1 00:00:00,100 --> 00:00:01,660 The following content is provided 2 00:00:01,660 --> 00:00:03,810 under a Creative Commons license. 3 00:00:03,810 --> 00:00:06,530 Your support will help MIT OpenCourseWare continue 4 00:00:06,530 --> 00:00:10,160 to offer high quality educational resources for free. 5 00:00:10,160 --> 00:00:12,690 To make a donation or to view additional materials 6 00:00:12,690 --> 00:00:16,550 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:16,550 --> 00:00:17,285 at ocw.mit.edu. 8 00:00:27,000 --> 00:00:28,610 PROFESSOR: Alright, and with that, 9 00:00:28,610 --> 00:00:31,510 I think we'll be ready to start on lecture seven. 10 00:00:31,510 --> 00:00:33,350 Not really a lecture, we're just talking 11 00:00:33,350 --> 00:00:37,130 about lessons from the Sprint Tournament. 12 00:00:37,130 --> 00:00:39,440 And you could whine and complain about the map set 13 00:00:39,440 --> 00:00:41,380 and I would totally support you. 14 00:00:41,380 --> 00:00:44,067 Because that map set was crazy. 15 00:00:44,067 --> 00:00:45,650 So, I'm just going to have a seat here 16 00:00:45,650 --> 00:00:50,020 and I'll bring up this little Word document that I've got. 17 00:00:50,020 --> 00:00:52,780 Where we're going to talk about a few aspects of maps, 18 00:00:52,780 --> 00:00:54,840 a few aspects of teams. 19 00:00:54,840 --> 00:00:57,600 So let's zoom right on in. 20 00:00:57,600 --> 00:01:01,330 So, map dependent stuff, which is written here. 21 00:01:01,330 --> 00:01:04,510 So, we saw a bunch of stuff that really killed a bunch of teams. 22 00:01:04,510 --> 00:01:06,550 We had mines in the way of spawn. 23 00:01:06,550 --> 00:01:08,500 Make sure you check that you don't 24 00:01:08,500 --> 00:01:11,020 try to spawn a unit on top of a mine. 25 00:01:11,020 --> 00:01:13,460 That's another thing, if a unit is on top of a mine, 26 00:01:13,460 --> 00:01:16,210 for whatever reason, he should probably try to move. 27 00:01:16,210 --> 00:01:18,030 In previous years, we've had spawn delays, 28 00:01:18,030 --> 00:01:19,580 so that when a unit is spawned it 29 00:01:19,580 --> 00:01:21,330 can't move for a certain number of rounds. 30 00:01:21,330 --> 00:01:23,520 But not this year, he can move immediately. 31 00:01:23,520 --> 00:01:26,750 So if you're on top of a mine, and you have a hit point number 32 00:01:26,750 --> 00:01:33,030 x, and the defuse time is y, and the number of rounds 33 00:01:33,030 --> 00:01:35,644 it would take to kill you with the mine doing damage z, 34 00:01:35,644 --> 00:01:37,060 you would just do the math and see 35 00:01:37,060 --> 00:01:39,160 whether it's worthwhile to try to defuse it. 36 00:01:39,160 --> 00:01:41,980 Because you can't have multiple units 37 00:01:41,980 --> 00:01:43,480 defuse the mine on different rounds. 38 00:01:43,480 --> 00:01:46,480 It doesn't continue defusion progress. 39 00:01:46,480 --> 00:01:47,740 So anyway, they'll just die. 40 00:01:47,740 --> 00:01:49,240 And we saw some real hero mines that 41 00:01:49,240 --> 00:01:51,590 have been promoted to Supreme Commander 42 00:01:51,590 --> 00:01:54,440 and they're now commanding fleets in the Pacific. 43 00:01:54,440 --> 00:01:56,940 Another thing was encampments. 44 00:01:56,940 --> 00:02:00,510 So, sometimes the encampments block off other things. 45 00:02:00,510 --> 00:02:02,300 I mean, certainly we saw a lot of teams 46 00:02:02,300 --> 00:02:04,570 lose because they built encampments around their base 47 00:02:04,570 --> 00:02:06,150 and couldn't get out. 48 00:02:06,150 --> 00:02:07,864 OK, so it seems like a dumb thing 49 00:02:07,864 --> 00:02:09,280 when you're looking at it, but how 50 00:02:09,280 --> 00:02:10,820 do you check for it in the code? 51 00:02:10,820 --> 00:02:11,740 What's the best way? 52 00:02:11,740 --> 00:02:13,410 I mean, it would be obvious to just try 53 00:02:13,410 --> 00:02:16,380 to maintain a diagonal line straight from you to the enemy 54 00:02:16,380 --> 00:02:18,290 and never lay bases on that line. 55 00:02:18,290 --> 00:02:21,310 But maybe that's the only base. 56 00:02:21,310 --> 00:02:23,400 So, I don't know exactly what the best 57 00:02:23,400 --> 00:02:25,830 way around that kind of problem is. 58 00:02:25,830 --> 00:02:28,580 Yeah so, the encampments can block each other off, 59 00:02:28,580 --> 00:02:30,950 or you could block off the enemy. 