike last year) has detailed game records with aspects of the opponent’s strategy (2Gate,Main,ZealotRush), McRave’s strategy at 3 levels of abstraction (PoolHatch,Overpool,2HatchMuta), timings, and unit counts. I want to look more closely at the game records and see how they are used (maybe they are only logs for the author).
6MicrowaveResult and history files for each opponent that look similar to last year’s. The result files count wins and losses for each Microwave strategy, and no longer limit the counts to 10—apparently Microwave no longer deliberately forgets history. The history files have a one-line record of data about each game and look the same as last year. Also pre-learned history files for all 12 opponents.
7SteamhammerSteamhammer’s learning file format is documented here.
8DaQinCarried over from last year. Learning files straight from its parent Locutus (very similar to the old format Steamhammer files). There is no visible pre-learned data (in a quick check I also found no opponent-specific code).
9ZZZKBotLearning files for each opponent that look the same as last year, with detailed but hard-to-interpret information about each game.
10UAlbertaBotCarried over from past years. For each opponent, a file listing strategies with win and loss counts for each.
11WillyTA single log file with 150 lines apparently giving data for 150 games against various opponents. Each line looks like 20201009,Ecgberht,T,01,0. The items look like date, opponent, opponent race, a number 01 02 or 03, and win/loss. There were 150 rounds in the tournament, so maybe this is a log of one game per round—the dates seem to back that up, but if so, how is the single game chosen? Is it the last one played? This is either broken, or else it is doing something I can’t fathom.
12EcgberhtTwo files for each opponent, named like Dragon_Terran.json and Dragon_Terran-History.json. The plain file counts wins and losses of each of Ecgberht’s strategies separately for each map size (number of starting locations, 2 3 or 4). (The map size breakdown is similar to AIUR’s.) There is also an overall win/loss count, plus flags named naughty and defendHarass. Of all bots in the tournament, only ZZZKBot is flagged naughty, so maybe it means the opponent likes fast rushes. defendHarass tells whether the opponent defends its workers if Ecgberht’s scouting SCV attacks them (that way it can exploit weak opponents without risking its SCV against prepared ones). The history file is a list of game records, giving opponent name, opponent race, game outcome, Ecgberht’s strategy, the map, and the opponent’s recognized strategy (which is often Unknown).
13EggBotNothing. EggBot is the only entrant other than Stardust to record no data.

In recent years, nearly all top bots have relied on opening learning to adapt to their opponents. The strongest bot without learning was Iron, which came in #1 in AIIDE 2016 and slipped down the ranks until it fell to #8 in AIIDE 2019, scoring under 50%. Stardust is the only high finisher since then to get by without. Stardust plays with a restricted set of units, only zealots and dragoons with observers as needed. On the one hand, that shows the value of specializing and becoming extremely skilled at the most important aspects of the game (the opposite of Steamhammer’s development strategy). On the other hand, it points out how much headroom all bots have to improve.

AIIDE 2020 - results by map

I’ve found that the bland average “how well did I do on this map?” often obscures big variations in “how well did I do versus each opponent on this map?” The variations mean something about strategy execution or strategy selection. Unfortunately, with only this information it’s usually impossible to guess what the meaning is, so I don’t have many comments. In general, I think you have to look at games to see how two bots’ strategies interact on a given map. These tables can help you choose which games to look at.

First, here’s the overall table with the averages. It’s identical in content to the third table in the official results. With 1800 games per player and 10 maps, each cell represents 180 games (sometimes slightly fewer due to missing games). I also have a writeup of the maps.

overallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust93.22%96%92%96%93%88%94%92%94%94%92%
purplewave79.44%79%82%76%80%81%76%79%82%80%81%
bananabrain69.61%65%73%69%75%71%71%68%71%65%69%
dragon62.38%58%63%67%63%57%69%65%59%61%60%
mcrave57.22%62%54%57%59%58%54%55%61%56%56%
microwave54.47%58%59%47%54%54%52%52%54%61%53%
steamhammer54.00%55%53%58%52%56%50%60%53%52%51%
daqin50.14%53%48%51%51%51%56%51%49%42%49%
zzzkbot39.89%35%37%32%40%39%41%39%38%53%45%
ualbertabot31.14%33%30%35%32%37%24%28%34%23%34%
willyt29.44%19%26%32%22%29%35%38%33%33%28%
ecgberht24.28%28%28%27%21%24%23%21%18%23%29%
eggbot4.72%9%4%4%7%5%4%2%4%4%3%

