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learning for tournaments

Most learning bots use a multi-armed bandit algorithm to choose opening builds, such as a UCB variant or an epsilon-greedy algorithm. The algorithms trade off exploration—trying stuff out to find what’s good—versus exploitation—getting wins using the good stuff that it found. If you’re playing on a ladder that always runs, you want an algorithm tuned to keep on exploring. Unless the algorithm hits on a build that wins every game, it will always find some value in occasionally trying another idea that might turn out to be better than what you’ve found so far.

If you’re playing a tournament, it’s different. The tournament will end, and if you’re near the end of the tournament then it won’t help to explore, because if you do find a better strategy you won’t have time to play it and earn wins. The cost of exploring starts to exceed the benefit. In the very last game of the tournament, if you know that it’s the last, the benefit of exploring is exactly zero and you should always play your best idea so far.

It’s an idea I thought of for AIIDE this year, but ended up not implementing in Steamhammer. I don’t know how long the tournament will be, but I can guess that it will probably not be much longer or shorter than last year, which was 100 rounds—100 games against each opponent. I could add a configuration parameter for the expected number of games, and reduce the rate of exploration slowly so that it reaches zero around then.

I may yet do it, it is likely a good idea. Bandit algorithms generally assume that the environment—the opponent—is steady over time, or becomes steady given enough time. Assuming an unchanging opponent, reducing exploration when exploration cannot help is always a gain. In reality the opponent may itself learn, so that bot + opponent form a hard-to-predict dynamic system. Reducing exploration against a learning opponent might make you more predictable so that the opponent’s exploitation works better. But the opponent will have to explore a little to do that exploiting, so... my guess is that the idea is still likely to help.

Does any bot use this technique of reducing exploration as the tournament continues? Do you have data showing how well it works?

Steamhammer’s prepared learning data for AIIDE 2020

What is the best way to prepare initial learning files for a tournament when you have partial knowledge of how your opponents will play? How should you seed your opponent model? Certainly it depends on your learning algorithm. I did not find the answer, but I poked at it and took my best guess for Steamhammer.

I tried an informal experiment on the Starcraft AI Ladder. The ladder is reset to zero once a week—it erases the game records, everybody’s learned data, everything, and makes a fresh start. One week I collected recent full-length data files and set those as Steamhammer’s prepared learning data for use after the weekly reset. (Because of how Steamhammer uses its prepared learning data, the files were not read at all until the reset.) The opponent is reset too, and may not play the same way that the old learning files expect, so it’s not guaranteed that the old learning files are the best seed for new learning. Still, I expected them to provide an advantage over starting from scratch. It makes intuitive sense that if the opponent is relatively constant, such as an opponent carried over in the tournament from a previous year, then keeping your learning files is good. But there may be cases where it’s not true, because both sides learn.

I was interested in whether the carried-over learning data would be helpful from the start, or would have trouble until it adjusted to the opponent’s reset. I let the ladder run overnight and collected data then. The carried-over data did seem to work well, certainly better than the missing or unmaintained initial data I had been using up to then.

The next week I tried an alternative, preparing minimal initial data. Steamhammer’s learning varies its approach depending on how much data is available, so I expect a difference between full-size and minimal prepared data. I looked through my records of previous weeks—not only one previous week—and selected by hand a small number of sample game records using varied openings that had scored well, never more than 4 games. This is the kind of preparation that makes intuitive sense if you have data on an opponent but you expect that the bot has enjoyed a major update—you want to be ready to exploit known weaknesses, but also to be ready to switch in case the weaknesses are gone. Again I set things up and grabbed the data the next morning. And the minimal data performed better. No opponent had worse numbers.

It was not in any sense a well-controlled experiment. Two weeks of data with the ladder’s small number of opponents is not enough to draw a statistically valid conclusion. Both Steamhammer and other bots were updated during the week between experiments, so the result is more than questionable, not solid but vapor. It’s entirely possible that Steamhammer performed better because I had made an important improvement during the week, and I know that I made improvements. Nevertheless this was the data I had, and I decided that it was more likely to be right than wrong. To my eye, Steamhammer’s performance curve over time looked more convincing with the minimal prepared data—not a scientific conclusion.

So in my AIIDE 2020 submission, I went with minimal prepared learning data. I selected the sample games with more care than in my experiment, trying to take everything into account. I could not prepare for the unknown bots, but I did invent one fictional game for EggBot so that Steamhammer will know it is a cannon bot. I did not prepare for Stardust because nothing has yet worked twice against Stardust. I also didn’t prepare against DaQin because I didn’t have recent data handy; I could have tried harder, but time was short.

We’ll see how it goes!

Surely the best preparation can’t be found by a fixed rule, but depends on the opponent and on what you know about it. And by nature it depends on your bot’s learning algorithm. It’s a question worth thought.

Steamhammer and machine learning

I’ve mentioned it briefly before, but here’s a longer post. It is past time to start writing serious machine learning methods into Steamhammer. I’ve been writing code for it behind the scenes, though none is in Steamhammer yet, even in the development version. I selected a combination of techniques that will learn fast, will run fast, and I hope will be accurate enough. Right now I need to fix a numerical precision problem (I’ve always hated numerical analysis), but soon it should be ready to start testing on non-toy problems. It won’t be in the next Steamhammer 3.1, but perhaps a version or two after that, if all goes well.

The first application will be a “will I win this game?” evaluation function. The idea of evaluation functions is very general: You can evaluate anything, “how good is this build order?” “am I likely to win this fight?” “which tactical maneuver is better, A or B?”—anything you want to measure or compare, really. The use of evaluators is also very general. Whenever you want to make a choice, if you have the right evaluator and you can provide it the right inputs, you can compare the choices and pick the one that looks best. That is what search is, and search is one of the most basic ideas in AI.

The “am I winning?” evaluator will take several hundred numbers as inputs, unit counts and things like that. You can see my 2018 analysis of LastOrder for some of the possibilities. The output will be an evaluation of how likely Steamhammer is to win from the game position, I think a probability or something that can be converted to a probability. My initial estimate is that it should run in under 5 milliseconds. It doesn’t need to be run often, so even if that’s optimistic it will be fast enough. If it works as well as I hope, it will be possible to specialize the evaluator for each opponent. If that succeeds, there will be a pre-learned evaluator for unfamiliar opponents, and learning data in the opponent model will update it to understand that player. I’m seriously expecting the learning to be fast enough for that to help, though we’ll see.

The first use of the evaluator will be to select openings. Right now Steamhammer keeps tabs on whether a given opening won or lost. The bot does not know, at least until it plays a lot of games, whether it won because the opening gave it a huge strategic advantage, or whether it was behind after the opening but managed to scrape a win anyway. The evaluator will tell it, and it will select better openings. For example, against a much stronger opponent Steamhammer rarely wins and falls back on trying builds at random, hoping to hit one that works. Most of the random choices are poor, but it is losing every game anyway so it can’t tell. The evaluator will tell it which tries are more nearly successful; it will try those more often and have better chances. That is only an example; I expect the evaluator to help against most opponents.

A later use of the evaluator will be to construct new builds. I have plans in mind. There is already code in Steamhammer—it’s not finished or working, but the nub of the idea is there—to simulate build orders. When that is in place, Steamhammer will be able to evaluate builds that it has never played in a real game and get an idea of whether they will work. “I got run over fast. If I substitute 12 pool for 12 hatch, am I ready in time?” If that succeeds, Steamhammer will be able to customize builds to counter specific opponents. The potential is great, and this evaluator is a key step on the way.

Starcraft gives the players many many choices. It’s not possible to search any large proportion of them. In the search/knowledge tradeoff, I think that means that knowledge is preferred: You want to search few choices (at least compared to how many there are), but select and evaluate the choices with a lot of knowledge. That’s why I think that knowledge-rich machine learning methods are the right way.

Steamhammer 3.0’s new gas steal

Steamhammer’s existing gas steal skill works by UCB, like the opening selection of many bots. It has a bias toward not stealing gas, but the basic behavior is that it will steal gas if that wins more games than not stealing, or if it hasn’t tried a gas steal in a while and it’s time to give it another spin. It pays no attention to what the opponent is doing, so it will try silly things like stealing gas while under zergling attack from a 4 pool. The silly decisions hurt.

Steamhammer 3.0 will have a completely recoded gas steal skill using the skill kit, and it will be much fancier. In fact it got too complicated; today I finished rewriting it to simplify the rules. I’ll upload 3.0 as soon as it passes tests.

The skill records three values for each game: The frame a gas steal was decided on (0 if never), the frame when the refinery building was started, and the lifetime of the refinery (when did the opponent clear the gas steal?). Also newly recorded in the game record is the frame when the enemy was first observed to have spent gas on a unit or building.

All this information, plus a few other items like the recognized enemy strategy, goes into the gas steal decision. The outline is that various checks are made first to see whether stealing gas makes sense (“no, this enemy doesn’t take gas for a long time anyway”). If so, attempt a gas steal randomly with a certain probability until we’ve accumulated 5 games of experience with it. Once the data is in hand, adjust the probability up or down depending on the amount of evidence, with fudge factors to try to take certain strategic points into account (“versus 2 barracks? are you sure about this?”).

It’s still crude compared to the analysis I’d like to do. The ideal would be to figure out the effect of stealing gas on the enemy’s strategy and play, infer the best time to attempt it, and send a worker then to threaten it. But it should avoid many of the blunders that the current method makes.

Next: The Cadenzie-Locutus match.

Steamhammer 3.0 game record format

Steamhammer 3.0 is nearly ready, but I’m immoderately busy and don’t know how long it will take for the last adjustments. I can at least slip in short posts to show off some of what’s coming.

Steamhammer 3.0 changes the format of game records in the learning files of the opponent model. The original version 1.4 game record format has been in use since early 2018. The learning file for an opponent is simply a list of game records. Here is the new 3.0 game record format.

meaningitem
game record version3.0
matchupZvP
map(3)Longinus_200.scx
base ID of Steamhammer's start5
base ID of enemy start, 0 if unknown at end of game12
openingOver10Hatch2SunkHard
predicted enemy planHeavy rush
recognized enemy planUnknown
0 for loss, 1 for win0
frame of our first combat unit4382
frame we first gathered gas6814
frame the enemy scouted our base3134
frame the enemy got a combat unit3838
frame the enemy first used gas5162
frame the enemy got an air unit5182
frame the enemy got static anti-air (0 means never)0
frame the enemy got mobile anti-air5182
frame the enemy got a cloaked unit5182
frame the enemy got static detection0
frame the enemy got mobile detection18686
frame the game ended28553
skill kit data (2 skills)gas steal: 0 0 0
unit timings: 60 6161 61 9565 64 2435 65 3815 66 13383 84 18696 154 3240 156 3240 157 3217 160 3263 163 5172 164 3194 165 6575 167 5195
end of the recordEND GAME

As before, the frame number of an event is the frame when Steamhammer first noticed it, not when it happened. They are sometimes very different.

The game record version number can be “1.4” for old records or “3.0” for new records. Steamhammer can read them both and use the data; changing the format doesn’t mean I need to clear out existing learning files. Of course fresh records are written in 3.0 format.

Including the base IDs of the starting positions of the 2 sides means that Steamhammer can pay attention to starting positions. You have to know the map to interpret what the ID numbers mean. The information about enemy gas usage is new and helps with gas steal decisions. The gas steal items from version 1.4 records are moved into the gas steal skill.

There was no gas steal in the example game, so the gas steal recorded 0 0 0 for its data. The skill kit can record data for any number of skills; it is extensible. Each skill’s data is [name of skill]: [data for skill] on one line (the line can be arbitrarily long). The skill needs to know how to write one line of its own data and how to read it back, and that’s all; the central skill kit code takes care of everything else, including rewriting old records without change.

RPS analyzer and game solver

Regardless of any other adaptation skills you may have, if you can predict your enemy’s opening build, you can better counter it. But it’s not simple. Steamhammer tries to distinguish between opponents that play a fixed build, and those that vary their openings. For those that vary their openings, there is much more: Some choose randomly. Some like to repeat the opening that won the last game, switching only on loss. Some stick with an opening that wins more than a given percentage. Some try openings systematically, “A didn’t work, B is next.” Some choose randomly with some probability distribution over the more successful choices. Sometimes openings are treated as black boxes distinguished only by their names, sometimes as strategies which are understood to counter other strategies (Steamhammer does both at different times).

