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Steamhammer-tscmoo games

When I first promised Steamhammer-Tscmoo games, Steamhammer had been winning most games against Tscmoo terran, despite dangerously aggressive terran play. Some of the games were good. Since then, Tscmoo has been updated, and now most of the Tscmoo bots (all except protoss) are ranked just above Steamhammer. Games have gone both ways, but I think Tscmoo has the edge overall.

a September game

In this game on Roadrunner Steamhammer played a 3 hatch lurker build that was a direct counter to Tscmoo’s fast academy. If zerg had played accurately, it would have been an easy win. As it was, zerg was unclear on the concept of defense and narrowly held by accidentally making just enough zerglings in a hardscrabble game. If Steamhammer had played a mutalisk opening, it would have lost, because the muta openings make fewer lings. Here Tscmoo’s last attack has broken through and the small terran force is frying drones—most of the drones in the picture died.

Steamhammer loses drones

But lurkers were already out, and Steamhammer broke the attack with a hammer blow and then turned the hammer outward.

Tscmoo loses everything

a recent game

Lately, Tscmoo terran has been playing sequences of tricky tech switches. Tscmoo played random on Destination in this game and got terran. It’s a 2 player map, and terran started with a barracks on 6 hidden in the corner of the zerg natural out of sight of the scouting drone, an early proxy that could be deadly. Luckily, Steamhammer tries to be ready for anything against a random player, and it opened with a safe overpool. Tscmoo in turn scouted Steamhammer’s safe opening and opted not to train marines right away (they would have died uselessly), but to move on to the next tech.

Early zerglings still did not spot the barracks. Tscmoo made marines in time for Steamhammer’s expansion; it may be a coincidence, but maybe Tscmoo is smart enough to know the timing. In any case, as you can see from the unit counts, zerg was more than prepared.

Steamhammer finds the barracks

Most of Steamhammer’s lings went to the terran main, as you can see in the minimap above. Tscmoo has strong worker defense, and the fight was not entirely one-sided. And of course Tscmoo had been preparing its next tech, vultures. When they were done, the vultures chased the lings out. Steamhammer knew what was coming, though, and put down a sunken in its main for safety, and one in the natural a little later when the natural finished. The vultures also did not achieve much.

Meanwhile, Tscmoo started a starport, the next tech switch. Steamhammer saw that too and put down a hydra den while trying to catch up in workers; despite killing a few SCVs, zerg was behind because it had made too many combat units. But instead of putting on wraith pressure, Tscmoo made an extreme move while waiting for wraith cloak research to finish: It added a tank (without siege) and pulled almost all its SCVs across the map for an all-in attack.

Tscmoo pulls SCVs

Steamhammer knew how to defend this one. Zerg made an emergency switch to mass lings with a few hydras, and with the help of the sunken the attack was beaten back with heavy losses. Zerg went from behind to ahead, plus Steamhammer started a spire and was able to safely return to droning up. Zerg had wasted money on lurker research, but it no longer mattered.

Tscmoo finally pulled the wraith switch, but the long delay meant that Steamhammer was again ready. The first wraith was able to kill a couple drones before scourge hatched. The wraith instantly cloaked when it saw the danger, but cloak is no use when you have chosen to fly right next to an overlord.

Steamhammer realized, more slowly than it should have, that mutas were the right choice, and brought pressure back to the terran. Tscmoo switched again, to valkyries for air defense, but zerg scourged most of them and terran could not hold the line long enough to build a stable force. (If it had, Steamhammer was still ahead and I think it would have switched to hydras and won anyway. It knows how.) Here scourge are intercepting the first valkyrie—by coincidence, the scourge were waiting by the starport (someday I’ll add code to do that on purpose).

scourging a valkyrie

I think Tscmoo showed greater ability, but it took big risks which did not pay off in this game. The SCV pull in particular was not a smart plan. Even so, you can see how easily zerg could have made a mistake and lost; Tscmoo earned its high place in the ranking.

Here’s a human game with a similar sequence of terran tricks: July vs Firebathero from 21 September, on the map Hitchhiker. Firebathero’s sequence of bunker to vultures to wraiths is 100% standard. July was ready and had some zerg tricks in response. Even if you don’t have much Starcraft expertise, it should be easy to see that this game is on a way higher level than the bot game.