Now the breakdown tables. For example, in the next table, Stardust scored 80% against PurpleWave on the map Destination. Each of these cells represents only 15 games (minus missing games), so small differences are not significant.

stardustoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
purplewave83%80%80%93%93%73%100%80%87%73%73%
bananabrain62%87%53%73%33%47%67%60%53%87%60%
dragon93%100%80%93%100%93%87%93%93%100%87%
mcrave98%93%100%93%100%100%93%100%100%100%100%
microwave99%100%100%100%100%93%100%100%100%100%100%
steamhammer98%100%100%100%100%87%100%93%100%100%100%
daqin93%87%100%100%93%87%93%87%100%87%93%
zzzkbot99%100%100%100%100%100%100%93%100%100%100%
ualbertabot98%100%100%100%100%80%100%100%100%100%100%
willyt99%100%100%100%100%100%100%100%100%93%100%
ecgberht99%100%100%100%100%100%100%100%100%93%93%
eggbot97%100%87%100%100%100%93%100%100%93%100%
overall93.22%96%92%96%93%88%94%92%94%94%92%

Stardust did about equally well on every map against PurpleWave, but not so against BananaBrain. It looks as though it’s due to BananaBrain’s play—see the BananaBrain table below. Stardust thoroughly suppressed other players, so that’s as much as we can say.

purplewaveoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust17%20%20%7%7%27%0%20%13%27%27%
bananabrain63%60%87%47%60%60%73%67%60%67%47%
dragon45%53%47%47%40%53%7%27%80%40%53%
mcrave95%100%87%87%100%100%100%100%80%93%100%
microwave71%53%67%67%80%67%73%67%87%67%80%
steamhammer95%93%100%93%93%100%93%100%87%93%100%
daqin87%80%87%87%80%87%93%73%100%93%93%
zzzkbot91%93%93%100%100%73%87%100%93%93%73%
ualbertabot93%93%93%80%100%100%93%100%93%87%93%
willyt98%100%100%93%100%100%93%100%93%100%100%
ecgberht99%100%100%100%100%100%93%100%100%100%100%
eggbot100%100%100%100%100%100%100%100%100%100%100%
overall79.44%79%82%76%80%81%76%79%82%80%81%

bananabrainoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust38%13%47%27%67%53%33%40%47%13%40%
purplewave37%40%13%53%40%40%27%33%40%33%53%
dragon45%40%47%40%40%60%47%27%33%60%53%
mcrave55%47%73%40%60%53%60%40%53%60%60%
microwave61%60%87%60%67%53%53%67%67%33%67%
steamhammer71%60%80%60%87%53%80%73%73%67%73%
daqin66%60%67%53%67%67%53%67%80%80%67%
zzzkbot94%100%100%100%100%87%100%100%93%87%73%
ualbertabot88%93%80%100%80%87%100%87%80%100%73%
willyt84%73%100%93%93%93%93%80%80%60%73%
ecgberht99%93%93%100%100%100%100%100%100%100%100%
eggbot98%100%93%100%100%100%100%100%100%87%100%
overall69.61%65%73%69%75%71%71%68%71%65%69%

BananaBrain shows an irregular pattern against its strongest opposition, but seems to have more consistent map preferences against the middle ranks. I don’t know what it means, but it’s interesting.

dragonoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust7%0%20%7%0%7%13%7%7%0%13%
purplewave55%47%53%53%60%47%93%73%20%60%47%
bananabrain55%60%53%60%60%40%53%73%67%40%47%
mcrave79%80%73%93%73%80%80%73%47%93%93%
microwave57%27%40%80%53%47%80%60%60%60%60%
steamhammer30%20%27%33%33%20%47%20%40%20%40%
daqin53%40%53%27%33%60%53%80%53%60%73%
zzzkbot47%47%67%73%67%40%40%33%67%20%20%
ualbertabot80%80%92%87%80%60%87%80%71%87%80%
willyt93%100%93%100%100%93%93%87%93%93%80%
ecgberht94%100%100%100%100%100%100%93%80%100%67%
eggbot97%100%93%93%100%93%93%100%100%100%100%
overall62.38%58%63%67%63%57%69%65%59%61%60%