I am wondering whether it makes sense to write a rock-paper-scissors analyzer that tries to tease out exploitable patterns in the opponent’s behavior (there are established techniques), and combine it with a game solver to make better initial opening choices. On the one hand, many bots have exploitable patterns that I know about. If an RPS analyzer can find the patterns too, Steamhammer might seem to gain the mysterious “star sense” to always play the right thing for no visible reason. On the other hand, it’s relatively easy to reduce your exploitability to a low level—use randomness wisely. Also, as Steamhammer gains skills to adapt its strategy during the game, the initial opening choices make less difference. The gain might be little. And by trying to exploit patterns, Steamhammer could itself become more exploitable; it might backfire.

The parts of the system would be:

1. Classify the enemy build. Steamhammer already does this, though it needs improvement.

2. Statistically analyze the sequence of (win/loss, my opening, your opening) under the assumption that the opponent is trying to counter what we’re doing. Knowing what-counters-what may factor in. The output should be a probability distribution over opening classes, “what are they likely to do?”

3. Knowing what-counters-what definitely factors in here: Solve the game. We start with a prior probability of winning for each of our openings against each opening class the opponent might play, and thanks to Bayes we can update it as we learn about the opponent. That gives us a game matrix with uncertainties in the payoffs. (Since Steamhammer knows a huge number of opening builds, making the game matrix too big to fill in, I would classify Steamhammer’s openings too so that the output only decides which class of opening to play.) Without an RPS analyzer, we can solve the game (I expect I would use a Monte Carlo method to handle the uncertainties) and play not far from a Nash equilibrium (i.e., almost perfectly assuming unexploitable play from the opponent). If an RPS analyzer can make a good estimate of the opponent’s plans, in the best case we can do better: We can exploit the opponent’s deviation from the Nash equilibrium to win more than if we played to a Nash equilibrium ourselves.

It’s unclear to me whether either the RPS analyzer or the game solver is worth the effort. Does anybody have an opinion? Perhaps some bot I haven’t looked at has similar ideas?

Steamhammer’s opponent model

In the tournament, the ranks are starting to resolve. Outside the collapse of McRave, I don’t see any big surprises. Locutus has played fewer games than other bots, so the top position is less clear than others. Steamhammer is likely to finish around rank #10-#12, in the range of past performances, so it is safely in despite my worries.

In development, resource tracking was soon working. When destroying an enemy base you normally get to see the resource counts, so used bases should be evaluated accurately.

I started writing a scout boss, then I got distracted by another project. I am refactoring gas steal into one skill in a skill system that retains data in the game records of the opponent model. You subclass a Skill object, fill in around 8 virtual methods of which most are simple, and you get opponent modeling that estimates when the skill is useful against whoever you’re playing now. Since it’s implemented in code, it’s highly flexible. You can choose what data to record, including measurements of how successful a skill was in the current game, and how to interpret the data.

The immediate effect I hope for is better gas steal decisions. Steamhammer’s new queen skills are also good candidates, because queens vary from useful to wasteful. Will a queen be good? How many queens? Will ensnare be good? Even tactical decisions like “play defensively until time t” should be possible, with t adjusted in real time as the opponent model watches the game unfold. I like the idea of learning to adapt tactical play to the opponent.

The game record file format will change. The format has to change soon anyway, because it doesn’t record all the information needed for some important strategy decisions. I designed it so that I can add new format game records without having to discard old ones.

AIIDE 2019 - what Microwave did

Here’s data from Microwave’s history files, using the same script as for BananaBrain with a little customization. Unlike Microwave’s learning files, which deliberately omit data and include information from pre-learning, the history files tell what Microwave actually did during the games. Microwave didn’t record information about the opponent’s strategy, so that table is left out. That made it look a little sparse, so I added columns giving the first and last games when the opening was tried, where the first game in the history file is game 0. We can see things like when a winning opening was found, and whether it kept winning. If there are fewer than 100 games recorded for an opponent because Microwave crashed, then the game numbers generally do not align with the tournament round numbers.

Against difficult opponents, Microwave experimented widely. Against some opponents that Microwave pre-trained against, it played whatever came out of pre-training. So I don’t have much to say about opponents in the top half of the post. But toward the bottom I’ve made some comments. Especially see the note to AITP.


#1 locutus

openinggameswinsfirstlast
10Hatch9Pool9gas812%152
2HatchHydra70%053
2HatchLurker729%8389
2HatchLurkerAllIn20%6390
2HatchMuta1225%356
3HatchHydraBust30%1057
3HatchLingBust30%3891
3HatchPoolHydra50%1692
4HatchBeforeGas40%2793
4PoolHard30%1558
4PoolSoft40%2159
5Pool20%3660
5PoolSpeed30%4194
6Pool30%4295
6PoolSpeed30%4396
7Pool20%3761
8Pool30%4497
9Pool922%4578
9PoolLurker20%4679
9PoolSpeed30%1162
9PoolSpeedLing20%4780
ZvP_10Hatch9Pool40%1781
ZvZ_Overpool11Gas40%1882
23 openings988%

#2 purplewave

openinggameswinsfirstlast
10Hatch9Pool9gas119%2093
2HatchHydra60%1487
2HatchMuta50%3594
3HatchHydraBust90%395
3HatchLingBust147%074
4PoolHard10%8080
4PoolSoft714%3075
5Pool812%1590
5PoolSpeed10%8181
6Pool10%8282
6PoolSpeed10%8383
7Pool80%1776
8Pool40%4291
9Pool10%8484
9PoolSpeed30%5292
9PoolSpeedLing1421%477
ZvP_10Hatch9Pool10%8585
ZvZ_Overpool11Gas10%8686
18 openings967%

#3 bananabrain

openinggameswinsfirstlast
10Hatch9Pool9gas10%5454
2HatchHydra10%5151
2HatchMuta10%5252
3HatchLingBust3749%092
4PoolHard30%2963
4PoolSoft40%2867
5Pool1145%2276
5PoolSpeed729%1978
6Pool10%6262
6PoolSpeed520%2068
7Pool10%5555
8Pool30%2469
9Pool743%5670
9PoolSpeed10%5353
9PoolSpeedLing30%2571
ZvZ_Overgas9Pool40%2677
ZvZ_Overpool11Gas30%3579
17 openings9331%

#4 daqin

openinggameswinsfirstlast
10Hatch9Pool9gas1118%277
2HatchHydra40%1878
2HatchLurker40%2379
2HatchMuta1323%1789
3HatchHydraBust30%2051
3HatchLingBust3139%1676
3HatchPoolHydra30%2552
4PoolSoft30%653
5Pool30%754
7Pool30%1155
9Pool30%156
9PoolSpeed30%1057
9PoolSpeedLing30%058
ZvP_10Hatch9Pool30%559
14 openings9019%

#5 steamhammer

openinggameswinsfirstlast
9PoolSpeed10075%099
1 openings10075%

#6 zzzkbot

openinggameswinsfirstlast
9PoolHatch10%00
ZvZ_Overgas11Pool7080%170
2 openings7179%


Why are only 71 games recorded? According to the official results, Microwave crashed in 56 games throughout the tournament, and 29 of those crashes happened against ZZZKBot. Microwave recorded every game in which it did not crash. It’s a debugging opportunity. :-/


#8 iron

openinggameswinsfirstlast
10Hatch9Pool9gas20%5382
2HatchHydra10%8383
2HatchLurkerAllIn20%6388
2HatchMuta119%072
3HatchHydraBust1533%577
3HatchHydraExpo10%8484
3HatchPoolHydra10%8585
4HatchBeforeGas40%1889
4PoolHard60%1378
4PoolSoft714%1171
5Pool10%8686
5PoolSpeed60%1479
6Pool20%5487
6PoolSpeed520%3592
7Pool1030%1968
8Pool714%1780
9Pool812%195
9PoolSpeedLing40%2196
OverpoolTurtle40%2281
19 openings9713%

#9 xiaoyi

openinggameswinsfirstlast
10Hatch9Pool9gas20%4247
2HatchLurker10%4848
2HatchMuta20%4546
4PoolSoft3863%138
5Pool250%039
7Pool5176%4999
9Pool250%4041
9PoolSpeedLing20%4344
8 openings10065%


As soon as Microwave found that 7 pool worked, it played 7 pool exclusively.


#10 mcrave

openinggameswinsfirstlast
2HatchMuta4062%079
3HatchHydraBust1392%8698
4PoolHard10%8080
4PoolSoft4062%140
9Pool10%8585
ZvZ_Overgas11Pool450%8184
6 openings9965%


Microwave was late to discover the success of the hydra bust opening. That’s why it was played so little. The example shows the importance of finding good ideas as early as possible. I am adding smarts to Steamhammer to make it better at finding the good tries fast.

It’s interesting that 2HatchMuta and 4PoolSoft have the same numbers, but were given up on at different times.


#11 ualbertabot

openinggameswinsfirstlast
4PoolSoft10082%099
1 openings10082%


The choice against UAlbertaBot was determined by pre-training. From scratch, I expect Microwave would have tried a wider variety.


#12 aitp

openinggameswinsfirstlast
9PoolSpeedLing10093%099
1 openings10093%


If the first try wins, keep it up. What if Microwave had an opening that would have won more than 93%? The theory is that, above some winning rate, the risk of losing by trying alternatives is higher than the risk of losing by sticking with a known good opening. But what winning rate is high enough to stick with? It depends on how much you respect your opponents. If you expect to win nearly every game, like Locutus, maybe you should switch to an alternative as soon as you lose a single game. If you expect to finish near the bottom, maybe you should stick with a strategy that wins 50%.

But more: How much do you respect each opponent? Maybe bots should have a “contempt factor” like chess programs may use to decide whether to aim for a draw: Accept a low winning rate strategy against Locutus, but demand 95% wins against the unknown who you’ve decided is a weak newbie. I would rather call it a respect factor! In a UCB algorithm, a level of respect is implicitly encoded in the exploration rate constant. Does any bot already have a respect factor for specific opponents?


#13 bunkerboxer

openinggameswinsfirstlast
5Pool10099%099
1 openings10099%


Apparently the initial choice against an unknown is random.

AIIDE 2019 - what BananaBrain learned

I wrote a script to analyze BananaBrain’s game history files, which record its experience with each opponent. For now, I had the script summarize the strategies played and the enemy strategies recognized. The history files also record the map and a value that represents the game duration. History files are rich with information, and there are many ways to summarize it. It would be interesting to see how strategy usage and win rate vary by map, among other possibilities.

The same script should work with minor changes to summarize Microwave’s history files.

BananaBrain had prepared history files for the opponents #1 Locutus, #2 PurpleWave, #5 Steamhammer, #6 ZZZKBot, #7 Microwave, and #8 Iron. Data from the prepared history files was not copied into the write directory. That is different from how Steamhammer and Locutus keep their game records, and it has the nice effect that the tables show exactly what happened in the tournament, from BananaBrain’s point of view.

For each opponent, the left table is BananaBrain’s choice. The right table is BananaBrain’s idea of what the opponent did. All the win rates are from BananaBrain’s point of view, so that, for example, when Locutus played P_1gatecore, BananaBrain won 5% of the time. Of course, the opponent’s view of its own strategy is likely to be more fine-grained than BananaBrain’s. To take the extreme case, Steamhammer played 30 different openings against BananaBrain, and BananaBrain recognized them in 8 categories.


#1 locutus

openinggameswins
PvP_10/12gate617%
PvP_12nexus1136%
PvP_2gatedt100%
PvP_2gatedtexpo90%
PvP_3gaterobo50%
PvP_3gatespeedzeal825%
PvP_4gategoon60%
PvP_9/9gate128%
PvP_9/9proxygate90%
PvP_nzcore812%
PvP_zcore40%
PvP_zcorez60%
PvP_zzcore617%
13 openings10010%
enemygameswins
P_1gatecore205%
P_cannonrush297%
P_fastexpand10%
P_ffe1921%
P_unknown3110%
5 openings10010%


As you might expect against Locutus, the best choice was a fast expansion.

Is the single game of enemy P_fastexpand a misrecognition? I suspect that Locutus played otherwise, and BananaBrain didn’t see everything and wasn’t able to draw the right conclusion. Or maybe it’s a bug somewhere. PurpleWave and McRave also show a single P_fastexpand game.


