Best units in any mod? Use simple math! - Page 2

Best units in any mod? Use simple math!

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TradeMark
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Re: Best units in any mod? Use simple math!

Post by TradeMark »

Yeah...

But why i need square root? i dont get it...
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Gota
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Re: Best units in any mod? Use simple math!

Post by Gota »

The best way to balance with the assistant of math is by giving each stat a value and play testing with the units that are created using those values.
This is the best way of calibrating a mod and takes into considerations all of the unit behaviors that Zerg talks about and many more.
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Evil4Zerggin
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Re: Best units in any mod? Use simple math!

Post by Evil4Zerggin »

Gota wrote:You calculation is way too simplified...add speed,area damage,range energy cost and build time.
Than you will get much better results,trust me.
Okay...

sqrt(DPS * health) / cost + speed + area + damage + range + energy + build time

Something tells me this isn't it. Why don't you post your formula so we can all look at it?
TradeMark wrote:Yeah...

But why i need square root? i dont get it...
Health / cost * DPS / cost is how quickly the unit does damage per cost times how long it is able to deal it per cost. This makes sense since if a unit cost half as much, you could afford twice as many--double firepower with double durability. Taking the square root gives you sqrt(health * DPS) / cost, which is nice because you keep the same ordering, but you have cost in the denominator instead of cost^2, so you have some measure of what you're getting per cost. In this case, if the calculated efficiency of one unit is twice as high as a second, then a force composed of the first unit is equal to a force composed of the second of double cost. (Subject to the assumptions of the model, of course.)

Or, as Wikipedia says:
it takes an N-squared-fold increase in quality to make up for an N-fold increase in quantity.
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Dragon45
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Re: Best units in any mod? Use simple math!

Post by Dragon45 »

How difficult would it to build a data miner that goes through tons of replays and from each one, extracts player rank, whether that player won or not, and how many of which unit they built?
imbaczek
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Re: Best units in any mod? Use simple math!

Post by imbaczek »

Ideally you need headless spring for that, which ain't there yet. Otherwise quite easy, I guess.
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Gota
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Re: Best units in any mod? Use simple math!

Post by Gota »

Dragon all that it will give you is the units that are "thought" to be the best now...but not unit who are trully the best..
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Noruas
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Re: Best units in any mod? Use simple math!

Post by Noruas »

How do you upload to that site?
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Dragon45
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Re: Best units in any mod? Use simple math!

Post by Dragon45 »

Gota wrote:Dragon all that it will give you is the units that are "thought" to be the best now...but not unit who are trully the best..
Shut the hell up. That's not what I was asking.



So headless (i'm assuming this is the graphics-free thing) spring would be ideal, you say? What's the timeline on that? Is there any way perhaps to mine the data from replays directly without having to rerun thousands of games?We only care about existence and property here; we don't care about simulating everything that happens in between.

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Last edited by Dragon45 on 29 Jul 2009, 12:26, edited 6 times in total.
imbaczek
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Re: Best units in any mod? Use simple math!

Post by imbaczek »

the only thing that is ever transmitted over the network that relates to controlling units ingame is orders. maybe you could extract build orders (-unitDefID in Commdand.id), but that's about it - not a thing about when the units die and such. (there's a replay analyzer that may be useful: http://github.com/spring/spring/tree/ma ... moAnalyser, also see DemoDumper.)

as for headless due date - somewhere between future and never; I think zerver was working on that, because that's essentially what's needed for multithreaded sim.
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hunterw
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Re: Best units in any mod? Use simple math!

Post by hunterw »

Dragon45 wrote:How difficult would it to build a data miner that goes through tons of replays and from each one, extracts player rank, whether that player won or not, and how many of which unit they built?
i like this idea but you gotta have it for like 23532523 different versions of spring
and im sure it would be a shitload of work
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TradeMark
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Re: Best units in any mod? Use simple math!

Post by TradeMark »

Im sure you dont need many spring versions, since the net commands have mostly remained same, only the simulations changed...
Noruas wrote:How do you upload to that site?
to Modinfo? only i can
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1v0ry_k1ng
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Re: Best units in any mod? Use simple math!

Post by 1v0ry_k1ng »

did tired ever release his balance forumla?
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Otherside
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Re: Best units in any mod? Use simple math!

Post by Otherside »

if you balance with RPS in mind

no one unit will truly be the best because it will have a counter.

There should be no best unit.

there should be good units in certain situations that perform better than others in the same situations

if there is a best unit the mod fails at balance and should try to fix it
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adin_panther
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Re: Best units in any mod? Use simple math!

Post by adin_panther »

Otherside wrote: if there is a best unit the mod fails at balance and should try to fix it
Totally in agreement.
BaNa
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Re: Best units in any mod? Use simple math!

Post by BaNa »

1v0ry_k1ng wrote:did tired ever release his balance forumla?
I recall an xls table floating along somewhere that had the magix.
Tobi
Spring Developer
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Re: Best units in any mod? Use simple math!

Post by Tobi »

Dragon45 wrote:extracts player rank, whether that player won or not, and how many of which unit they built?
imbaczek wrote:maybe you could extract build orders (-unitDefID in Commdand.id), but that's about it - not a thing about when the units die and such.
Perfect match, it would be possible to write something to extract this without the need to rerun entire simulation. LUA stuff might bork some thing like upgradable/morphable units though, not sure about that.

Probably needs lots of code from various places glued together: code from Spring to read unitdefs and map IDs to units, code from DemoAnalyser/DemoDumper to loop through demo, some TdfParser to extract player rank from the script in the demo (is it even in there?), and then some new code to compute a count per unit per player.
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TradeMark
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Re: Best units in any mod? Use simple math!

Post by TradeMark »

Otherside wrote:if you balance with RPS in mind

no one unit will truly be the best because it will have a counter.

There should be no best unit.

if there is a best unit the mod fails at balance and should try to fix it
you forgot to read: best unitS... changes everything...
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Otherside
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Re: Best units in any mod? Use simple math!

Post by Otherside »

there shoudlnt be best units either

but thank you for admitting that most untis fill niche roles
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Noruas
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Re: Best units in any mod? Use simple math!

Post by Noruas »

Trademark by any chance could you upload xta 9.55 to your site, I want to look at some things.
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