audriusrudalevicius / evolutionchamber

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Worker parity options may cause excessive overlord production #91

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?

1. Turn on either worker parity option.
2. Enter gas heavy build, such as 10+ muta

What is the expected output? What do you see instead?

Expected large excess of minerals. Instead it prefers to produce too many 
overlords.

Original issue reported on code.google.com by AudioL...@gmail.com on 27 Oct 2010 at 7:10

GoogleCodeExporter commented 8 years ago
If you reduce the score for overlords in the appropriate EcFitness profile to 
0.0 it will preference excess minerals over extra overlords.

Original comment by brad.han...@gmail.com on 28 Oct 2010 at 10:51

GoogleCodeExporter commented 8 years ago
I realize this, but that caused problems when overdrone was turned off.

I have been working on a new fitness profile for overdrone, but that seems 
excessive. I do have a "proper" solution though, but I need to talk to lomilar 
about implementing it.

Original comment by AudioL...@gmail.com on 28 Oct 2010 at 10:54

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
I came across this problem when doing the simplest build in the zerg arsenal: 
get 6 zerglings and metabolic boost. I have workers able to be pulled off of 
gas and minimum pool supply set to 12, but im still getting 18/68 supply and 
not a very optimal build. This is after only 500k games, but I wouldnt think 
this build would take long to calculate (I could be wrong).

Is there any way you can tie the overlord production to the relative supply? 
That way, when youre supply capped at 18/18 it doesnt make 3 overlords while 
waiting for the supply cap to end.

Original comment by ghostof...@live.com on 30 Oct 2010 at 12:59

GoogleCodeExporter commented 8 years ago
It makes excess overlords because it reduces the fitness score for excess 
minerals/gas and increases the score for overlords.

Original comment by AudioL...@gmail.com on 30 Oct 2010 at 1:41

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Issue 96 has been merged into this issue.

Original comment by AudioL...@gmail.com on 30 Oct 2010 at 6:20

GoogleCodeExporter commented 8 years ago
First of all, minerals and gas are GOOD things, and the more you have, the 
better. The question is whether or not the resources are "in excess," which is 
hard to quantify. Perhaps just giving a minor benefit for extra resources, but 
a much larger benefit for military units would fix this problem. Overlords 
should also give (highly) diminishing returns as you gain excess supply.

Original comment by kna...@gmail.com on 2 Nov 2010 at 2:40

GoogleCodeExporter commented 8 years ago
Dynamic overlord scoring was added in r85. It needs testing still.

Original comment by AudioL...@gmail.com on 2 Nov 2010 at 2:27