Dragon is strangely inconsistent. Does it learn strategy independently for each map? Does it do map analysis to adapt its play to the map, but there are flaws? Look at the PurpleWave row: Dragon crushed it on Circuit Breaker and fell down on Fighting Spirit.

mcraveoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust2%7%0%7%0%0%7%0%0%0%0%
purplewave5%0%13%13%0%0%0%0%20%7%0%
bananabrain45%53%27%60%40%47%40%60%47%40%40%
dragon21%20%27%7%27%20%20%27%53%7%7%
microwave77%87%47%73%80%87%80%73%93%80%73%
steamhammer57%53%33%60%47%67%80%60%53%53%67%
daqin65%87%80%87%87%47%27%33%60%80%60%
zzzkbot83%93%87%87%87%93%73%73%87%60%87%
ualbertabot89%80%100%87%93%93%93%93%87%80%80%
willyt63%80%53%40%80%67%47%60%47%73%80%
ecgberht80%80%87%60%73%80%80%80%87%93%80%
eggbot99%100%100%100%93%100%100%100%100%100%100%
overall57.22%62%54%57%59%58%54%55%61%56%56%

microwaveoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust1%0%0%0%0%7%0%0%0%0%0%
purplewave29%47%33%33%20%33%27%33%13%33%20%
bananabrain39%40%13%40%33%47%47%33%33%67%33%
dragon43%73%60%20%47%53%20%40%40%40%40%
mcrave23%13%53%27%20%13%20%27%7%20%27%
steamhammer29%53%47%13%33%13%33%13%27%33%20%
daqin83%87%100%73%80%93%53%87%80%100%80%
zzzkbot93%93%93%100%93%93%93%100%100%73%93%
ualbertabot61%47%60%50%53%53%87%60%60%80%60%
willyt65%87%73%27%73%47%53%47%87%87%67%
ecgberht88%60%80%80%100%93%93%80%100%100%93%
eggbot100%100%100%100%100%100%100%100%100%100%100%
overall54.47%58%59%47%54%54%52%52%54%61%53%

steamhammeroverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust2%0%0%0%0%13%0%7%0%0%0%
purplewave5%7%0%7%7%0%7%0%13%7%0%
bananabrain29%40%20%40%13%47%20%27%27%33%27%
dragon70%80%73%67%67%80%53%80%60%80%60%
mcrave43%47%67%40%53%33%20%40%47%47%33%
microwave71%47%53%87%67%87%67%87%73%67%80%
daqin22%40%20%20%13%13%27%40%7%20%20%
zzzkbot75%60%73%93%67%93%80%93%87%47%53%
ualbertabot95%80%100%93%100%93%87%100%100%100%100%
willyt55%60%67%60%60%53%60%60%40%33%60%
ecgberht83%100%60%87%87%60%93%93%87%93%73%
eggbot97%100%100%100%93%100%87%93%100%100%100%
overall54.00%55%53%58%52%56%50%60%53%52%51%

daqinoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust7%13%0%0%7%13%7%13%0%13%7%
purplewave13%20%13%13%20%13%7%27%0%7%7%
bananabrain34%40%33%47%33%33%47%33%20%20%33%
dragon47%60%47%73%67%40%47%20%47%40%27%
mcrave35%13%20%13%13%53%73%67%40%20%40%
microwave17%13%0%27%20%7%47%13%20%0%20%
steamhammer78%60%80%80%87%87%73%60%93%80%80%
zzzkbot9%40%7%20%7%7%0%0%0%0%13%
ualbertabot69%73%87%53%67%60%73%73%73%71%60%
willyt96%100%100%93%93%100%100%100%100%73%100%
ecgberht99%100%93%100%100%100%100%100%100%100%100%
eggbot97%100%100%87%100%100%100%100%100%87%100%
overall50.14%53%48%51%51%51%56%51%49%42%49%

zzzkbotoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust1%0%0%0%0%0%0%7%0%0%0%
purplewave9%7%7%0%0%27%13%0%7%7%27%
bananabrain6%0%0%0%0%13%0%0%7%13%27%
dragon53%53%33%27%33%60%60%67%33%80%80%
mcrave17%7%13%13%13%7%27%27%13%40%13%
microwave7%7%7%0%7%7%7%0%0%27%7%
steamhammer25%40%27%7%33%7%20%7%13%53%47%
daqin91%60%93%80%93%93%100%100%100%100%87%
ualbertabot49%33%47%20%67%33%53%67%40%87%40%
willyt92%100%100%100%100%93%80%67%80%100%100%
ecgberht29%13%13%33%33%27%33%33%60%33%13%
eggbot100%100%100%100%100%100%100%100%100%100%100%
overall39.89%35%37%32%40%39%41%39%38%53%45%

ualbertabotoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust2%0%0%0%0%20%0%0%0%0%0%
purplewave7%7%7%20%0%0%7%0%7%13%7%
bananabrain12%7%20%0%20%13%0%13%20%0%27%
dragon20%20%8%13%20%40%13%20%29%13%20%
mcrave11%20%0%13%7%7%7%7%13%20%20%
microwave39%53%40%50%47%47%13%40%40%20%40%
steamhammer5%20%0%7%0%7%13%0%0%0%0%
daqin31%27%13%47%33%40%27%27%27%29%40%
zzzkbot51%67%53%80%33%67%47%33%60%13%60%
willyt45%27%73%47%73%47%27%33%47%27%47%
ecgberht61%60%47%67%60%60%53%73%73%47%73%
eggbot90%93%93%80%93%100%87%87%87%100%80%
overall31.14%33%30%35%32%37%24%28%34%23%34%

willytoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust1%0%0%0%0%0%0%0%0%7%0%
purplewave2%0%0%7%0%0%7%0%7%0%0%
bananabrain16%27%0%7%7%7%7%20%20%40%27%
dragon7%0%7%0%0%7%7%13%7%7%20%
mcrave37%20%47%60%20%33%53%40%53%27%20%
microwave35%13%27%73%27%53%47%53%13%13%33%
steamhammer45%40%33%40%40%47%40%40%60%67%40%
daqin4%0%0%7%7%0%0%0%0%27%0%
zzzkbot8%0%0%0%0%7%20%33%20%0%0%
ualbertabot55%73%27%53%27%53%73%67%53%73%53%
ecgberht74%53%87%47%80%93%80%93%87%60%60%
eggbot69%0%80%93%53%47%87%100%73%80%80%
overall29.44%19%26%32%22%29%35%38%33%33%28%

ecgberhtoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust1%0%0%0%0%0%0%0%0%7%7%
purplewave1%0%0%0%0%0%7%0%0%0%0%
bananabrain1%7%7%0%0%0%0%0%0%0%0%
dragon6%0%0%0%0%0%0%7%20%0%33%
mcrave20%20%13%40%27%20%20%20%13%7%20%
microwave12%40%20%20%0%7%7%20%0%0%7%
steamhammer17%0%40%13%13%40%7%7%13%7%27%
daqin1%0%7%0%0%0%0%0%0%0%0%
zzzkbot71%87%87%67%67%73%67%67%40%67%87%
ualbertabot39%40%53%33%40%40%47%27%27%53%27%
willyt26%47%13%53%20%7%20%7%13%40%40%
eggbot97%93%100%100%87%100%100%100%93%100%100%
overall24.28%28%28%27%21%24%23%21%18%23%29%

eggbotoverallDestinHeartbPolariAztecLonginCircuiEmpireFightiPythonRoadki
stardust3%0%13%0%0%0%7%0%0%7%0%
purplewave0%0%0%0%0%0%0%0%0%0%0%
bananabrain2%0%7%0%0%0%0%0%0%13%0%
dragon3%0%7%7%0%7%7%0%0%0%0%
mcrave1%0%0%0%7%0%0%0%0%0%0%
microwave0%0%0%0%0%0%0%0%0%0%0%
steamhammer3%0%0%0%7%0%13%7%0%0%0%
daqin3%0%0%13%0%0%0%0%0%13%0%
zzzkbot0%0%0%0%0%0%0%0%0%0%0%
ualbertabot10%7%7%20%7%0%13%13%13%0%20%
willyt31%100%20%7%47%53%13%0%27%20%20%
ecgberht3%7%0%0%13%0%0%0%7%0%0%
overall4.72%9%4%4%7%5%4%2%4%4%3%

EggBot’s wins against WillyT—the majority of all its wins—seem to have come from very specific situations.

AIIDE 2020 - a first look at the results

I enjoyed lurking in the AIIDE 2020 stream last night. The top winners were easily predicted: #1 Stardust, #2 PurpleWave, #3 BananaBrain. #4 terran Dragon did well, and #5 McRave playing zerg did great to finish as well as they did in the era of protoss domination. The race pattern continues: Protoss at the top and otherwise scattered randomly down the table, terran split between strong bots near the top and weaker bots near the bottom, and zerg clumped in the middle. Of course that is only a general pattern, every bot is on its own.