#2 purplewave

openinggameswins
PvP_10/12gate2370%
PvP_12nexus20%
PvP_2gatedt617%
PvP_2gatedtexpo333%
PvP_3gaterobo20%
PvP_3gatespeedzeal10%
PvP_4gategoon838%
PvP_9/9gate2688%
PvP_9/9proxygate1362%
PvP_nzcore30%
PvP_zcore425%
PvP_zcorez540%
PvP_zzcore425%
13 openings10056%
enemygameswins
P_1gatecore5456%
P_2gate2560%
P_2gatefast633%
P_fastexpand10%
P_ffe250%
P_unknown1267%
6 openings10056%


Against PurpleWave, different zealot rushes worked best. Maybe it is because zealot rushes depend for their success more on execution than on the enemy’s strategic reaction. PurpleWave is particularly good at reacting to the enemy strategy, and BananaBrain is good at execution.


#4 daqin

openinggameswins
PvP_10/12gate862%
PvP_12nexus633%
PvP_2gatedt617%
PvP_2gatedtexpo1283%
PvP_3gaterobo714%
PvP_3gatespeedzeal633%
PvP_4gategoon50%
PvP_9/9gate1493%
PvP_9/9proxygate967%
PvP_nzcore743%
PvP_zcore633%
PvP_zcorez743%
PvP_zzcore743%
13 openings10051%
enemygameswins
P_1gatecore8250%
P_unknown1856%
2 openings10051%


BananaBrain made quite a variety of tries, and was most successful with... zealot rush and dark templars, which are kind of different. BananaBrain’s varied opening choice is a strength.


#5 steamhammer

openinggameswins
PvZ_10/12gate15100%
PvZ_1basespeedzeal888%
PvZ_2basespeedzeal1182%
PvZ_4gate2archon757%
PvZ_5gategoon786%
PvZ_9/9gate1292%
PvZ_9/9proxygate15100%
PvZ_bisu475%
PvZ_neobisu250%
PvZ_sairdt7100%
PvZ_sairgoon20%
PvZ_stove1070%
12 openings10085%
enemygameswins
Z_10hatch3876%
Z_12hatch3184%
Z_12pool1191%
Z_4/5pool3100%
Z_9pool1100%
Z_9poolspeed4100%
Z_overpool2100%
Z_unknown10100%
8 openings10085%


2 gate zealot openings work well against Steamhammer—but only when played by PurpleWave or BananaBrain. Steamhammer can usually defend versus a lesser protoss.


#6 zzzkbot

openinggameswins
PvZ_10/12gate17100%
PvZ_1basespeedzeal1191%
PvZ_2basespeedzeal425%
PvZ_4gate2archon450%
PvZ_5gategoon667%
PvZ_9/9gate15100%
PvZ_9/9proxygate367%
PvZ_bisu560%
PvZ_neobisu425%
PvZ_sairdt12100%
PvZ_sairgoon650%
PvZ_stove13100%
12 openings10083%
enemygameswins
Z_4/5pool3385%
Z_9pool17100%
Z_9poolspeed2100%
Z_overpool2365%
Z_unknown2584%
5 openings10083%


I like that BananaBrain varies its opening choice even when several openings win 100%. (Steamhammer does too; if more than one opening has scored 100% so far, Steamhammer chooses randomly among them.) Playing a strong opening gives the opponent one problem to solve (“how do I survive this?”). Unpredictably playing one of several strong openings sets the opponent two problems (“what is this fiend doing, and then how do I live through it?”) which must both be solved, more than twice as difficult.


#7 microwave

openinggameswins
PvZ_10/12gate2090%
PvZ_1basespeedzeal1173%
PvZ_2basespeedzeal333%
PvZ_4gate2archon650%
PvZ_5gategoon875%
PvZ_9/9gate1788%
PvZ_9/9proxygate875%
PvZ_bisu1060%
PvZ_neobisu333%
PvZ_sairdt450%
PvZ_sairgoon20%
PvZ_stove862%
12 openings10071%
enemygameswins
Z_10hatch888%
Z_12hatch3855%
Z_12pool2100%
Z_4/5pool2871%
Z_9pool967%
Z_9poolspeed7100%
Z_overpool3100%
Z_unknown5100%
8 openings10071%

#8 iron

openinggameswins
PvT_10/12gate667%
PvT_10/15gate30%
PvT_12nexus425%
PvT_1gatedtexpo2584%
PvT_2gatedt1060%
PvT_9/9gate1060%
PvT_9/9proxygate475%
PvT_bulldog10%
PvT_dtdrop1464%
PvT_nzcore540%
PvT_proxydt20%
PvT_stove425%
PvT_zcore540%
PvT_zzcore743%
14 openings10058%
enemygameswins
T_1fac3063%
T_2fac10%
T_fastexpand2948%
T_unknown4062%
4 openings10058%


Bulldog! That involves protoss dropping zealots, typically on cliff tanks, with a simultaneous attack by ground. When successful, a bulldog can abruptly break a terran defense that is sound against any purely ground attack. I don’t think I’ve seen BananaBrain play that; I should watch more games versus terran. Can anybody point out an example?


#9 xiaoyi

openinggameswins
PvT_10/12gate1090%
PvT_10/15gate743%
PvT_12nexus520%
PvT_1gatedtexpo11100%
PvT_2gatedt757%
PvT_9/9gate633%
PvT_9/9proxygate617%
PvT_bulldog50%
PvT_dtdrop989%
PvT_nzcore617%
PvT_proxydt771%
PvT_stove875%
PvT_zcore633%
PvT_zzcore757%
14 openings10057%
enemygameswins
T_1fac3757%
T_fastexpand2065%
T_unknown4353%
3 openings10057%


The Stove worked against XiaoYi? Again, XiaoYi shows weakness against tricks. The Stove involves making scouts to harass while teching to dark templar. It should not be hard for a good terran to defend against; notice that Iron dealt with it well enough.


#10 mcrave

openinggameswins
PvP_10/12gate771%
PvP_12nexus650%
PvP_2gatedt667%
PvP_2gatedtexpo850%
PvP_3gaterobo978%
PvP_3gatespeedzeal862%
PvP_4gategoon757%
PvP_9/9gate875%
PvP_9/9proxygate633%
PvP_nzcore1090%
PvP_zcore757%
PvP_zcorez1090%
PvP_zzcore888%
13 openings10069%
enemygameswins
P_1gatecore3474%
P_2gate2665%
P_2gatefast2969%
P_fastexpand10%
P_proxygate4100%
P_unknown650%
6 openings10069%


It looks like most openings performed similarly against McRave, and BananaBrain struggled to identify what worked. I imagine a fierce learning battle, both trying to keep one step ahead.


#11 ualbertabot

openinggameswins
PvU_10/12gate1794%
PvU_9/9gate17100%
PvU_9/9proxygate1385%
PvU_flex1267%
PvU_nzcore1164%
PvU_zcore1688%
PvU_zzcore1377%
7 openings9984%
enemygameswins
P_1gatecore8100%
P_2gate683%
P_2gatefast2171%
P_unknown333%
T_1fac5100%
T_2fac7100%
T_2rax1090%
T_fastexpand3100%
T_unknown5100%
Z_10hatch2100%
Z_12hatch8100%
Z_4/5pool1771%
Z_unknown475%
13 openings9984%

#12 aitp

openinggameswins
PvT_10/12gate7100%
PvT_10/15gate8100%
PvT_12nexus6100%
PvT_1gatedtexpo8100%
PvT_2gatedt7100%
PvT_9/9gate6100%
PvT_9/9proxygate7100%
PvT_bulldog9100%
PvT_dtdrop7100%
PvT_nzcore7100%
PvT_proxydt7100%
PvT_stove9100%
PvT_zcore6100%
PvT_zzcore6100%
14 openings100100%
enemygameswins
T_1fac4100%
T_2fac12100%
T_fastexpand24100%
T_unknown60100%
4 openings100100%

#13 bunkerboxer

openinggameswins
PvT_10/12gate7100%
PvT_10/15gate7100%
PvT_12nexus7100%
PvT_1gatedtexpo7100%
PvT_2gatedt7100%
PvT_9/9gate6100%
PvT_9/9proxygate7100%
PvT_bulldog8100%
PvT_dtdrop7100%
PvT_nzcore6100%
PvT_proxydt8100%
PvT_stove8100%
PvT_zcore7100%
PvT_zzcore8100%
14 openings100100%
enemygameswins
T_unknown100100%
1 openings100100%


BananaBrain apparently does not have a bunker rush recognizer.

AIIDE 2019 - what AITP learned

AITP scored zero against over half of the participants, so its learning results are not deeply interesting. Also, its strategies are labeled with opaque sequences of letters and numbers. But it was easy to generate the tables, and they offer a little insight into AITP’s interesting design, so here they are.

Unlike other Steamhammer forks, AITP does not spell out concrete opening builds in the configuration file, at least not beyond 4 x SCV—start by making workers. The strategy names themselves are code sequences that tell what to do throughout the game. The letters A, B, C are stages of the game, and the combinations A1, A2 etc. are “modules” that may be active during the matching stage. Each module has its own update method to decide what to build, and the StrategyManager sometimes checks the current module for other decisions. There is module switching code in case of surprises (StrategyManager::shouldSwitchModule()); it also sets flags and updates other information.

I like it, it’s a flexible way to specify a plan for the whole game, and allows for changing plans on the fly. It’s an abstract strategy system, similar in principle to what I plan for Steamhammer. My implementation will look entirely different, though.

AITP has only 5 strategies configured. I gather that it can switch to other sequences on the fly if circumstances warrant. 5 is not many, though; I think they have only completed the basics. Here is the Steamhammer opening group it assigns to each strategy. It does not use the opening group strings, but they may have some heuristic value:

A1-B3-C2 AntiRush
A1-B1-B2-C2 Rush
A3-B5-C1 NoneBunker
A3-B7-C1 NoneBunker
A4-B2-C1 8BB (does that mean BBS?)


#1 locutus

openinggameswins
A1-B1-B2-C270%
A1-B3-C2100%
A3-B5-C1160%
A3-B7-C1270%
A4-B2-C1400%
5 openings1000%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Naked expand5959%0%1111%0%7%83%
Proxy2727%0%99%0%11%67%
Turtle99%0%33%0%0%67%
Unknown55%0%7777%0%0%80%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout1002:011:178:58
enemy combat units1003:492:428:06
enemy air units357:186:147:57
enemy cloaked units617:346:1411:26


AITP lost every game, but did not explore its possible strategies equally. It seems to have priorities. Maybe later I will look into how that works. AutoGasSteal is set true in the configuration file, but AITP did not record itself as stealing gas against any opponent. Presumably it is turned off in the code.


#2 purplewave

openinggameswins
A1-B1-B2-C270%
A1-B3-C2150%
A3-B5-C1170%
A3-B7-C1200%
A4-B2-C1300%
5 openings890%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Naked expand8090%0%33%0%2%98%
Unknown910%0%8697%0%0%89%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout892:031:196:53
enemy combat units893:393:116:22
enemy air units836:536:0311:38
enemy cloaked units606:535:2514:01

#3 bananabrain

openinggameswins
A1-B1-B2-C2110%
A1-B3-C250%
A3-B5-C1110%
A3-B7-C1370%
A4-B2-C1350%
5 openings990%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush99%0%33%0%0%78%
Heavy rush2020%0%55%0%10%70%
Naked expand3030%0%55%0%3%83%
Proxy3131%0%44%0%0%90%
Unknown99%0%8283%0%0%89%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout992:010:456:38
enemy combat units993:392:258:07
enemy air units696:313:3911:25
enemy cloaked units786:343:479:46

#4 daqin

openinggameswins
A1-B1-B2-C250%
A1-B3-C270%
A3-B5-C1170%
A3-B7-C1160%
A4-B2-C1280%
5 openings730%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Unknown73100%0%73100%0%0%100%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout734:032:4310:39
enemy combat units733:422:347:59
enemy air units737:015:558:43
enemy cloaked units3311:0110:0115:01

#5 steamhammer

openinggameswins
A1-B1-B2-C250%
A1-B3-C2176%
A3-B5-C140%
A3-B7-C1225%
A4-B2-C1215%
5 openings694%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Naked expand6797%3%1319%0%18%82%
Unknown23%50%5681%5%0%50%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout692:270:515:46
enemy combat units693:312:537:15
enemy air units487:245:2214:13
enemy cloaked units78:227:3411:21


Steamhammer is the highest-ranked opponent that AITP scored wins against. It looks like a few scattered games, though.


#6 zzzkbot

openinggameswins
A1-B3-C25147%
A3-B7-C130%
A4-B2-C1425%
3 openings5843%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush5798%44%3764%51%63%37%
Unknown12%0%2136%29%0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout582:370:588:29
enemy combat units582:562:185:11
enemy air units438:136:3811:51
enemy cloaked units0---


It looks like ZZZKBot played its 4 pool in over half the games, and perhaps its guardian rush in the remainder. A1-B3-C2 is the strategy labeled AntiRush. AITP recorded more wins for itself than it actually scored, despite recording fewer games than it played. I suspect that AITP has changed the meaning of the numbers.