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krasi0 on :

Game 2 is the type of AI vs AI games that we need to see more of on SSCAIT.

BTW, the mystery behind tscmoo's high place in the ranking is actually clear. Tscmoo's been exclusively working on sniping builds against Iron and krasi0Bot (which is perfectly fine, even advisable) while some viewers (including some of my greatest "fans") have been relentlessly voting such games all the time. Just look at all tscmoor vs krasi0 matches that have occurred recently or the tscmooT vs krasi0 / tscmooT vs Iron beforehand. (Fortunately we have some MU limits :) ) Once my bot or Iron finds a counter play to tscmoo's sniping build, the voting in of the specific MU suddenly stops. Go figure ;)

McRave on :

I'm gonna make a hallucination spam strategy and snipe all the top bots by messing with their combat sim. New toss meta coming.

Tully Elliston on :

Steamhammer needlessly throws away many Zerglings chasing down Vultures - FAP is doing you a disservice there.

Also noticed when your 10 Zerglings attacked the terran base, a lot of them were doing strange things in combat - changing targets, running around, or even attacking buildings - while the SCVs focused on attacking the closest targets.

Some additional Zergling melee logic along the lines of don't attack a building if there is a mobile unit within x distance, don't move if there is an SCV in melee range - might do you a service.

Jay Scott on :

It’s true. For FAP, the issue is a consequence of how it works, and I haven’t decided what to do about it. For zergling micro, I think the underlying issue is that zerglings choose their targets independently. When there are relatively few lings, too many choose targets that are close instead of valuable. When there are many lings, too many crowd around the valuable targets ignoring the close ones, and block each other so that they end up waiting instead of fighting. The settings are a compromise. The fix is to take into account more of the whole situation and to group zerglings into teams for different targets, and it’s not so easy. These are things I expect to get to after mutalisk micro, which is much worse than zergling micro.

Tully Elliston on :

How does the Ling targeting logic work at the moment?

Jay Scott on :

Each zergling calculates a score for each target and goes after the target with the highest score. The score takes into account the distance of the target, its value, whether it is moving, how fast it is, whether it is already hurt, and a few other factors.

Tully Elliston on :

With that handling (target by score by individual zergling) in mind.. would you consider any simple workarounds for until you establish a proper Zergling handler?

> Make score dynamically affected by the total number of Zergling Steamhammer has on the field. Small number of Zergling = skew towards closest. Large number of Zergling = skew towards spread.

>Make score dynamically affected by number of other Zergling currently targetting that unit. Where more than 2 Zergling are targetting the same unit, decrease score. Where more than 3, sharply decrease score.

Those two additions together would probably give you the best of both worlds.

Jay Scott on :

I suspect the best small change might be to replace separate scoring by distance and speed with scoring by time-to-intercept, as predicted from the target’s movement. It would reduce goose chases, which lose more games. You’re right that Steamhammer’s ling micro is flawed, yet it’s still better than most bots! The drawback is that there would need to be coordinated changes to decide things like what to do if all targets are rejected (which is not as simple). Anyway, the system as implemented is flexible and I’m sure big improvements are possible. It’s not at the top of my list for now.

Jay Scott on :

How many zerglings you want hitting a given target depends most importantly on the target’s exposed perimeter, and also on its value and its hp. It’s not as simple as you suggest.

Tully Elliston on :

I think its manifestation in-game would be a matter of how weighted the effect is. Depending how you scale it, might cause Zerglings to spread across a clump of marines instead of pile up targeting the closest. Probably the effect would need to be relatively subtle compared to the effect of distance to target.

It was just an idea though, there are ofc loads and loads of variables that can be considered and weighed against each-other - that's what makes following this scene so awesome!

Jay Scott on :

The effect would be to reduce focus fire, an advantage only in a mass attack. I’m sure it could be tuned to work, and anyone who likes can experiment with it. Personally, I think other changes have more effect for less effort.

Jay Scott on :

And as you say, there are more ideas than can be realized!

Jay Scott on :

By the way, if you watch the July-Firebathero game, you’ll see that July knows well how to chase down vultures with lings. It’s impressive micro.

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