SAIDA’s learning and SAIDA’s weaknesses
SAIDA is holding its position as #1 on SSCAIT, but it is under constant attack from other bots and loses some games. On the one hand, SAIDA has weaknesses against early harassment and timing attacks, especially if the opponent denies scouting. On the other hand, SAIDA appears to have a learning mechanism that recognizes rush timing and figures out a defense. The SAIDA page describes it as “He also catches perfect rush timing by using information he collected.” That’s a vague description, but the behavior does appear to involve learning from experience. MicroDK noted that SAIDA writes data only after it loses; this must be why. For example, BananaBrain tried a dark templar rush and won a series of games, but finally the learning kicked in and SAIDA figured out how to get turrets in time to stop it (SAIDA’s code was not updated). Since then, BananaBrain has mostly lost games, defeating SAIDA only once, in this game where the turret was seconds late.
Other examples include PurpleSpirit winning one game with BBS then being unable to win with it again, and Krasi0 winning with its fast barracks marine cheese with similar results.
In the latest attacks, Locutus won with center gates, making only 2 zealots before switching into dragoons, and Krasi0 added a bunker to its marine cheese to overcome SAIDA’s vulture counter to the marines (SAIDA crashed this game). Will SAIDA learn to defeat these tricks too? I don’t know, let’s find out!
How powerful is this learning mechanism? Surely there must be attacks that it cannot figure out how to forestall—or can’t figure out in reasonable time. If you find 2 winning tricks and switch between them, can it learn to defend against both? If you DT rush once so that it learns to get early turrets, does it get early turrets for the rest of time after you switch back to regular play? The unnecessary turrets give you a small advantage, and at a high level of play, small advantages are big.
Here are some of the weaknesses I see in SAIDA’s play.
- Poor defense against unscouted early attacks, mitigated by the learning mechanism. SAIDA loses more SCVs than it should.
- SAIDA recovers poorly from economic setbacks. It does not replenish lost SCVs as well as it should, and stops expanding after a while. If you gain an early lead, you can win by holding on and waiting for SAIDA to mine out.
- SAIDA is vulnerable to mine drags. It sees no danger in having its spider mines and its forces next to each other. It will even place mines in its mineral line, begging you to blow up its SCVs.
- SAIDA does not know how to build in safe locations. On some maps, like Moon Glaive, parts of the main base are easily sieged from outside. Krasi0 has won games by blasting down factories that are in range, and SAIDA keeps trying to rebuild in places that are also in range.
- SAIDA is consistent and predictable. It varies to counter the opponent, but at heart always plays the same strategy and the same tactics. The dropships always fly along the edge.
SAIDA also has great strengths. The greatest may be the big red animated arrow that points out the main attack position. As long as SAIDA has a monopoly on big animated arrows, I think it will remain #1.
Comments
Dan on :
Antiga / Iruian on :
Jay Scott on :
Jay Scott on :
MarcoDBAA on :
Many Movements seem to be hardcoded in general (like drops, as you said). Always 2 tanks and 2 goliaths to protect the expansions, and they will never leave them, even if reinforcements are really needed.
Versus P and Z it plays like a better (but completely mech) letabot, but if the first attack fails, it has problems to reorganize the army and its units get picked up.
Jay Scott on :
Marian on :
It will drive the bot developers to new hights but I don't expect it to lose #1 position in the near future.
MarcoDBAA on :
Muta stack is doing really well btw in general, they just have to spread out vs Archons, Corsairs and High Templars (or also in general in other situations) Also like that they really search for weaknesses in the defense of the opponent. Looks like a working proof of concept version overall with obvious higher ceiling. Congrats.
Marian on :
I was testing some other builds vs SAIDA but the results were not pleasing. Only build I got working was fast speedling rush but this does not work so well if the terran goes more vulture heavy.
What I think might be the best counter is to rush defilers and basically hold enemy timing rush with a 2-3 lurkers + endless swarm.
Any zerg bots that already implemented swarm up to the challenge?
MicrDK on :
Dilyan on :
Jay Scott on :
LetaBot on :
Jay Scott on :
Simon Prins on :
They are now considering removing the ID again, because they believe it encourages 'large numbers of low effort strategies' that find and abuse holes in the opponents play. I think I am going to show them this blog post to point out what amazing things you can do with it.
Simon Prins on :
Jay Scott on :
MarcoDBAA on :
Without memory, you cannot really be considered "intelligent".
A human player would realize very soon, that the opponent just plays the same strategy over and over. And when a human plays an AI player, it would be unfair in principle, when the human can react to what the AI does, but the bot can not.
P.S: But I am also against hardcoding vs specific opponents on the other side.
Jay Scott on :
Dan on :
Jay Scott on :
Jay Scott on :
MarcoDBAA on :