testing 12 hatchery in ZvZ
Today I tested a 12 hatchery in main opening for ZvZ. 12 hatch gets zerglings late, and it is risky against 9 pool openings, which are common in both human and bot play. Steamhammer in the past (after version 0.2 from 2016) rarely plays even the faster 12 spawning pool, because its poor defensive skills leave it vulnerable to normal play. I only added a 12 hatchery opening for ZvZ in version 1.4, to be played when the opponent model predicts that the opponent will also open slowly. Otherwise it seemed too risky.
The hatchery on 12 lets the player get more drones than any other opening that is playable in ZvZ. I realized that you can make a sunken colony and still end up with 11 drones, a strong count for ZvZ. So I made a 12 hatchery in main opening with a creep colony timed to finish a little before the spawning pool finishes (a deliberate production delay would make it more efficient). The sunken colony gives it a chance to survive early aggression despite poor drone defense skills. It uses the 2 hatcheries to make many zerglings, threatening any 1 hatchery opening, and at the same time techs to mutalisks fairly quickly, threatening zergling openings.
How did it work out? I tested with self-play versus different openings.
I started with Steamhammer’s 9 pool speed opening, which builds up to 3 hatcheries as it gets the money, going all-in on zerglings. Would the 12 hatchery survive? On 2 player maps, the 9 pool zerglings could arrive too early and win. On 3 player maps, the 12 hatchery seemed risky. On 4 player maps, the 12 hatchery usually won: It survived the early attack, matched zergling numbers later, and won with mutalisks. The plan worked.
It also got a plus score versus fast mutalisk openings like overgas 9 pool and 11 gas 10 pool. The 12 hatchery could not catch up in mutalisks and struggled to defend in the air, but still won the majority of games with mass zerglings. The one hatchery openings could not keep up in zergling count. The plan worked here too.
I didn’t bother to test against in-between openings like 9 hatchery, or overhatch, or the various overpool openings. The 12 hatch survived more extreme openings, and it has a superior economy to middle-of-the-road openings, so it should be competitive. I will try a few tests against other opponents, to see how it stands up against bots with different skills.
I already configured Steamhammer to play the 12 hatchery in main opening, on 4 player maps only, at a fairly high rate. I predict it will help. I also configured it for all maps as an alternative to the 12 hatch at natural opening when the opponent model says that it is playable.
I want Steamhammer to learn to select its own openings not only to suit the opponent, but to suit the maps. Next: Ideas for adapting to specific maps.