I will be doing my usual results analysis, I hope more than my usual. I’m curious about how some of the specific results came about.

Here is my version of the crosstable, computed from the detailed results. It exactly matches the official crosstable, only the presentation is different. A total of 5 games went uncounted due to GAME_STATE_NOT_UPDATED_60S_BOTH_BOTS, all of them involving UAlbertaBot.

#botoverallstarpurpbanadragmcramicrsteadaqizzzkualbwillecgbeggb
1stardust93.22%83%62%93%98%99%98%93%99%98%99%99%97%
2purplewave79.44%17%63%45%95%71%95%87%91%93%98%99%100%
3bananabrain69.61%38%37%45%55%61%71%66%94%88%84%99%98%
4dragon62.38%7%55%55%79%57%30%53%47%80%93%94%97%
5mcrave57.22%2%5%45%21%77%57%65%83%89%63%80%99%
6microwave54.47%1%29%39%43%23%29%83%93%61%65%88%100%
7steamhammer54.00%2%5%29%70%43%71%22%75%95%55%83%97%
8daqin50.14%7%13%34%47%35%17%78%9%69%96%99%97%
9zzzkbot39.89%1%9%6%53%17%7%25%91%49%92%29%100%
10ualbertabot31.14%2%7%12%20%11%39%5%31%51%45%61%90%
11willyt29.44%1%2%16%7%37%35%45%4%8%55%74%69%
12ecgberht24.28%1%1%1%6%20%12%17%1%71%39%26%97%
13eggbot4.72%3%0%2%3%1%0%3%3%0%10%31%3%

It’s curious that Stardust towered over every opponent—only BananaBrain was able to put up a serious fight—but did not score 100% against any. #4 Dragon upset protoss #2 PurpleWave and #3 BananaBrain, but was upset in turn by zergs #7 Steamhammer and #9 ZZZKBot. That is typical of tscmoo authored bots: They are tuned to do well against the best, and show some weakness against the rest. I’m surprised by UAlbertaBot’s relatively high finish; I expected it to be second to last.

In my original post on the bots registered for AIIDE I separated out 3 new bots, DanDanBot, Randofoo, and Taij. I didn’t mention the other new entrant, EggBot, which hadn’t appeared on the list yet. Of the 4 new bots, only EggBot ended up playing. None of the familiar old names dropped out. Way to go EggBot! In my book it did not finish last, it finished ahead of 3 no-shows, and ahead of everyone who was afraid to sign up at all. You don’t have to have a serious chance in the competition to take the competition seriously; opportunities are to be taken. The only downside is that I can no longer say “Eggie” to mean Ecgberht.

I am of course especially interested in Steamhammer’s results. Its rival Microwave squeaked ahead with 8 extra wins out of the 1800 games. #7 Steamhammer upset #4 Dragon and #6 Microwave by about 70% each, but it was crushed by #8 DaQin, scoring only 22% (where Microwave scored 83%). In my post Steamhammer’s prepared learning data for AIIDE 2020 I said “I also didn’t prepare against DaQin because I didn’t have recent data handy; I could have tried harder, but time was short.” That one omission was my downfall!

The race balance tables are not very interesting, since protoss dominates. And of course there was only one random player, UAlbertaBot. Nevertheless, here they are. The overall race balance:

overallvTvPvZvR
terran39%31%38%58%
protoss59%69%58%72%
zerg51%62%42%73%
random31%42%28%27%

Each bot’s results by opponent race. I think the table tells more about the opponents grouped by race than about the bots listed on the left.

#botraceoverallvTvPvZvR
1stardustprotoss93.22%97%84%99%98%
2purplewaveprotoss79.44%81%67%88%93%
3bananabrainprotoss69.61%76%60%70%88%
4dragonterran62.38%94%54%53%80%
5mcravezerg57.22%55%43%72%89%
6microwavezerg54.47%65%50%48%61%
7steamhammerzerg54.00%70%31%63%95%
8daqinprotoss50.14%81%38%35%69%
9zzzkbotzerg39.89%58%41%16%49%
10ualbertabotrandom31.14%42%28%27%-
11willytterran29.44%40%18%31%55%
12ecgberhtterran24.28%16%20%30%39%
13eggbotprotoss4.72%12%2%1%10%

Next: Results by map.

stream of AIIDE 2020 results

Dave Churchill announced:

The AIIDE Competition just finished up, and so I'm gonna hold a live results stream TONIGHT at 8:30PM Eastern Time to announce the results and watch some replays. Come hang out, it should be fin!

https://www.twitch.tv/davechurchill

I think the time works out to 00:30 UTC, if that helps people convert to their time zone.

