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you don’t have to attack

Some bots, like Willbot, take a passive line and build up a large force before taking any offensive action. Others, like Steamhammer, prefer to keep the pressure on and attack whenever possible, even at high risk.

Neither style of play shows real understanding of strategy. Here are 2 simple principles that should be uncontroversial:

1. The side with more stuff has an advantage. If you have more units, or better upgrades, or higher tech, that is an advantage. You get those things by spending minerals and gas, so ultimately the side with more resources has an advantage.

2. The side on the defensive has an advantage. If you have static defense built, tanks sieged, lurkers burrowed, or simply units deployed in good position to engage, that is an advantage. If you have a shorter route to your production buildings, then reinforcements arrive sooner and that is an advantage. If you can stop or delay or channel attacking forces with blocking buildings or chosen terrain, that is an advantage.

From these 2 axioms, we can act like Euclid and derive a theorem: If you control more resources, you don’t have to attack. You can attack if you spot a weakness, but you don’t need to. You can hang back, in a safe defensive position, until your theoretical resource advantage manifests as a practical battlefield advantage, and then attack. At least you can wait until you are maxed at 200 supply.

Containment is the common case we see in bot play. When Steamhammer has the opponent contained, it constantly tries to press forward to notice and immediately exploit any weakness. It’s usually a mistake. Typically you should contain at the best defensive location you can, take care with the forward units you risk for vision, and scout to make sure the opponent can’t sneak an expansion or bypass the containment with drops or air play. You control the resources on the rest of the map, and that is an advantage.

The general rule is: If you can take expansions and deny expansions to the opponent, you will win. You can win without ever entering a fair fight. If the opponent takes an undefended expansion, smash it. If the opponent moves their army to defend a new expansion, smash the enemy natural instead. At worst, you force the opponent to allocate forces accurately to defend all threats. Tscmoo is the bot which implements this rule the best, though it still seems a bit crude to me.

The extreme case is a map split, where each side ends up controlling about half the map—except one side controls an extra base or two. Humans sometimes play from the beginning of the game for a favorable map split. I don’t think any bot understands the idea.

How do we get from here, strategic ignorance, to there, understanding tactical force allocation risks and tradeoffs to meet the strategic goal? Well, I mis-stated it; bots don’t have to understand, they only have to take the right actions. Bots today that contain the enemy don’t (it seems to me) understand what they are doing. They are following rules that produce containments as an emergent behavior. It’s a valid approach. But I recommend more explicit knowledge representations, because I think it will lead to faster progress.

Sometime this year Steamhammer will get an evaluation function that tells it how good or bad a situation is. The first version may be a simple hand-written evaluator that is used for a few decisions. In time, I hope to create an accurate evaluator by machine learning, good for decisions throughout the game. Then the same underlying knowledge, encoded the evaluator, will let Steamhammer adapt its openings moment by moment, choose its unit mix, and maneuver its forces.

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Comments

Antiga / Iruian on :

There has been alot of thought on this topic in human play to the point that it is half crazy. But it underlines a key part of modern PVT theory. T is strong on defense due to tank positioning so what modern P players have started to do is "macro" chesse. And put T in a position where they MUST attack due to overly aggressive tech or expansion choices by protoss and that attack that they must do is often not at a time when they would normally be comfortable doing so (pre upgrades etc.). It also is why protoss players in pvt expand as far as possible from T to force the farthest tank pushes possible. Often taking their natural then the other mains before any other bases are considered.

Jay Scott on :

Complicated! By “macro cheese” you mean that the protoss is investing so heavily in tech and/or bases that (1) protoss threatens to run away with the game if nothing is done to stop it, and (2) protoss leaves itself relatively vulnerable by investing less in production and in forces. It seems like a very indirect plan, doesn’t it? And yet great play means going to the very limit of what you can get away with, so in a way it’s natural.

Antiga / Iruian on :

Yeah it's more of (1). Protoss tech's / expands at a rate where T MUST attack or they will lose longrun. It's a reverse economic form of cheese. What modern Protoss players are doing is running a fine line of barely getting enough units to hold on / continue the game while pressing ahead a huge economic lead. You put your opponent in an uncomfortable position where they have to attack. This same logic can be used in zvp (Killabot /Cherrypi having the strongest implementation of this vs P FFE). Basically expand at such a massive rate that your opponent must pressure you.

MicroDK on :

This is what we see in krasi0, the best defensive bot on the ladder. It will sit tightly back in its base until it feels safe to attack or expand.

Nininene on :

Hmm I think 1 can be controversial in my opinion. You also need to take into consideration some form of "compatibility" of the unit mixes. To take it to an extreme, what if you have a lot of very high tech Devourers, while your opponent only have a handful of low tech zerglings? If the latter decide to storm your base, there is nothing you can do about it.
Of course this is extreme but in a lot of unit mixes confrontation, the damage/weapon compatibility, and the ability or not to detect invisible units can have a significant impact, sometimes turning the tables with respect to a mere supply based strength comparison.

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