#7 microwave

openinggameswins
A1-B1-B2-C250%
A1-B3-C23222%
A3-B5-C1140%
A3-B7-C1170%
A4-B2-C170%
5 openings759%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush5979%8%57%0%3%93%
Naked expand1520%13%34%0%7%80%
Unknown11%0%6789%10%0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout752:381:435:53
enemy combat units753:292:464:29
enemy air units1313:0111:2615:46
enemy cloaked units0---

#8 iron

openinggameswins
A1-B1-B2-C2190%
A1-B3-C250%
A3-B5-C1270%
A3-B7-C1120%
A4-B2-C1360%
5 openings990%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory9899%0%99100%0%100%0%
Unknown11%0%--0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout992:181:557:23
enemy combat units994:143:334:55
enemy air units956:055:376:39
enemy cloaked units955:555:266:38

#9 xiaoyi

openinggameswins
A1-B1-B2-C2100%
A1-B3-C2130%
A3-B5-C1250%
A3-B7-C1110%
A4-B2-C1360%
5 openings950%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory9499%0%95100%0%100%0%
Unknown11%0%--0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout951:471:228:27
enemy combat units953:132:394:46
enemy air units929:137:2211:14
enemy cloaked units896:265:4111:14

#10 mcrave

openinggameswins
A1-B1-B2-C230%
A1-B3-C21527%
A3-B5-C1140%
A3-B7-C1268%
A4-B2-C14030%
5 openings9818%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush66%17%22%0%17%67%
Heavy rush3738%19%44%0%5%89%
Naked expand4243%21%77%14%10%86%
Unknown1313%8%8587%20%0%92%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout981:591:1412:41
enemy combat units984:132:557:13
enemy air units367:396:1710:39
enemy cloaked units726:345:2911:01

#11 ualbertabot

openinggameswins
A1-B1-B2-C21421%
A1-B3-C23057%
A3-B5-C110%
A4-B2-C11421%
4 openings5939%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush5085%40%1322%54%20%74%
Naked expand712%14%35%33%0%71%
Unknown23%100%4373%35%0%50%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout582:411:1712:26
enemy combat units583:292:187:27
enemy air units87:056:4615:01
enemy cloaked units0---


Again, AITP recorded fewer games and more wins than happened. Is it a bug, or is it intentionally over-recording wins for certain strategies to focus its search? Or what? AITP is interesting, it deserves a closer look into the code.


#13 bunkerboxer

openinggameswins
A1-B3-C25698%
A3-B5-C13100%
2 openings5998%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Unknown23%100%5898%98%0%50%
Worker rush5797%98%12%100%0%100%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout562:071:503:25
enemy combat units367:442:589:22
enemy air units0---
enemy cloaked units0---

overall

totalTvTTvPTvZTvR
openinggameswinsgameswinsgameswinsgameswinsgameswins
A1-B1-B2-C2863% 290% 330% 100% 1421%
A1-B3-C225642% 7474% 528% 10032% 3057%
A3-B5-C11492% 555% 750% 180% 10%
A3-B7-C11912% 230% 1262% 422%
A4-B2-C12916% 720% 1737% 326% 1421%
total97314%25323%4594%20217%5939%
openings played55554

AIIDE 2019 - what DaQin learned

DaQin is derived from Locutus and also keeps 200 game records. But DaQin did not have pre-learned data. No games were left uncompleted; there are 100 against each opponent.

DaQin plays fewer builds than the other bots I’ve looked at so far.


#1 locutus

openinggameswins
3GateDT10017%
1 openings10017%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
DarkTemplar rush8989%16%9696%17%97%2%
Proxy66%17%22%0%0%0%
Unknown55%40%22%50%0%0%
timing#medianearlylate
gas steal attempt471:431:392:06
gas steal success0---
enemy scout996:071:219:07
enemy combat units1004:342:226:47
enemy air units966:304:0218:41
enemy cloaked units0---


DaQin had an enemy-specific strategy configured for Locutus, so it didn’t try anything else. Locutus is the only opponent that DaQin tried to prepare for, as far as I can see.

DaQin incorrectly recognized dark templar rush as Locutus’s strategy in most games, then correctly recorded that no cloaked units were seen during the game. See yesterday for Locutus’s play against DaQin, which did not include any DT build. I assume that the dark templar recognition is deliberately over-cautious, because DTs are dangerous. Locutus does have a fake dark templar build, where it adds a citadel of Adun to fool opponents into expecting dark templar (it works against most UAlbertaBot-derived bots).


#2 purplewave

openinggameswins
2GateDT2322%
3GateDT30%
4GateGoon7414%
3 openings10015%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
DarkTemplar rush3232%16%3535%23%69%0%
Fast rush6666%14%6464%11%80%0%
Proxy11%100%11%0%0%0%
Unknown11%0%--0%0%
timing#medianearlylate
gas steal attempt290:460:460:50
gas steal success8---
enemy scout992:171:184:41
enemy combat units992:472:215:13
enemy air units418:424:0518:10
enemy cloaked units856:075:0615:41


Against PurpleWave, in contrast, DaQin less often foresaw dark templar, but apparently often faced them. (Arbiters can’t get out that fast.)


#3 bananabrain

openinggameswins
2GateDT425%
3GateDT6856%
4GateGoon2836%
3 openings10049%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
DarkTemplar rush4747%53%5555%62%51%0%
Fast rush4848%44%3939%33%35%0%
Heavy rush11%0%22%50%0%0%
Not fast rush11%100%22%0%0%0%
Proxy11%100%22%50%0%0%
Unknown22%50%--0%0%
timing#medianearlylate
gas steal attempt431:420:461:48
gas steal success9---
enemy scout1001:591:213:09
enemy combat units1002:572:195:43
enemy air units678:143:5812:42
enemy cloaked units285:474:5719:38

#5 steamhammer

openinggameswins
ForgeExpand5GateGoon10094%
1 openings10094%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush--11%100%0%0%
Heavy rush2929%97%1818%100%14%3%
Hydra bust11%100%22%100%0%0%
Not fast rush6464%92%7272%93%69%8%
Proxy--11%100%0%0%
Unknown66%100%66%83%0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout972:250:516:03
enemy combat units1003:171:577:03
enemy air units189:235:3016:18
enemy cloaked units165:514:5713:43

#6 zzzkbot

openinggameswins
ForgeExpand5GateGoon9710%
ForgeExpandSpeedlots30%
2 openings10010%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush33%33%55%100%0%33%
Heavy rush9090%3%9393%4%100%0%
Not fast rush--11%100%0%0%
Unknown77%86%11%0%0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout972:570:597:30
enemy combat units1002:391:474:31
enemy air units77:587:468:25
enemy cloaked units0---


How did ZZZKBot upset DaQin? These numbers suggest zergling bust (it could be hydras, but DaQin does have a hydra bust recognizer which did not fire): Mostly “heavy rush,” few mutalisks, no lurkers. Steamhammer also settled on zergling bust as the best bet, but was much less successful. Microwave tried its zergling bust build versus DaQin without success. Maybe ZZZKBot’s extreme aggression is the key.


#7 microwave

openinggameswins
ForgeExpand5GateGoon8485%
ForgeExpandSpeedlots1675%
2 openings10083%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush1515%93%1515%100%33%0%
Heavy rush3232%81%2020%85%16%9%
Not fast rush5050%80%5959%76%66%4%
Proxy--11%100%0%0%
Unknown33%100%55%100%0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout972:331:106:10
enemy combat units903:291:506:37
enemy air units4110:375:1514:07
enemy cloaked units56:316:2310:23

#8 iron

openinggameswins
12NexusCarriers9296%
4GateGoon850%
2 openings10092%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory5555%96%9595%94%95%2%
Proxy88%50%33%33%0%12%
Unknown3737%95%22%100%0%0%
timing#medianearlylate
gas steal attempt922:192:152:35
gas steal success0---
enemy scout872:581:4112:09
enemy combat units1004:182:505:49
enemy air units368:236:2915:43
enemy cloaked units308:257:5415:43


12NexusCarriers seems to be the default build versus terran. Apparently terrans, even Iron, were not able to punish the fast expand. Well, they’re not supposed to be able to without risk, that’s the point of cutting probes for nexus on 12, but it does require good play from protoss to ensure.


#9 xiaoyi

openinggameswins
12NexusCarriers9384%
3GateDT10%
4GateGoon10%
DTDrop580%
4 openings10082%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory6060%83%4747%94%48%42%
Not fast rush2929%76%1010%80%14%48%
Proxy11%0%22%100%0%0%
Safe expand44%100%11%0%0%0%
Unknown66%100%4040%70%0%17%
timing#medianearlylate
gas steal attempt992:190:462:25
gas steal success3---
enemy scout932:232:1019:03
enemy combat units1003:242:337:06
enemy air units808:237:0917:30
enemy cloaked units118:157:578:27


XiaoYi usually got air tech pretty fast, that’s unusual and interesting. I’m guessing it scouted the carriers coming and prepared wraiths.


#10 mcrave

openinggameswins
2GateDT10%
3GateDT6252%
4GateGoon3724%
3 openings10041%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
DarkTemplar rush1919%53%1616%62%63%0%
Fast rush7979%39%8383%36%96%0%
Naked expand--11%100%0%0%
Unknown22%0%--0%0%
timing#medianearlylate
gas steal attempt131:410:461:46
gas steal success2---
enemy scout1002:221:256:11
enemy combat units1003:032:215:29
enemy air units216:113:3815:57
enemy cloaked units766:235:178:33


McRave upset DaQin. Dark templar in 3 out of 4 games, and they came out pretty early. PurpleWave showed a similar pattern, but it wasn’t as salient because it wasn’t an upset. The dark templar rush recognizer did not seem to be fully effective, possibly because it was overridden by the fast rush recognizer. DaQin’s best counter was DT-back-atcha.


#11 ualbertabot

openinggameswins
12NexusCarriers250%
3GateDT2588%
4GateGoon450%
DTDrop250%
ForgeExpand5GateGoon6778%
5 openings10078%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
DarkTemplar rush1212%75%1111%91%17%8%
Factory33%67%1111%100%0%0%
Fast rush6767%78%4747%57%51%7%
Heavy rush11%100%55%100%0%0%
Hydra bust--11%100%0%0%
Not fast rush1313%92%1515%100%8%15%
Proxy11%0%22%50%0%0%
Unknown33%67%88%100%0%0%
timing#medianearlylate
gas steal attempt241:430:462:17
gas steal success2---
enemy scout871:471:149:30
enemy combat units983:011:386:58
enemy air units97:376:0715:47
enemy cloaked units45:094:335:19


DaQin had some trouble adapting to random UAlbertaBot. This is a point where preparation for the opponent would have been valuable: Make a build that UAlbertaBot can’t beat and ensure that it is played. It can be a general-purpose build; PurpleWave included a cannon turtle build that is safe against all sorts of rushes.


#12 aitp

openinggameswins
12NexusCarriers100100%
1 openings100100%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory7979%100%55%100%4%96%
Unknown2121%100%9595%100%0%90%
timing#medianearlylate
gas steal attempt1002:192:162:25
gas steal success0---
enemy scout117:532:3811:45
enemy combat units1005:552:437:29
enemy air units6710:078:5014:01
enemy cloaked units0---

#13 bunkerboxer

openinggameswins
12NexusCarriers9598%
4GateGoon5100%
2 openings10098%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush--11%100%0%0%
Not fast rush7878%97%3535%100%35%60%
Proxy55%100%55%100%0%0%
Unknown1717%100%5959%97%0%71%
timing#medianearlylate
gas steal attempt932:202:157:19
gas steal success28---
enemy scout622:071:477:18
enemy combat units592:592:097:51
enemy air units0---
enemy cloaked units0---


Beating BunkerBoxeR with a build of fast expansion into carriers is... not the intuitive choice. But I guess it worked.


overall

totalPvTPvPPvZPvR
openinggameswinsgameswinsgameswinsgameswinsgameswins
12NexusCarriers38294% 38094% 250%
2GateDT2821% 2821%
3GateDT25942% 10% 23337% 2588%
4GateGoon15725% 1464% 13921% 450%
DTDrop771% 580% 250%
ForgeExpand5GateGoon34865% 28162% 6778%
ForgeExpandSpeedlots1963% 1963%
total120063%40093%40030%30062%10078%
openings played74325

AIIDE 2019 - what Locutus learned

Locutus’s game records are in almost the same format as Steamhammer’s and can be summarized by the same script. I expect it will also work for DaQin and AITP.

