how far zerg creep spreads
I took a preliminary look at how far creep spreads from a hatchery. Here’s a picture from my first experiment.

The numbers on each tile are the distance from the hatchery, determined by hatchery->getDistance()
and scaled to tiles instead of pixels. Tiles for which BWAPI::Broodwar->hasCreep()
is true get orange numbers. Boxed tiles are unwalkable according to Steamhammer’s walkability map: A 32x32 tile is walkable if all its constituent 8x8 walk tiles are walkable, taking into account terrain and fixed neutral units only.
Creep spreads in an oval pattern, similarly to power from a protoss pylon. Of course creep spreads bit by bit, unlike the instantaneous power from a pylon, but at the start of the game the initial hatchery has its full spread of creep, so in that case we can ignore the spreading process.
After trying this on a variety of maps, including some irregular Blizzard maps, I found that the initial hatchery’s creep, though its outline seems a little odd, takes on a tile-for-tile identical outline on all maps. I’ll test further, but it looks as though I can predict the creep for the initial hatchery without much trouble: Hardcode one pattern of creep spread, match it to the hatchery location, clip it at the edges of the map, and trim away the minerals, geyser, and any terrain features that don’t allow creep. So far I haven’t tried a map where this method would give a wrong answer.
If it continues to look good, then an upcoming 1.4.x version of Steamhammer will be a little faster to find the bases of zerg opponents. Early game scouting units will definitively identify the occupied base when they see creep, and definitively identify an empty base when they don’t see creep that should be there.
Later versions will also have the ability to infer the existence of a zerg base by seeing creep later in the game. It’s strange to see bots pass in sight of creep and not realize what it means—“must keep looking, where is that last enemy base?” That feature will be a little more complicated. We don’t want to infer the existence of a base which was just destroyed, or get confused because outlying creep colonies of one base extend the creep as far as another base.
Next: Other near-term plans for Steamhammer.
Comments
Jay Scott on :
jtolmar on :
Arrak on :
jtolmar on :
Ankmairdor on :
jtolmar on :
Arrak on :
Ankmairdor on :
Ankmairdor on :
Jay Scott on :
jtolmar on :
Ankmairdor on :