That’s three streams to watch today, ASL, SSCAIT, and AIIDE. Busy day!

Update: The games in the SSCAIT broadcast were excellent this week. Recommended.

opening timing data for Steamhammer

Here are my implementation thoughts about opening timing data, as mentioned yesterday. I haven’t decided whether this is what I’ll do next, still thinking. I will at least do something similar eventually.

the data

1. Record timings for all of Steamhammer’s openings, in a static data file to be read at startup. The timings should include the time when each tech or production building finishes, plus the number of workers and the army size and composition at the end of the book line (meaning the units produced; some may have been lost), and maybe a few other things. Time resolution of one second or a few seconds is probably fine. Even so, timings will vary from game to game, so maybe the timings should give low and high values, or mean and variance, or something.

Another idea is to accept that new openings will be added and reject the work of timing them before they can be played. Keep a database of opening timings and update it after each game. That’s only safe on a server which plays one game at a time; for tournaments like AIIDE the database would have to be frozen and read-only.

2. For each game against a given opponent, record the earliest time that each enemy unit type is scouted, including buildings. Steamhammer already does this, with its “unit timing” skill (implemented using the skill kit). Also record the timing and army size and composition of the enemy’s first attack, or maybe its first few attacks, or maybe all of its major attacks. I’ll see what helps.

using the data

The data about the enemy can be used to recognize enemy builds earlier and more consistently. Most bots have a small repertoire of openings. As Steamhammer plays, it can check its scouting data for the current game for the closest matches among recorded games. If the records say that the enemy followed up the same way in all of the close matches, then the enemy strategy is predicted to that extent. You can see it as a kind of case-based reasoning: Find approximately matching cases and generalize from them.

We don’t have to fully predict the enemy strategy to react to it, we only need to know constraints on it. For example, if we’re going to add static defense (whether written into the opening or in reaction to the enemy army size), then we can check records of when the enemy first attacked: Don’t build sunks too early. If a clever enemy notices the vulnerability and attacks early, too bad, but then we have a new game record and will know for next time.

The main purpose of the opening timings is to choose openings. The records of enemy games tell us the range of enemy play. When choosing an opening at the start of the game, before any scouting information is available, we can try to pick one with unit mix and timings that counter the range of enemy play. One basic adaptation is to try to always be a little greedier than the enemy, to get ahead in economy (except when the enemy is too greedy, then we can rush). That’s a principled way to choose 5 hatch before pool versus Dragon. Another is, if the enemy prefers certain units, we can pick openings that produce counter units at the right time.

Of course the data can also be used to adapt openings when our first choice was not right for the enemy’s actual play. It will be a while before Steamhammer can do that with generality.

Steamhammer plans

Time for another update on my plans, since they change almost as fast as I can think up changes. After the big push for AIIDE 2020 I have been working slowly, but I’m still making progress.

I’ll release a version 3.2.20 soonish, with small bug fixes and other minor tweaks. For example, I found the cause of failed macro hatchery conversion, and I’m correcting it now. None of the fixes should make a big difference in playing strength, but I know from experience that many small improvements add up to a big improvement. Next, if I can get it to work this time, will be version 3.3 on BWAPI 4.4.0, a necessary upgrade. I expect I will be unable to resist features enabled by 4.4.0, like delaying overlord speed until after hive and tracking enemy terran scans.

Then I want to at long last make visible progress on my main objective of strategy adaptation. I’ve changed my mind repeatedly about what the next step should be, and the result is that I have nonworking partial implementations of several complex features. I don’t see it as wasted work, because all the features are necessary, but it does mean I have no progress to show off. I want to bite off a piece small enough that I can swallow it down in time for the year-end SSCAIT tournament. I think it should be either the opening timing stuff that came up yesterday (it does give useful though ambivalent hints), or else some machine learning stuff I’ve mentioned earlier, whose code has been sitting in an almost-finished state, not yet passing small-scale tests and unready to be integrated into the whole program for its big test. Whether I make it in time for SSCAIT or not, I expect my choice to be the theme of the 3.4.x series.