Where Steamhammer was set to keep 100 game records per opponent, Locutus was set to keep 200. Since there were 100 rounds in the tournament, game counts over 100 mean that pre-learned data is included in the table alongside the tournament data. If Locutus was not trained on a near-final version of the opponent, then the two could be significantly different.


#2 purplewave

openinggameswins
4GateGoon2854%
4GateGoonWithObs1662%
FakeDTRush1020%
ForgeExpand1963%
ZealotDrop12773%
5 openings20066%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Dark templar2010%50%3015%37%45%0%
Fast rush32%100%52%80%0%0%
Heavy rush63%17%126%67%0%0%
Not fast rush17186%69%15376%71%81%0%
timing#medianearlylate
gas steal attempt921:440:442:01
gas steal success15---
enemy scout1862:271:0916:11
enemy combat units1983:292:197:26
enemy air units556:504:5020:31
enemy cloaked units9311:075:1319:54


After seeing a few Locutus-PurpleWave games I got the impression that PurpleWave reacted adequately to Locutus’s trick strategy of cannoning the ramp and then dropping zealots. So I was surprised that Locutus considered it the best choice. But the overall win rate is high compared to the tournament results, so I suspect it is influenced by pre-learned data from games against a weaker version of PurpleWave.


#3 bananabrain

openinggameswins
4GateGoon1283%
ForgeExpand3784%
ZealotDrop15195%
3 openings20092%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Dark templar52%80%2814%100%40%0%
Fast rush63%100%126%83%0%0%
Heavy rush10%100%1910%89%0%0%
Not fast rush18894%92%14170%91%70%0%
timing#medianearlylate
gas steal attempt591:450:461:52
gas steal success6---
enemy scout1961:570:4610:09
enemy combat units2003:302:187:25
enemy air units2015:4113:0517:35
enemy cloaked units316:135:4616:11

#4 daqin

openinggameswins
4GateGoon1164%
FakeDTRush10%
ForgeExpand10%
ZealotDrop8787%
4 openings10083%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Dark templar99%89%2121%76%11%0%
Fast rush22%100%33%67%0%0%
Not fast rush8888%82%7676%86%74%0%
Unknown11%100%--0%0%
timing#medianearlylate
gas steal attempt261:450:451:49
gas steal success4---
enemy scout973:022:1518:05
enemy combat units1003:312:195:22
enemy air units217:4716:2319:10
enemy cloaked units917:186:029:17

#5 steamhammer

openinggameswins
4GateGoon7100%
9-9GateDefensive5100%
CannonFirst4GateGoon11100%
ForgeExpand4Gate2Archon1173%
ForgeExpand5GateGoon15595%
ForgeExpandSpeedlots1100%
PlasmaCorsairsCarriers9100%
ProxyHeavyZealotRush210%
8 openings20094%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush147%100%2613%96%57%0%
Heavy rush2613%81%5930%92%38%0%
Hydra bust42%100%2312%87%50%0%
Not fast rush15678%96%9246%98%53%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout1882:210:5118:45
enemy combat units1993:102:027:11
enemy air units125:405:016:14
enemy cloaked units710:025:1519:39


The numbers in the “recognized” columns of the plan table show how widely Steamhammer cast its net for a solution to Locutus.

Locutus never tried to steal the gas of a zerg. Objectively, that makes sense. In the context of bot play, I’m not so sure; many bots of all races mess up their builds in the face of a gas steal.


#6 zzzkbot

openinggameswins
9-9GateDefensive4100%
CannonAtChokeFirst4GateGoon1354%
CannonFirst4GateGoon17899%
PlasmaCorsairsCarriers1100%
PlasmaProxy2Gate4100%
5 openings20096%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush11557%97%10754%94%73%0%
Heavy rush7839%96%6633%100%54%0%
Hydra bust10%100%21%100%100%0%
Not fast rush63%100%2512%96%17%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout2002:250:515:58
enemy combat units1962:282:037:59
enemy air units527:535:2613:43
enemy cloaked units0---

#7 microwave

openinggameswins
9-9GateDefensive2100%
ForgeExpand4Gate2Archon367%
ForgeExpand5GateGoon14699%
ForgeExpandSpeedlots4480%
PlasmaCorsairsCarriers2100%
PlasmaProxy2Gate3100%
6 openings20094%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush5025%82%4120%98%32%0%
Heavy rush3417%100%5025%90%47%0%
Hydra bust--178%100%0%0%
Not fast rush11557%98%9146%95%57%0%
Proxy10%100%10%100%0%0%
timing#medianearlylate
gas steal attempt0---
gas steal success0---
enemy scout1952:301:0721:14
enemy combat units1983:031:477:59
enemy air units6911:195:4924:25
enemy cloaked units326:375:2113:49

#8 iron

openinggameswins
CautiousDTDrop20098%
1 openings20098%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Not fast rush136%100%6130%100%46%0%
Wall-in18794%98%13970%97%71%0%
timing#medianearlylate
gas steal attempt350:460:450:48
gas steal success11---
enemy scout1902:451:4210:46
enemy combat units2004:072:346:39
enemy air units1178:186:5513:39
enemy cloaked units1178:186:5513:39


Locutus declared an enemy-specific strategy against Iron. I’m not sure why it also had pre-learned data.


#9 xiaoyi

openinggameswins
10-15GateGoon10%
10Gate25NexusFE250%
DTDrop10%
ForgeExpand10%
Proxy2ZealotsIntoGoons3093%
ProxyDTRush16595%
6 openings20093%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Not fast rush200100%93%200100%93%100%0%
timing#medianearlylate
gas steal attempt681:171:121:50
gas steal success12---
enemy scout1943:012:1115:29
enemy combat units2004:202:296:57
enemy air units1312:597:5415:10
enemy cloaked units48:007:548:18


Proxy DT rush. That tends to confirm my picture of XiaoYi as vulnerable to tricks.


#10 mcrave

openinggameswins
4GateGoon580%
4GateGoonWithObs3100%
FakeDTRush10%
ForgeExpand250%
ZealotDrop18994%
5 openings20093%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Dark templar32%100%168%94%67%0%
Fast rush32%100%189%100%0%0%
Heavy rush21%50%52%100%0%0%
Not fast rush19296%93%16180%92%82%0%
timing#medianearlylate
gas steal attempt991:460:451:57
gas steal success2---
enemy scout1932:091:2114:38
enemy combat units2003:352:217:26
enemy air units2411:447:1920:31
enemy cloaked units6011:035:1514:25

#11 ualbertabot

openinggameswins
CannonFirst4GateGoon18899%
PlasmaProxy2Gate10100%
Proxy9-9Gate20%
3 openings20098%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Dark templar10%100%116%100%0%0%
Fast rush2312%100%2914%93%22%0%
Heavy rush4824%96%6332%100%29%0%
Not fast rush12864%99%9748%99%51%0%
timing#medianearlylate
gas steal attempt952:001:572:03
gas steal success0---
enemy scout1272:111:185:45
enemy combat units1353:222:016:54
enemy air units76:456:416:53
enemy cloaked units114:344:305:13


Locutus configured an enemy-specific strategy against UAlbertaBot. Openings other than CannonFirst4GateGoon are from pre-learned data, which was ignored in making the opening decision.


#12 aitp

openinggameswins
DTDrop66100%
ForgeExpand3397%
Turtle1100%
3 openings10099%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush22%100%77%100%0%0%
Heavy rush11%100%11%100%0%0%
Not fast rush7777%99%6262%100%62%0%
Unknown11%100%--0%0%
Wall-in1919%100%3030%97%42%0%
timing#medianearlylate
gas steal attempt430:460:451:27
gas steal success15---
enemy scout263:192:416:02
enemy combat units1003:482:017:49
enemy air units0---
enemy cloaked units0---

#13 bunkerboxer

openinggameswins
10Gate25NexusFE2195%
CannonFirst4GateGoon88100%
ForgeExpand79100%
PlasmaProxy2Gate10100%
Proxy9-9Gate20%
5 openings20098%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush178%100%2010%90%24%0%
Heavy rush3618%94%3518%100%31%0%
Not fast rush14774%99%14472%99%83%1%
Unknown--10%100%0%0%
timing#medianearlylate
gas steal attempt871:290:452:03
gas steal success16---
enemy scout1042:071:273:18
enemy combat units1132:262:018:14
enemy air units0---
enemy cloaked units0---

overall

totalPvTPvPPvZPvR
openinggameswinsgameswinsgameswinsgameswinsgameswins
10-15GateGoon10% 10%
10Gate25NexusFE2391% 2391%
4GateGoon6368% 5664% 7100%
4GateGoonWithObs1968% 1968%
9-9GateDefensive11100% 11100%
CannonAtChokeFirst4GateGoon1354% 1354%
CannonFirst4GateGoon465100% 18999% 276100%
CautiousDTDrop20098% 20098%
DTDrop6799% 6799%
FakeDTRush1217% 1217%
ForgeExpand17290% 11398% 5975%
ForgeExpand4Gate2Archon1471% 1471%
ForgeExpand5GateGoon30197% 30197%
ForgeExpandSpeedlots4580% 4580%
PlasmaCorsairsCarriers12100% 12100%
PlasmaProxy2Gate27100% 7100% 20100%
Proxy2ZealotsIntoGoons3093% 3093%
Proxy9-9Gate40% 40%
ProxyDTRush16595% 16595%
ProxyHeavyZealotRush210% 10%
Turtle1100% 1100%
ZealotDrop55488% 55488%
total220092%60097%70084%60095%30098%
openings played2285103

AIIDE 2019 - what Steamhammer learned

Today is Steamhammer. With a mid-rank finish and the widest range of builds, plus informative game records, Steamhammer may give us the best insight into how other bots played.

The tournament was 100 rounds, and Steamhammer was configured to remember the previous 100 game records, because in play there is no reason to remember more (earlier records are increasingly discounted). Steamhammer also had pre-learned game records for many opponents, so when the game record count reached 100, new records added caused old pre-learned records to drop away. Not all 100 tournament games happened for each opponent, but the pre-learned games filled in the small gaps so that Steamhammer ended up with exactly 100 game records per opponent in every case.

The “opening” table counts Steamhammer’s opening choices. The “plan” table shows the plan that Steamhammer first predicted that the opponent would play, then recognized that the opponent was playing. Both prediction and recognition can be wrong. The timing table is new this year, an attempt to get a little more information out of Steamhammer’s rich game records. For some events, it gives the count of games in which the event occurred, and the median time, earliest time, and latest time it occurred in those games when it did. The times are given under the assumption that 1 second of game time is exactly 24 frames, a simplification.

gas steal attempt - When Steamhammer sent out the drone to steal gas (if it did).
gas steal success - Whether the gas steal attempt succeeded in taking the opponent’s gas. Steamhammer doesn’t record the time it happens, so this is only a success count.
enemy scout - When the enemy scout first reached Streamhammer’s base.
enemy combat units - When the first enemy combat unit was seen.
enemy air units - When the enemy is first known to have tech for flying units (except overlords).
enemy cloaked units - When the enemy is first known to have tech for cloaked units.


#1 locutus

openinggameswins
11Gas10PoolMuta10%
12Hatch12Pool10%
2.5HatchMuta20%
2HatchHydra10%
2HatchHydraBust40%
2HatchLingAllInSpire10%
3HatchHydraBust50%
3HatchHydraExpo10%
3HatchLateHydras+150%
3HatchLingBust230%
4HatchBeforeGas10%
4HatchBeforeLair50%
5HatchBeforeGas20%
5PoolHard2Player20%
5Scout10%
7PoolSoft10%
8-8HydraRush10%
8Hatch7Pool10%
8Pool10%
9Pool20%
9PoolHatch20%
9PoolSpeedAllIn10%
AntiFact_Overpool9Gas10%
DefilerRush20%
Over10Hatch2Sunk10%
Over10HatchSlowLings10%
Over10PoolMuta10%
OverhatchExpoLing20%
OverhatchExpoMuta20%
Overpool2HatchLurker10%
OverpoolHatch10%
OverpoolHydra120%
OverpoolSpeed40%
OverpoolSunk10%
Overpool_4HatchLing20%
PurpleSwarmBuild10%
Sparkle 1HatchMuta10%
Sparkle 2HatchMuta10%
ZvP_3BaseSpire+Den10%
ZvP_3HatchPoolHydra20%
ZvP_4HatchPoolHydra1421%
ZvT_12PoolMuta20%
ZvZ_12PoolLing10%
ZvZ_12PoolLingB10%
ZvZ_Overpool9Gas10%
45 openings1003%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Heavy rush--44%0%0%0%
Safe expand5656%2%4444%5%43%5%
Turtle4444%5%4545%2%43%9%
Unknown--77%0%0%0%
timing#medianearlylate
gas steal attempt431:290:002:34
gas steal success23---
enemy scout1001:351:116:51
enemy combat units1005:234:107:58
enemy air units712:057:3921:34
enemy cloaked units811:244:3921:34


It looks like Locutus opened forge-expand every game. It worked. Steamhammer desperately tried everything, including ZvZ builds and island builds, and finally squeezed 3 wins with a risky extreme macro opening, 4 hatcheries before spawning pool, which was able to win one game in five. I should add 5 and 6 hatch before pool and see if they help.

