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bot versus human meta differences

In the Undermind 42 podcast, purple Dan Gant offers the opinion that the bot metagame and human meta will be similar in the long run: “there may be some differences but those differences will be slight” as bot and human meta converge over time.

Maybe so. We won’t know till we know. There are reasons to be sceptical, known instances where bot and human meta differ for reasons that seem fundamental and likely to endure. Here are examples. It’s possible to argue about each one, whether it constitutes a serious or a minor meta difference, but there certainly are differences.

My examples are all in zerg matchups. That might be because zerg is affected more, or just because I know more about zerg. I suspect the latter.

Locutus-style dragoon micro

Cadenzie had the impression that once Locutus had enough dragoons, hydras became weak against them. A dragoon has high speed and a longer range than a hydra, so with perfect micro it makes sense. We’ve seen similar events in other Locutus-human zerg games: Zerg has to win by playing a more efficient build order to stay ahead in macro—but in the limit as bots improve, protoss will have efficient reactive builds. If this is true, then zerg has to seek another way to fight dragoons.

I suspect that the answer is to include speed zerglings in the unit mix along with either hydras or mutalisks. We’ve seen games where tscmoo zerg can coordinate its lings and mutas to beat Locutus dragoons at low cost: The lings get in among the goons, interfering with their movement, and the combined arms attack becomes very effective. A similar tactic should work with lings and hydras, but it would require tactical coordination and strong micro.

In any case, higher efficiency of dragoons in bot play seems like a fundamental meta difference. Wraiths are another unit with high speed and long range, and they also show higher efficiency in bot play (among the best terrans).

splitting irradiated mutalisks

In pro ZvT, irradiate counters mutalisks. Once terran has irradiate, it rarely makes sense to spawn any more mutalisks. That is because mutalisks are stacked tightly to attack, and when 1 mutalisk in the stack is irradiated, the UI provides no way for the zerg player to select it out. You have to separate the mutas until you find the glowing one. Even the greatest zergs can’t quickly and reliably separate the mutas to split out the irradiated one, so frequently all the mutas take serious damage.

In bot games, the irradiated muta can instantly fly away from the group. Irradiate becomes a weak counter to mutalisks, and zerg may well want to continue spawning mutas. Terran will have to seek another counter.

This meta difference can be chalked up to a design issue with BWAPI. BWAPI provides bots the ability to know the status of every unit in a stack, and to be able to pick out any one of them, while the game UI for human players does not. It’s not obvious how to revise the API, but we may want to do it at some point.

mass unit control

Occasionally a top human zerg will collect more than 12 mutalisks—more than one control group—and harass with them all. It’s mechanically difficult, because each control group has to be separately commanded. Jaedong was the first to demonstrate the skill, as far as I have seen. Only the best zerg players can do it well.

Bots, of course, can control units individually and don’t much care how many there are. Bots can, in principle, better control large armies, such as large mutalisk clouds. I’m not sure how important the effect is, but it seems that it ought to have some affect on the meta.

Also see Artosis’s comment about his McRave game, “I’ve played against and cast the best Protoss players in the world, and this bot had a way better economy than anything I’ve ever seen.” Underneath, it is the same issue: Bots can individually control units, so they can make every worker at the earliest possible moment, never leave it idle, and on top of that do micro tricks to speed up mining for the entire game (humans can do that in the very early game). A potentially stronger economy is a fundamental meta difference.

Also Cadenzie’s comment “the individual unit control and multi-tasking is sometimes beyond human ability.” A difference like that must have metagame effects.

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Quatari on :

Bots can also easily focus-fire particular weakened units that are within a stack, e.g. mutalisks. This makes mutalisk harassment harder vs bots.

Jay Scott on :

Agreed, and there are other examples.

Dan on :

I agree that inhuman capabilities in unit control could lead to different top-tier strategies in the future. My point is that most *current* differences between bot and pro strategies aren't part of that future; instead they're workarounds for bot weaknesses, gaming bot tournament formats, or most frequently are just objectively bad. The gap between pro strategies and what top bots run has shrunk over time and I expect we'll continue to see it shrink.

For example, there are currently no Protoss bots that play the first 2 minutes and 3 seconds of PvZ to a professional standard, even just at the level of build order and building placement, and it's not because they're leveraging bot skills; they're skill gaps or optimizations specific to bot tournaments (like going FFE and building two blind cannons on 10 for better odds against 4-Pools).

Maybe Dragoons are a viable core unit in PvZ; maybe stacks of 23+ Mutalisks can break open ZvT; but we won't really know until bots can play the six minutes with pro+ execution, and right now they don't reach that bar.

Jay Scott on :

Well, I have to agree with that. It does sound different than what you said on the podcast, though. Hard to be clear off the cuff?

jtolmar on :

I've seen a few discussions where human players suggest that using queens to ensnare marines or corsairs would be cost-effective, but not an effective use of the Zerg player's already strained ability to micro everything. That seems like it could cause a pretty big meta shift in the long run, given how important these units are for transitions and holding off mutalisks.

Dan on :

And then, in turn, the ability to instantly split and dodge against spells might make landing Ensnare unfeasible.

MicroDK on :

I see that the latest version of Steamhammer is much stronger on Basil. Which changes would you credit for this improvement? Also which kind of changes would you have to do to make Steamhammer play stronger against humans?

Jay Scott on :

I haven’t had time and energy to look closely and find out. The changes in opening choice are a strong clue about what skills became more successful. At a guess, the lurker improvement may be important (even though it solves only 1/3 of the problem I wanted it to solve). Another possibility is that mining out blocking minerals may help: It only affects 2 maps of 10, but the result is that those maps play more like the others and opening choice may become easier, so it could affect play on all maps.

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