Next: Specifics on opening timing.

Steamhammer-Dragon games

The latest SSCAIT weekly broadcast included a Steamhammer-Dragon game where Steamhammer went up to five hatcheries before it started its spawning pool, a crazy risky build that loses to any early attack. Dragon did not attack early and was hammered into the ground by huge macro. Sonko, narrating the game, rightly concluded that Steamhammer’s opening was the result of learning, though the opening timing idea he mentioned is still on my to-do list. Anyway, five hatches before pool is one of Steamhammer’s favorite builds versus Dragon, but it also plays others, and not always successfully. I thought I’d briefly list a few recent games to show how tricky it can be to choose openings. Even if you know the enemy’s timings, it is still tricky.

7 hatch 6 pool speed, a zergling rush that starts slower than the pool-first rushes but hits harder because of the two hatcheries and the zergling speed research. The opening leaves only 7 drones to power the two hatchery production, so it’s very much all-in. Dragon saw it coming and reacted with a bunker in its main, though for some reason it followed with an expansion CC which it lost without canceling. Even so, Dragon’s defense was better than Steamhammer’s attack, the all-in failed after vultures arrived, and Dragon was in a winning position. But (no doubt due to some bug) terran left only 1 SCV on gas and suffered a severe vespene shortage, and compensated by going mass vultures, not a strong backbone unit for a terran army. The game turned much more exciting than it should have been.

9 pool into 2 hatcheries, with early but not heavy pressure. Again Dragon made a bunker in main and defended easily. Steamhammer droned up well, keeping pace with the terran economy, but could not also make a strong army. Zerg ran into trouble.

5 hatch before pool, like the broadcast game, except this time Dragon got a vulture into the zerg base before defense was quite ready, then followed up with wraiths when defense was not even close to ready. Zerg struggled but finally stabilized, and the game was on. This is the most interesting of the games.

The first two games are fast rushes. One was all-in and the rush failed, but the opponent’s game plan was discomposed by an unforeseeable factor. The other was not all-in and looked successful at first, but did not actually keep up. Even if you recognize the enemy’s tech and attack timings, it’s tricky to choose an opening that exploits them successfully. Starcraft is complicated! The third game is a reminder that the enemy gets a vote, and can change up its timings, or can play its builds sloppily so that the timings vary. At a minimum, you have to take into account the range of timings.

broodling!

Today’s ASL 10 games were excellent. Every game was exciting. There were cool and unusual events, such as turrets placed solely for deception, and 3-base zerg versus 3-base zerg. Recommended.

Meanwhile, to fill the time as I make my second attempt to upgrade Steamhammer to BWAPI 4.4.0, here is another unusual game. The pictures show a queen killing an ultralisk with broodling, something I mentioned by name in the latest change list. See the queen’s energy level and the ultralisk remains. The game is weak on both sides, but as I forecast, Steamhammer was more ready than its opponent for the rare situation.

the queen is ready

scratch one ultralisk

The game was played over a week ago. If Crona is already updated to fix some of the mistakes here, that’s no surprise. Steamhammer has a related improvement.

a bug and its antimatter twin

Steamhammer has a special case reaction in the building manager to ensure that it builds enough macro hatcheries when it is contained: If a drone sent to build an expansion hatchery did not make it there, and zerg suffers from a larva shortage, then the expansion is converted to a macro hatchery instead. A drone is assigned to build the hatchery in base.

The feature seems to have bit-decayed and it is not working reliably. I’ve seen a few games where Steamhammer was contained and desperately kept sending drones to try to expand, while it had a larva shortage and its mineral bank was building up.

At the same time I see the diametrically opposite bug in Steamhammer’s terran play: When terran is contained for a long time, it starts to build “macro command centers” inside its base, which essentially act as oversize 400 mineral supply depots. It doesn’t know how to lift them off and land them elsewhere, and it doesn’t need more SCV production, so it’s pure loss.

What the what?!?

Logically, the bugs must be unrelated. The zerg special case explicitly checks that the building is a zerg hatchery. But it behaves exactly as though it had the races mixed up. If the two bugs annihilated like matter and antimatter, they would create energetic play.

Both bugs are on my list to solve soon. The terran bug is as serious as the zerg one in terms of wasted resources.