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Steamhammer scouting thoughts

Good scouting is a prerequisite for strategy adaptation, and right now Steamhammer’s scouting skills are mediocre.

The ScoutManager controls early game scouting. In the original UAlbertaBot, the scout manager controls the worker scout. Steamhammer extends it to also control one overlord—and that’s all. It coordinates the two units to scout efficiently, but it can’t make use of the zerg’s second overlord, much less any other unit. Furthermore, the scouting paths don’t extract as much information as possible. When the scouting overlord arrives, it sits in one place and has no chance to see buildings started far away. The scouting worker does explore the base, but doesn’t evade defenders and often gets stuck on buildings. The enemy natural is scouted incidentally, if at all.

Steamhammer scouts in the middle game with its Recon squad, a small group of combat units that visit empty bases to see if perhaps they are no longer empty. The squad attacks any undefended buildings or weak enemies that it happens across, and the behavior of zipping across the map in every direction incidentally finds and interferes with a lot of enemy activity that would otherwise go unnoticed: Enemy scouts, abandoned proxy buildings, worker transfers, isolated reinforcements.... The Recon squad is effective, it doesn’t need any changes for now. But it should not be the only form of middle game scouting.

Steamhammer does no deliberate scouting of known enemy bases (after the early game scout), or of possible enemy movements (ever). It sees the enemy move out because its army is normally trying to push forward as far as it can, and it learns what is in the enemy base when an attack reaches that far (or occasionally when it parasites a unit that returns home).

There is a connection with overlord safety. Steamhammer does not know that most maps provide overlord posts where a correctly positioned overlord can safely watch passing enemies. Wraiths or corsairs spoil the party, but until then overlords can ordinarily see when the natural is taken, and see enemy units move out, and spot them as they pass key points, without danger and often without being seen in return. I don’t know of any bot that takes proper advantage of overlord posts.

what do do?

Some bots have a thing like a scout squad: If you want to look around the map, throw whatever units you prefer into the squad, and the squad coordinates them. That’s a step up in generality from Steamhammer’s scout manager.

The scout squad has decisions: Run around the map, or post units at key locations, or some of both? Just look, or harass or fight when it makes sense? If planning to fight like the Recon squad, how big should the groups be? For example, when a pro scouts with scourge, they commonly send 2 scourge, and if a corsair shows up, the scourge have a point to make. The simple scheme of dispatching individual units around the map doesn’t do everything you’d like.

I’m thinking of implementing scouting with 2 squads plus a scout boss that can hand off scouting goals to other squads.

The Recon squad would be little changed from now.

The Watch squad would be responsible for watching over key points with more or less stationary units. It might post single zerglings in likely enemy expansions, or set units to oversee choke points. Like the Recon squad, it would feel free to fight when it saw an advantage—you want to expand here? Fine, see if your probe can beat my zergling. The Recon squad would only visit bases that are not being watched. The size of the Watch squad might be 1 zergling early, and it might replace the Recon squad entirely later in the game. Steamhammer already has some code for the Watch squad, but it’s not in a usable state.

The Scout Boss would maintain goals: A set of things that we’d like to find out if we can, with priorities. At the start of the game, the goals would be to explore starting bases to find the enemy. When the enemy is found, some goals disappear and new goals appear to seek out what the enemy is doing. Later in the game the set of goals could become extensive—we saw a zealot at (x, y), is it still there? Ideally, in Candide’s best of all possible worlds, the Scout Boss should be smart enough to tell when it is worthwhile to sacrifice a unit for more information: How big is the enemy army? Run one zergling in. How many barracks are in that base? Sacrifice an overlord to find out.

A Scout squad can ask the Scout Boss for its goals. So can other squads. When Steamhammer’s mutalisks back away from an over-strong enemy force, they assume that the force will stay there and they remain backed away, wasting time doing nothing. The Scout Boss will want to know where that force goes, and can prompt the mutalisks to return and look. Or the Scourge squad can accept scout goals, and the Scourge squad has the knowledge that scourge should commonly fly around in pairs—or in triples if expecting scouts, something a general scout squad should not have to understand. (2 scourge kill most flyers, but a scout needs 3.)

Anyway, that’s the line I’m thinking along. Maybe I’ll start on it in January.

Soon: Analysis of the Styx opening and variations.

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