Locutus rarely made corsairs or dark templar. I wonder what its criteria are? Maybe it won before it got that far. The scout was usually quite early, and the first combat unit was seen late, as expected for a cannon-first opener.

I played over the 3 wins. They were in rounds 65, 70, and 73; after that, I expect that Locutus found a way to win. In 2 games, Steamhammer pulled ahead in early economy with its greedy opening, then struggled to defend and fell into a losing position. But Locutus got most of its units stuck in its base, and Steamhammer was able to turn it around and win after a hard fight with critical defiler support. In the third win, Locutus chose a zealot-archon unit mix that Steamhammer knows how to cope with, and zerg powered through.


#2 purplewave

openinggameswins
10Pool9Gas10%
11HatchTurtleHydra5044%
11HatchTurtleLurker10%
11HatchTurtleMuta1520%
12Hatch_4HatchLing10%
2HatchLingAllInSpire10%
3HatchHydraExpo10%
3HatchLing10%
3HatchLingExpo10%
4HatchBeforeLair10%
5PoolSoft10%
7Pool12Hatch10%
9PoolBurrow10%
AntiZeal_12Hatch10%
HiveRush10%
Over10Hatch20%
Over10Hatch1Sunk30%
Over10Hatch2Sunk10%
OverhatchLateGas10%
Overpool+110%
OverpoolSpeed10%
OverpoolTurtle20%
ZvP_3HatchPoolHydra10%
ZvT_7Pool10%
ZvZ_Overpool9Gas933%
25 openings10028%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Fast rush--22%0%0%0%
Heavy rush9999%28%9090%24%90%4%
Safe expand--33%100%0%0%
Turtle--11%100%0%0%
Unknown11%0%44%50%0%0%
timing#medianearlylate
gas steal attempt411:131:092:36
gas steal success37---
enemy scout982:131:1915:06
enemy combat units992:352:155:59
enemy air units5113:575:1520:37
enemy cloaked units4814:016:0217:11


PurpleWave in contrast went with mostly 2 gate openings against Steamhammer; that’s what “heavy rush” means for protoss. Steamhammer countered with early sunkens plus hydras or, less successfully, mutalisks (this version had a bug that weakened mutalisk play). There are also 3 wins with a ZvZ fast mutalisk opening. 2 gates should beat that, so protoss either played poorly or chose a different build in those games.


#3 bananabrain

openinggameswins
10HatchHydra10%
11Gas10PoolLurker20%
11Gas10PoolMuta1010%
11HatchTurtleHydra10%
12Hatch_4HatchLing10%
2.5HatchMuta10%
2HatchLingAllInSpire10%
3HatchHydra20%
3HatchHydraBust10%
3HatchHydraExpo10%
3HatchLateHydras10%
3HatchLingExpo911%
5PoolHard10%
6Pool10%
6PoolSpeed10%
7-7HydraLingRush10%
8Gas7PoolLurker B10%
9HatchMain9Pool9Gas10%
9PoolBurrow10%
9PoolSpeed10%
9PoolSpire10%
AntiFact_2Hatch1540%
AntiFact_Overpool9Gas10%
AntiZeal_12Hatch100%
Over10Hatch1Sunk10%
Over10HatchBust2825%
OverpoolSpeed10%
OverpoolTurtle 010%
ZvP_Overpool3Hatch20%
ZvT_3HatchMuta10%
30 openings10015%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Heavy rush7070%14%3232%3%33%39%
Naked expand22%0%11%100%0%50%
Proxy--44%0%0%0%
Safe expand2323%17%1616%31%17%35%
Turtle55%20%1010%20%0%20%
Unknown--3737%16%0%0%
timing#medianearlylate
gas steal attempt501:261:091:38
gas steal success31---
enemy scout1001:561:213:17
enemy combat units1002:562:198:19
enemy air units835:192:5111:41
enemy cloaked units616:263:2714:05


BananaBrain contrasts with both previous opponents in that it played a variety of builds. Steamhammer was unable to predict what was coming. It looks strange that the best reaction was an opening designed to counter terran factory-first builds that include a vulture runby, but in fact it is a mildly specialized 2 hatch mutalisk variant and not so surprising. BananaBrain made corsairs and dark templar in most games.


#4 daqin

openinggameswins
10HatchHydra10%
10Pool9Hatch10%
11Gas10PoolLurker119%
11Gas10PoolMuta10%
11HatchTurtleLurker10%
12Hatch12Pool10%
12HatchTurtle20%
12Hatch_4HatchLing20%
2HatchHydraBust10%
2HatchLurker10%
3HatchHydra10%
3HatchHydraBust10%
3HatchHydraExpo40%
3HatchLing10%
3HatchLingBust21020%
3HatchLingExpo10%
4HatchBeforeGas30%
4HatchBeforeLair30%
4PoolSoft10%
5HatchBeforeGas20%
5Scout10%
8-8HydraRush10%
8Hatch7Pool10%
8Hatch7PoolSpeed1916%
9GasLair10%
9HatchExpo9Pool9Gas20%
9PoolBurrow10%
9PoolSpeedAllIn10%
AntiFact_2Hatch10%
AntiFactory10%
OverhatchExpoLing30%
OverhatchExpoMuta10%
OverhatchLateGas10%
Overpool+110%
OverpoolSunk10%
ZvP_2HatchMuta10%
ZvP_3BaseSpire+Den110%
ZvZ_12Gas11Pool10%
ZvZ_12HatchMain10%
ZvZ_12Pool10%
40 openings1006%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Heavy rush--44%0%0%0%
Proxy--66%0%0%0%
Safe expand1111%9%2323%13%18%0%
Turtle8989%6%6363%5%62%4%
Unknown--44%0%0%0%
timing#medianearlylate
gas steal attempt431:261:091:58
gas steal success24---
enemy scout991:341:149:35
enemy combat units1005:264:076:58
enemy air units319:478:5416:19
enemy cloaked units369:447:2314:39


DaQin played forge-expand and has similar timings to Locutus, for the same reasons. The fast scout is to allow adjustment of the cannon count and timing, and the late combat units are due to getting a gateway later. Steamhammer couldn’t find any better reaction than to try to bust with zerglings, either early or late, and it was not particularly successful.


#6 zzzkbot

openinggameswins
2.5HatchMuta10%
3HatchLingExpo10%
9HatchExpo9Pool9Gas367%
9PoolLurker933%
9PoolSpeedAllIn10%
9PoolSunkHatch1258%
9PoolSunkSpeed933%
OverpoolSunk1338%
ZvZ_Overgas9Pool1258%
ZvZ_Overpool9Gas3982%
10 openings10059%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Turtle100100%59%7979%71%79%21%
Unknown--2121%14%0%0%
timing#medianearlylate
gas steal attempt261:141:111:37
gas steal success12---
enemy scout992:550:377:23
enemy combat units1004:062:254:43
enemy air units665:295:0310:11
enemy cloaked units0---


ZZZKBot mostly played a turtle-into-mutalisks strategy against Steamhammer, and was somewhat successful. You can read the idea straight out of the tables above. The 2:25 earliest timing but 4:06 median timing for combat units says that ZZZKBot sometimes rushed zerglings, but usually not.


#7 microwave

openinggameswins
11Gas10PoolLurker2843%
11Gas10PoolMuta1520%
2HatchHydra10%
3HatchLing10%
3HatchLingBust210%
5PoolHard10%
6Pool10%
7-7HydraLingRush10%
9GasLair10%
9HatchMain9Pool9Gas10%
9PoolLurker10%
OverhatchLing10%
OverhatchMuta2030%
OverpoolLurker10%
PurpleSwarmBuild10%
Sparkle 1HatchMuta812%
ZvZ_12HatchExpo10%
ZvZ_12HatchMain20%
ZvZ_Overpool11Gas10%
ZvZ_Overpool9Gas10%
ZvZ_OverpoolTurtle1225%
21 openings10025%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Heavy rush77%29%22%50%0%86%
Naked expand8989%26%2323%17%25%73%
Turtle44%0%11%0%0%75%
Unknown--7474%27%0%0%
timing#medianearlylate
gas steal attempt541:300:421:57
gas steal success1---
enemy scout1002:391:373:47
enemy combat units1002:272:143:58
enemy air units396:255:219:19
enemy cloaked units0---


Microwave played a 9 pool speed build into expansion and then spire, which you cannot read out of the plan table because Steamhammer didn’t recognize it accurately. But in the timing table you can see that combat units (zerglings) were early and air units (mutalisks) were not late.

Steamhammer was not able to steal Microwave’s gas. It probably should have stopped trying.


#8 iron

openinggameswins
2.5HatchMuta10%
5HatchBeforeGas10%
5Scout10%
7-7HydraLingRush4384%
8Gas7PoolLurker B10%
AntiFact_13Pool1155%
AntiFactory3964%
OverhatchExpoMuta10%
OverhatchMuta10%
Sparkle 2HatchMuta10%
10 openings10067%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory100100%67%9191%70%91%9%
Unknown--99%33%0%0%
timing#medianearlylate
gas steal attempt301:261:252:03
gas steal success0---
enemy scout873:270:3415:09
enemy combat units1002:592:295:27
enemy air units2313:5310:1120:07
enemy cloaked units696:395:3511:47


Look at that huge range of scout timings! 0:34 means that the scout SCV was sent immediately at the start of the game and went directly to the zerg base. 15:09 probably means that no enemy unit got into the base until the end of the game when Steamhammer lost (Steamhammer is on BWAPI 4.1.2 and cannot detect scans). Steamhammer prevented the scout entirely in 13 out of the 100 games by its own count; 15:09 is probably the same. Steamhammer was not able to steal Iron’s gas, and did eventually give up trying.


#9 xiaoyi

openinggameswins
12Hatch13Pool10%
2HatchLingAllInSpire1619%
2HatchLurkerAllIn10%
3HatchLurker10%
3HatchPoolMuta10%
5PoolSoft10%
7-7HydraLingRush3669%
7PoolMid2475%
AntiFact_13Pool933%
AntiFactory10%
AntiFactoryHydra812%
Over10Hatch10%
12 openings10050%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory9898%51%7474%41%74%21%
Naked expand--11%100%0%0%
Safe expand--33%33%0%0%
Unknown22%0%2222%82%0%50%
timing#medianearlylate
gas steal attempt461:261:052:08
gas steal success1---
enemy scout922:371:347:29
enemy combat units1002:392:253:22
enemy air units5512:238:5516:30
enemy cloaked units617:395:4217:07


Steamhammer liked 7 pool against XiaoYi, just as Microwave did, but also liked its dawn hydra rush.


#10 mcrave

openinggameswins
2HatchHydraBust580%
3HatchHydraBust667%
9PoolHatch1984%
Over10Hatch2Sunk3288%
Over10Hatch2SunkHard2692%
OverpoolTurtle1283%
6 openings10086%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Heavy rush9797%87%6464%80%63%19%
Safe expand22%100%1111%100%0%0%
Turtle11%0%77%100%0%0%
Unknown--1818%94%0%0%
timing#medianearlylate
gas steal attempt531:281:111:33
gas steal success33---
enemy scout922:211:149:55
enemy combat units982:422:158:51
enemy air units6910:025:0614:18
enemy cloaked units3010:295:0116:39

#11 ualbertabot

openinggameswins
5Scout2875%
Over10Hatch2Sunk10%
OverpoolTurtle7197%
3 openings10090%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory55%100%88%100%0%0%
Fast rush44%100%1111%100%0%25%
Heavy rush8686%88%4747%87%48%24%
Naked expand55%100%1010%100%0%40%
Unknown--2424%83%0%0%
timing#medianearlylate
gas steal attempt431:120:001:16
gas steal success23---
enemy scout792:111:194:23
enemy combat units612:431:464:33
enemy air units1014:2012:0216:57
enemy cloaked units1214:252:3816:57


Thanks to pre-learning, I expected Steamhammer to play its overpool turtle build every game. I’m not sure why it didn’t. I also don’t know how it hit on the 5 scout build, which means send out a drone at 5 supply to scout very early, then leave all decisions to the strategy boss. It’s a logical try against a random opponent, especially one that has a single strategy for each race, and it was fairly successful. But it did not appear in the pre-learned data.


