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Tscmoo and squad coherence

In my post about independent control for unit micro I mentioned that Tscmoo can “lose squad coherence” without explaining what that is. I meant that Tscmoo likes to spread its units out instead of keeping them in a bunch, and sometimes units that start out working together end up separated and unable to cooperate. Here are a couple games from today to illustrate. I think the behavior is especially clear with zerg, so these are games of Tscmoo zerg.

the good side

First a game to show what Tscmoo gains by scattering units over the map, Tscmoo zerg versus Wuli on Heartbreak Ridge. Tscmoo opened in a way that left itself vulnerable to Wuli’s zealot rush. When the first 4 zealots arrived, Tscmoo had 4 zerglings to try to keep its morphing natural alive. Wuli already had 2 more zealots on the way, so it was army supply 12 versus 2. It looked like the natural would fall for sure.

Well, the fight went on for a while, but Tscmoo’s basic method was to run away and lure zealots out of position, then mob any zealots that strayed and could be locally outnumbered. Wuli didn’t reinforce properly and let its units get distracted, so that its powerful army went on goose chases and accomplished little. In the picture, zealots are chasing a zergling away from the natural. Notice the yellow dots on the minimap; Tscmoo is scattered around.

Tscmoo leads goose chases

Eventually mutalisks came out and zerg won. Tscmoo prevailed because its willingness to run away in different directions confused Wuli, which did not know how to concentrate its forces on a vulnerable point like the natural hatchery. Goose chases confuse a lot of bots, including Steamhammer (so far), and they are responsible for a lot of Tscmoo’s resilience when facing defeat.

the bad side

The image I had in mind when I wrote “loses squad coherence” was a Tscmoo group coming under pressure and forced to retreat. Human players like to have lines of retreat if they are pressed back, so they can keep their units together. Tscmoo likes to form a giant concave and doesn’t seem to pay attention to lines of retreat. As the concave is forced farther back, different units may retreat through different exits so that what was once a group fighting together breaks up into subgroups that the enemy may be able to defeat in detail, or ignore and bypass. There is no longer one coherent squad.

The game Tscmoo zerg versus Krasi0 is not as clear an example as the last game, but it shows what I mean. Tscmoo went for a hydralisk all-in and laid on a punishing attack. The game was decided when Krasi0 held with strong tank placement. In the picture, Tscmoo’s retreating hydralisk group is forced off the central plateau on Jade and breaks up as I described above. The hydras took different exits and did not join up again.

Tscmoo’s forces retreat in different directions

Goose chases do not confuse Krasi0. Krasi0 goes for the throat.

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McRave on :

This is a major concern I've had with McRave moving forward, unit cohesion. Ive been avoiding it long enough that my micro and strong build orders usually carry me, but I throw units away far too easily. Its a tough challenge and I lose to tscmoop sometimes due to the same mistakes as Wuli.

IMP on :

looking at all those screenshots from the replay viewer it just occurred to me you could upload the replay to the OpenBW server and link it in the image, such that when your readers click on the image it starts playing. Maybe we could even look into adding a time mark to the URL, such that it starts playing from there. Let me know if you're interested.

Jay Scott on :

The way I link replays reflects my preferences; no reason others should agree. Currently each picture links to a larger version of itself, because sometimes details are hard to make out. Would people like it if I: 1. Linked the pictures to the replays? The link would become either more or less obvious, depending. I would keep the text link. 2. Embedded the replays youtube-style so they could be played on the page? I’m not sure how to do that, but I think it should be possible.

krasi0 on :

Tscmoo's concaves definitely have a place in BroodWar tactics, but I suspect that the returns diminish on bigger maps due to the 200 supply limit?
Wild goose chases have long been an issue for BW AIs in general and even for my bot. Fortunately, at least in my case, they are not as severe as they used to be (albeit at the cost of sometimes showing undeserved mercy to certain enemy units).

Jay Scott on :

I think the returns diminish in larger-scale engagements. My feeling is that forming a small-scale concave can be a micro task, as in Tscmoo. Setting up a big sandwich maneuver needs analysis of map structure, and should be a tactical task.

Tully Elliston on :

Tschmoo's agents a beautiful to watch. I think agent based behavior like this can be very strong.

I think what is missing here is that agents need to change their behavior states based on strategic situation -> eg. when AI has strategic army advantage and needs to press its attack for example, agent behaviors could switch to a new set of behaviors where pursuit is prevented where it would cause the agent to move away rather than towards the enemy base.

Likewise, where the strategic situation requires a form of retreat (enemy army threat higher much than mine), agents could switch to a set of behaviors that emphasizes flocking and shortest ground distance movement away from largest concentration of threat (where it exists, else towards retreat location) over individual safety.

In these examples all agents would still be acting independently, but the swarm would still be appropriately working together to achieve the same end as centralized group control.

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