#12 aitp

openinggameswins
7-7HydraLingRush1292%
9HatchExpo9Pool9Gas30100%
AntiFact_13Pool22100%
AntiFactory2195%
AntiFactoryHydra1493%
ZvT_3HatchMuta10%
6 openings10096%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Factory8787%97%3030%97%28%62%
Fast rush44%100%44%100%0%50%
Heavy rush44%100%22%100%25%50%
Turtle44%100%55%60%0%25%
Unknown11%0%5959%98%0%0%
timing#medianearlylate
gas steal attempt441:251:121:58
gas steal success3---
enemy scout253:312:4119:11
enemy combat units1003:231:578:09
enemy air units3111:277:4619:34
enemy cloaked units597:385:1916:34


AITP scored zip against both mass zerglings (9HatchExpo9Pool9Gas) and against fast mutalisks (AntiFact_13Pool). And it successfully scouted Steamhammer’s base only 25% of the time. If you don’t scout reliably, it will be hard to withstand rushes.


#13 bunkerboxer

openinggameswins
9PoolExpo42100%
9PoolSunkHatch31100%
9PoolSunkSpeed27100%
3 openings100100%
planpredictedrecognizedaccuracy
countgameswinscountgameswinsgood?
Proxy6666%100%3535%100%36%36%
Unknown--4242%100%0%0%
Worker rush3434%100%2323%100%15%53%
timing#medianearlylate
gas steal attempt401:351:321:37
gas steal success33---
enemy scout912:101:473:47
enemy combat units842:432:093:27
enemy air units0---
enemy cloaked units0---


Steamhammer was not able to judge whether BunkerBoxeR was playing a proxy (with its proxy bunker) or a worker rush (since it sent SCVs in support). But it didn’t matter. The reactions are nearly the same. Since BunkerBoxeR never wants gas, stealing its gas was a waste.


overall

totalZvTZvPZvZZvR
openinggameswinsgameswinsgameswinsgameswinsgameswins
10HatchHydra20% 20%
10Pool9Gas10% 10%
10Pool9Hatch10% 10%
11Gas10PoolLurker4132% 138% 2843%
11Gas10PoolMuta2715% 128% 1520%
11HatchTurtleHydra5143% 5143%
11HatchTurtleLurker20% 20%
11HatchTurtleMuta1520% 1520%
12Hatch12Pool20% 20%
12Hatch13Pool10% 10%
12HatchTurtle20% 20%
12Hatch_4HatchLing40% 40%
2.5HatchMuta50% 10% 30% 10%
2HatchHydra20% 10% 10%
2HatchHydraBust1040% 1040%
2HatchLingAllInSpire1916% 1619% 30%
2HatchLurker10% 10%
2HatchLurkerAllIn10% 10%
3HatchHydra30% 30%
3HatchHydraBust1331% 1331%
3HatchHydraExpo70% 70%
3HatchLateHydras10% 10%
3HatchLateHydras+150% 50%
3HatchLing30% 20% 10%
3HatchLingBust21414% 1315% 10%
3HatchLingExpo128% 119% 10%
3HatchLurker10% 10%
3HatchPoolMuta10% 10%
4HatchBeforeGas40% 40%
4HatchBeforeLair90% 90%
4PoolSoft10% 10%
5HatchBeforeGas50% 10% 40%
5PoolHard20% 10% 10%
5PoolHard2Player20% 20%
5PoolSoft20% 10% 10%
5Scout3168% 10% 20% 2875%
6Pool20% 10% 10%
6PoolSpeed10% 10%
7-7HydraLingRush9377% 9179% 10% 10%
7Pool12Hatch10% 10%
7PoolMid2475% 2475%
7PoolSoft10% 10%
8-8HydraRush20% 20%
8Gas7PoolLurker B20% 10% 10%
8Hatch7Pool20% 20%
8Hatch7PoolSpeed1916% 1916%
8Pool10% 10%
9GasLair20% 10% 10%
9HatchExpo9Pool9Gas3591% 30100% 20% 367%
9HatchMain9Pool9Gas20% 10% 10%
9Pool20% 20%
9PoolBurrow30% 30%
9PoolExpo42100% 42100%
9PoolHatch2176% 2176%
9PoolLurker1030% 1030%
9PoolSpeed10% 10%
9PoolSpeedAllIn30% 20% 10%
9PoolSpire10% 10%
9PoolSunkHatch4388% 31100% 1258%
9PoolSunkSpeed3683% 27100% 933%
AntiFact_13Pool4274% 4274%
AntiFact_2Hatch1638% 1638%
AntiFact_Overpool9Gas20% 20%
AntiFactory6273% 6174% 10%
AntiFactoryHydra2264% 2264%
AntiZeal_12Hatch110% 110%
DefilerRush20% 20%
HiveRush10% 10%
Over10Hatch30% 10% 20%
Over10Hatch1Sunk40% 40%
Over10Hatch2Sunk3580% 3482% 10%
Over10Hatch2SunkHard2692% 2692%
Over10HatchBust2825% 2825%
Over10HatchSlowLings10% 10%
Over10PoolMuta10% 10%
OverhatchExpoLing50% 50%
OverhatchExpoMuta40% 10% 30%
OverhatchLateGas20% 20%
OverhatchLing10% 10%
OverhatchMuta2129% 10% 2030%
Overpool+120% 20%
Overpool2HatchLurker10% 10%
OverpoolHatch10% 10%
OverpoolHydra120% 120%
OverpoolLurker10% 10%
OverpoolSpeed60% 60%
OverpoolSunk1533% 20% 1338%
OverpoolTurtle8593% 1471% 7197%
OverpoolTurtle 010% 10%
Overpool_4HatchLing20% 20%
PurpleSwarmBuild20% 10% 10%
Sparkle 1HatchMuta911% 10% 812%
Sparkle 2HatchMuta20% 10% 10%
ZvP_2HatchMuta10% 10%
ZvP_3BaseSpire+Den120% 120%
ZvP_3HatchPoolHydra30% 30%
ZvP_4HatchPoolHydra1421% 1421%
ZvP_Overpool3Hatch20% 20%
ZvT_12PoolMuta20% 20%
ZvT_3HatchMuta20% 10% 10%
ZvT_7Pool10% 10%
ZvZ_12Gas11Pool10% 10%
ZvZ_12HatchExpo10% 10%
ZvZ_12HatchMain30% 10% 20%
ZvZ_12Pool10% 10%
ZvZ_12PoolLing10% 10%
ZvZ_12PoolLingB10% 10%
ZvZ_Overgas9Pool1258% 1258%
ZvZ_Overpool11Gas10% 10%
ZvZ_Overpool9Gas5070% 1030% 4080%
ZvZ_OverpoolTurtle1225% 1225%
total120052%40078%50028%20042%10090%
openings played1112493293


Steamhammer knows 142 different openings. In the whole tournament, it was only able to try 111 of them! It tried the most openings versus protoss, since it was looking everywhere for an escape from the overwhelming top protoss bots. Most openings were tried only a few times and lost every game, which means that Steamhammer would have performed better without them. That’s expected and even intentional; my plan is to add smarts until it is able to make good guesses about what to try. The work is underway.

AIIDE 2019 - what Microwave learned

Microwave keeps its result files in the same format as UAlbertaBot: A file for each opponent, and in the file a list of strategies tried, each with win and loss counts. But Microwave independently restricts the win count and the loss count to not exceed 10. This amounts to intentionally forgetting older history when there has been a lot of it. The advantage is that Microwave adapts its strategies more quickly if the opponent shifts its play. The disadvantage, of course, is that information is thrown away. As a side effect, the numbers in the “total” and “overall” cells of my tables are not too informative.

This post looks at Microwave’s result_*.txt files for each opponent, since it’s what I’ve done before and I already had a script to parse them. This year Microwave also kept history_*.txt files with a record of each game. I could get a fuller picture of what Microwave did from the history files. I’m not sure whether Microwave uses the history files to make decisions. Still, if this is about “what Microwave learned,” then the result files are what Microwave learned, at least in large part.

Microwave has pre-learned data files for a number of opponents. Data from those files survived to be included in these tables. In other words, the tables here include not only tournament games, but in some cases preparation games played before the tournament.

Microwave’s author MicroDK commented that Microwave might have a bug in keeping its learning files, since the numbers did not always agree with official tournament results. As explained yesterday for UAlbertaBot, the player cannot always know what the tournament manager decides is the outcome of the game. Between that and the pre-learned data, I see reason to doubt that Microwave had a bug. But I didn’t look into details.

This year Microwave recorded a total of 32 strategies, compared to 19 last year. I tried to keep the tables tractable by breaking them down by opponent race, since not all strategies were tried against all races. Nevertheless, prepare to scroll right!

terran

It seems that most of Microwave’s openings worked about equally poorly against Iron, which is interesting and hard for me to explain. 2 hatch muta equals 3 hatch hydra bust equals 7 pool—among others? XiaoYi was vulnerable to rushes, and Microwave settled on 7 pool. After seeing the learning files of only 2 bots, I’m already getting a picture of XiaoYi as strong but apparently not robust against tricky strategies; UAlbertaBot chose DT rush against it. AITP and BunkerBoxeR were easy opponents and seem to have been vulnerable to the first thing Microwave tried, so that zerg never felt the need to vary.

The tournament had 100 rounds. Totals of more than 100 games versus an opponent, as versus Iron here, are a sign that pre-learned data was carried over. Microwave did not have time during the competition to try this many strategies so many times each.

#bottotal10Hatch9Pool9gas2HatchHydra2HatchLurker2HatchLurkerAllIn2HatchMuta3HatchHydraBust3HatchHydraExpo3HatchLingBust3HatchPoolHydra4HatchBeforeGas4PoolHard4PoolSoft5Pool5PoolSpeed6Pool6PoolSpeed7Pool8Pool9Pool9PoolLurker9PoolSpeed9PoolSpeedLingOverpoolTurtleZvZ_Overpool11Gas
8iron63-175  26%1-5 17%1-5 17%1-5 17%2-7 22%5-10 33%5-10 33%1-5 17%0-5 0%1-5 17%2-7 22%5-10 33%5-10 33%1-5 17%5-10 33%1-5 17%3-8 27%5-10 33%5-10 33%3-8 27%4-10 29%2-7 22%2-7 22%3-8 27%0-3 0%
9xiaoyi22-13  63%0-2 0%-0-1 0%-0-2 0%------10-4 71%1-1 50%---10-0 100%-1-1 50%--0-2 0%--
12aitp10-0  100%---------------------10-0 100%--
13bunkerboxer10-0  100%------------10-0 100%-----------
overall-  36%1-7 12%1-5 17%1-6 14%2-7 22%5-12 29%5-10 33%1-5 17%0-5 0%1-5 17%2-7 22%5-10 33%15-14 52%12-6 67%5-10 33%1-5 17%3-8 27%15-10 60%5-10 33%4-9 31%4-10 29%2-7 22%12-9 57%3-8 27%0-3 0%

protoss

Aha, Bananabrain had a weakness against Microwave’s 3 hatch zergling bust! I’ve seen the same on BASIL, e.g. Microwave-BananaBrain on Empire of the Sun, where BananaBrain was negligent in setting up the defense of its natural. In general, Bananabrain showed sensitivity to the opponent’s strategy; the other top protoss bots were more consistent.

#bottotal10Hatch9Pool9gas2HatchHydra2HatchLurker2HatchLurkerAllIn2HatchMuta3HatchHydraBust3HatchHydraExpo3HatchLingBust3HatchPoolHydra4HatchBeforeGas4PoolHard4PoolSoft5Pool5PoolSpeed6Pool6PoolSpeed7Pool8Pool9Pool9PoolLurker9PoolSpeed9PoolSpeedLingZvP_10Hatch9PoolZvZ_Overgas11PoolZvZ_Overgas9PoolZvZ_Overpool11Gas
1locutus0-202  0%0-10 0%0-10 0%0-10 0%0-8 0%0-10 0%0-10 0%-0-8 0%0-8 0%0-8 0%0-10 0%0-10 0%0-10 0%0-8 0%0-8 0%0-8 0%0-10 0%0-8 0%0-10 0%0-7 0%0-10 0%0-7 0%0-7 0%--0-7 0%
2purplewave26-154  14%2-10 17%2-9 18%0-6 0%0-5 0%2-10 17%2-10 17%0-4 0%3-10 23%0-4 0%0-4 0%0-3 0%3-10 23%3-10 23%0-3 0%0-3 0%0-3 0%3-10 23%2-9 18%0-3 0%0-5 0%1-7 12%3-10 23%0-3 0%--0-3 0%
3bananabrain85-130  40%1-3 25%2-4 33%2-5 29%1-5 17%2-4 33%0-2 0%1-4 20%10-4 71%1-4 20%0-5 0%6-7 46%10-9 53%10-9 53%5-7 42%3-5 38%4-6 40%1-3 25%4-6 40%4-6 40%0-5 0%2-4 33%4-6 40%0-2 0%-7-8 47%5-7 42%
4daqin8-64  11%2-9 18%0-4 0%0-4 0%-3-10 23%0-3 0%-3-10 23%0-3 0%--0-3 0%0-3 0%---0-3 0%-0-3 0%-0-3 0%0-3 0%0-3 0%---
10mcrave95-78  55%2-2 50%2-3 40%5-3 62%2-3 40%10-4 71%10-0 100%0-4 0%2-3 40%1-2 33%1-4 20%3-2 60%10-4 71%1-4 20%2-3 40%5-4 56%10-5 67%4-5 44%2-3 40%7-4 64%0-3 0%3-3 50%3-2 60%2-2 50%8-4 67%-0-2 0%
overall-  25%7-34 17%6-30 17%7-28 20%3-21 12%17-38 31%12-25 32%1-12 8%18-35 34%2-21 9%1-21 5%9-22 29%23-36 39%14-36 28%7-21 25%8-20 29%14-22 39%8-31 21%8-26 24%11-26 30%0-20 0%6-27 18%10-28 26%2-17 11%8-4 67%7-8 47%5-19 21%

zerg

Steamhammer and ZZZKBot are opposite opponents, from Microwave’s point of view. Whatever worked against one did not work against the other. Most of the numbers in Steamhammer’s row, by the way, are from preparation games. I see the same numbers in the pre-learned data file. According to the history file, Microwave played its 9 pool speed opening in every game.

#bottotal12Pool4PoolHard4PoolSoft5Pool5PoolSpeed6Pool6PoolSpeed7Pool8Pool9HatchMain8Pool8Gas9PoolHatch9PoolSpeed9PoolSunkenOverpoolSpeedOverpoolTurtleZvZ_Overgas11PoolZvZ_Overpool11Gas
5steamhammer26-16  62%2-2 50%--1-2 33%-----2-2 50%1-2 33%10-0 100%1-2 33%4-3 57%--5-3 62%
6zzzkbot67-70  49%0-2 0%1-5 17%0-2 0%10-7 59%0-2 0%0-2 0%5-10 33%1-5 17%7-10 41%10-7 59%10-4 71%0-2 0%0-2 0%3-4 43%10-4 71%10-0 100%0-2 0%
overall-  52%2-4 33%1-5 17%0-2 0%11-9 55%0-2 0%0-2 0%5-10 33%1-5 17%7-10 41%12-9 57%11-6 65%10-2 83%1-4 20%7-7 50%10-4 71%10-0 100%5-5 50%

random

UAlbertaBot was the only random participant. It’s striking how similar openings can have different outcomes, though the numbers are noisy because the game counts intentionally limited and an opening that makes a bad first impression may not be repeated.

#bottotal4PoolHard4PoolSoft5Pool5PoolSpeed6Pool6PoolSpeed7Pool8Pool9PoolSpeedLing
11ualbertabot34-21  62%5-4 56%10-0 100%4-4 50%10-3 77%4-3 57%1-2 33%0-2 0%0-2 0%0-1 0%
overall-  62%5-4 56%10-0 100%4-4 50%10-3 77%4-3 57%1-2 33%0-2 0%0-2 0%0-1 0%

AIIDE 2019 - what UAlbertaBot learned

#11 UAlbertaBot was one of the weaker participants, but no player shut it out. Even against #1 Locutus, UAlbertaBot scored 1 win and learned a little bit about its opponent. That also tells us something about each opponent.

The “total” column gives UAlbertaBot’s view of how many games it won and lost, which does not always line up with the tournament results. The results give UAlbertaBot 6 crashes, when it presumably could not record any information. Also if one side overstepped the frame time limit (UAlbertaBot never did), or if the game timed out and was decided on points (12 instances for UAlbertaBot), the player has no way to know what the tournament manager decided, and the two may disagree about who won. Something like that must explain why UAlbertaBot recorded 3 wins for itself against #2 PurpleWave when officially it won only 2 games. These issues cause difficulties for learning, but as long as most games finish normally it shouldn’t be serious.

#bottotalTerranTerranTerranTerranProtossProtossProtossZergZergZergZerg
4RaxMarinesMarineRushTankPushVultureRushDTRushDragoonRushZealotRush2HatchHydra3HatchMuta3HatchScourgeZerglingRush
1locutus1-99  1%0-9 0%0-8 0%0-8 0%0-8 0%0-11 0%1-15 6%0-10 0%0-8 0%0-8 0%0-7 0%0-7 0%
2purplewave3-93  3%0-8 0%0-8 0%0-8 0%0-8 0%3-18 14%0-8 0%0-7 0%0-7 0%0-7 0%0-7 0%0-7 0%
3bananabrain16-82  16%0-7 0%1-10 9%0-6 0%0-6 0%0-4 0%0-4 0%9-20 31%0-4 0%0-4 0%0-4 0%6-13 32%
4daqin21-77  21%0-10 0%0-9 0%0-9 0%0-9 0%0-3 0%3-8 27%5-8 38%0-2 0%0-2 0%0-2 0%13-15 46%
5steamhammer9-89  9%0-4 0%8-9 47%0-4 0%0-4 0%0-6 0%1-9 10%0-5 0%0-12 0%0-12 0%0-12 0%0-12 0%
6zzzkbot10-89  10%0-8 0%0-8 0%0-8 0%0-7 0%0-4 0%0-4 0%8-16 33%0-7 0%0-7 0%0-7 0%2-13 13%
7microwave18-81  18%0-7 0%2-12 14%0-7 0%0-7 0%0-3 0%0-3 0%13-11 54%1-9 10%0-5 0%1-9 10%1-8 11%
8iron9-90  9%1-9 10%1-8 11%0-5 0%0-5 0%0-8 0%0-8 0%3-18 14%0-6 0%0-6 0%0-6 0%4-11 27%
9xiaoyi26-68  28%0-4 0%0-5 0%4-13 24%0-4 0%21-5 81%0-2 0%0-5 0%0-7 0%0-7 0%0-6 0%1-10 9%
10mcrave56-44  56%-22-9 71%--0-4 0%10-19 34%0-5 0%---24-7 77%
12aitp71-23  76%-19-8 70%----24-5 83%19-2 90%7-2 78%1-2 33%1-4 20%
13bunkerboxer88-12  88%-34-4 89%----30-0 100%---24-8 75%
overall-  28%1-66 1%87-98 47%4-68 6%0-58 0%24-66 27%15-80 16%92-110 46%20-64 24%7-60 10%2-62 3%76-115 40%

UAlbertaBot was random. Its learning plan is to first play its best opening for each race (terran marine rush, protoss zealot rush, zerg zergling rush), and switch away only if it lost too often. If you are always losing, there is no harm in experimentation. Against strong opponents it tried everything, to little avail. Against weak opponents, the best opening might be reliable, so it did not try others.

UAlbertaBot’s configuration file has enemy-specific strategies defined for many historical opponents. In this tournament, 2 of them reappeared: Iron and ZZZKBot, and the declaration for ZZZKBot says “make the default choices.” I don’t see evidence in the table that UAlbertaBot paid attention to its Iron-specific strategies, so I watched replays to find out. It turned out as I expected, an enemy-specific strategy became the default strategy, the expected best opening, and if it failed severely enough (as it always did against Iron) then UAlbertaBot would try its other strategies.

The “overall” row across the bottom tells us that its best openings truly were the best. In most cases, it did no good to try alternatives. The notable exceptions are that the dark templar rush won against XiaoYi, while the 2 hatch hydra rush won against AITP (this suggests that AITP consistently followed a mech strategy). Of course, UAlbertaBot played random, which can confuse opponents that learn. It’s possible that a protoss bot that always rushed dark templar might do less well against XiaoYi, and so on.

Some openings were useless in the tournament, and UAlbertaBot would have done better without them. For example, the 3 hatchery scourge opening is designed to combat XIMP by Tomas Vajda, and scored miserably. The terran vulture rush made 58 losses and no wins at all, a weight pulling down the ranking.

There is more to learn from the table. Steamhammer had some trouble against the terran marine rush, but shut out the zealots and the zerglings. The other 2 zergs had more trouble against the hard zealot rush (which was historically difficult for zerg bots to cope with, at least zerg bots other than KillerBot by Marian Devecka). I think the difference ultimately reflects the skills of the different bots. Steamhammer has micro and defensive weaknesses against ranged units in general (the one loss against protoss was to the dragoon rush). Its opening learning is ingenious enough to cover the weakness, but only at the expense of losses against protoss and zerg. So instead Steamhammer’s learning converged on the idea of allowing the marines to win sometimes, and strictly controlling the other races. It’s counterintuitive but effective.

AIIDE 2019 - what bots wrote data

For the AIIDE 2019 main tournament, I looked in each bot’s write directory to see what files it wrote, if any, and in its AI directory to see if it had prepared data for any opponents. The usual disclaimers apply: A bot does not necessarily use the data it writes. Preparation for specific opponents is not necessarily in the form of data in the AI directory, it might be in code.

#botinfo
1LocutusThe learning files look just like last year’s. Locutus also has pre-learned data for all but 2 of its opponents (DaQin and AITP), plus a number of bots that did not compete.
2PurpleWaveThe learning files have an initially chosen strategy followed by a sequence of “fingerprinted” enemy strategies. (PurpleWave also has specific preparation for its opponents, but that’s in code rather than data.)
3BananaBrainA learning file for each opponent in the form of brief records of results. Each record consists of date+time, map, BananaBrain’s strategy (“PvZ_9/9gate”), the opponent’s recognized strategy (“Z_10hatch”), a floating point number that I haven’t discovered the meaning of, and the game result. Cool data, I want to analyze it. There is also pre-learned data for 7 of the tournament opponents.
4DaQinLearning files straight from its parent Locutus (very similar to Steamhammer files). There is no visible pre-learned data (in a quick check I also found no opponent-specific code).
5SteamhammerOpponent model files unchanged from last year. Also prepared data for 9 of the tournament opponents.
6ZZZKBotCarried over from last year. Learning files for each opponent with detailed but hard-to-interpret information about each game.
7MicrowaveOne file per opponent listing Microwave’s strategies, with win and loss counts for each limited to a max of 10. Microwave deliberately forgets history. This part is the same as last year. New is a “history” file for each opponent, with a one-line record of data about each game. Also pre-learned files for 8 tournament opponents plus many other bots. The author said in a comment that there may be errors in the learning data due to code bugs.
8IronNothing.
9XiaoYiLearning files like its parent SAIDA, for each defeat, internal error, or timeout.
10McRave2 files for each opponent, one with strategy information for all games similar to last year, and an “info” file which seems to include some kind of build order or unit count information about only one game.
11UAlbertaBotCarried over from past years. For each opponent, a file listing strategies with win and loss counts for each.
12AITPOpponent model files straight from Steamhammer. AITP is a Steamhammer fork.
13BunkerBoxeRNothing.

Virtually all bots recorded data about their games and opponents. Only holdover Iron and newcomer BunkerBoxeR chose to ignore history. Most bots from #7 Microwave on up also had prepared data about predictable opponents. Learning is now an expected feature. To aspire to a high finish, you pre-train against your opponents. And ideally come up with a trick that your opponents cannot prepare for, like Locutus’s defensive opening with zealot drop.

I already have scripts to parse most of these learning files. I’ll write a new one for BananaBrain.