60 00:02:30,950 --> 00:02:33,220 We saw some of them, you couldn't 61 00:02:33,220 --> 00:02:34,360 get to those other ones. 62 00:02:34,360 --> 00:02:36,752 Let's see if I can open up that map. 63 00:02:36,752 --> 00:02:39,210 Oh gosh, what are the chances I'm going to be able to-- No, 64 00:02:39,210 --> 00:02:40,360 the chances are zero. 65 00:02:40,360 --> 00:02:42,720 Yeah, I'll do it in Paint because it's just 66 00:02:42,720 --> 00:02:43,540 the general idea. 67 00:02:43,540 --> 00:02:46,300 This was one of the maps that I did design. 68 00:02:46,300 --> 00:02:47,510 I didn't design all of them. 69 00:02:47,510 --> 00:02:50,120 This was the one that looked like-- Oh, I 70 00:02:50,120 --> 00:02:51,662 guess I can just use continual lines. 71 00:02:51,662 --> 00:02:54,078 Oh man, this is going to be great, it's going to be great, 72 00:02:54,078 --> 00:02:55,190 I'm looking forward to it. 73 00:02:55,190 --> 00:02:56,550 Yeah, it was just like that. 74 00:02:56,550 --> 00:03:00,210 And then the encampments where arranged a little bit 75 00:03:00,210 --> 00:03:02,690 like this. 76 00:03:02,690 --> 00:03:03,970 Yeah, yeah, it was like this. 77 00:03:03,970 --> 00:03:06,470 These were the encampments and they were connected this way. 78 00:03:06,470 --> 00:03:07,678 So there was a pretty short-- 79 00:03:07,678 --> 00:03:10,280 [STUTTERING] 80 00:03:10,280 --> 00:03:14,670 Distance between Team A and B. So, Team A and B were there. 81 00:03:14,670 --> 00:03:21,170 We had hero mines H and H that would kill entire armies. 82 00:03:21,170 --> 00:03:23,024 Actually, I'd said that they went on 83 00:03:23,024 --> 00:03:24,690 to be Supreme Commanders in the Pacific, 84 00:03:24,690 --> 00:03:27,590 but then they were subsequently arrested for war crimes, 85 00:03:27,590 --> 00:03:29,480 and executed. 86 00:03:29,480 --> 00:03:32,340 But their descendants live on, the map is still there. 87 00:03:32,340 --> 00:03:35,262 So there you have it, the cycle of life and history. 88 00:03:35,262 --> 00:03:37,220 So anyway, the point that I was trying to make, 89 00:03:37,220 --> 00:03:38,860 before I confuse myself here, was 90 00:03:38,860 --> 00:03:41,210 that B would go ahead and build a bunch of encampments 91 00:03:41,210 --> 00:03:44,900 and then he wouldn't be able to get to these ones back here. 92 00:03:44,900 --> 00:03:49,100 He couldn't get to them because he couldn't find them. 93 00:03:49,100 --> 00:03:51,820 So, that's definitely something to worry about. 94 00:03:51,820 --> 00:03:54,160 Maybe what you should do is say, I'm just 95 00:03:54,160 --> 00:03:56,200 sort of speaking off the top my head here, 96 00:03:56,200 --> 00:03:58,300 is if you can't get there and you're a robot 97 00:03:58,300 --> 00:04:00,150 and you're trying to path around them, 98 00:04:00,150 --> 00:04:02,430 maybe you should send a signal to this fellow 99 00:04:02,430 --> 00:04:05,780 that he should suicide, and then the team should remember, 100 00:04:05,780 --> 00:04:08,539 from now on into the future of time, 101 00:04:08,539 --> 00:04:10,580 that they shouldn't try to build something there. 102 00:04:10,580 --> 00:04:12,760 And then maybe that'll be the new route 103 00:04:12,760 --> 00:04:16,669 to the expansion of new colonies and exploring space 104 00:04:16,669 --> 00:04:17,835 for the benefit of humanity. 105 00:04:20,589 --> 00:04:22,470 So, we see that they can be blocked off, 106 00:04:22,470 --> 00:04:25,030 don't know exactly how to fix that problem. 107 00:04:25,030 --> 00:04:32,110 We saw other issues, like Team 0 or 116. 108 00:04:32,110 --> 00:04:34,410 They shouted attack and they died at round 2,002. 109 00:04:34,410 --> 00:04:36,180 That was too sad. 110 00:04:36,180 --> 00:04:37,490 I have the match here. 111 00:04:37,490 --> 00:04:38,900 And it was like they were cut off 112 00:04:38,900 --> 00:04:40,860 and maybe that was an exception. 113 00:04:40,860 --> 00:04:43,050 So, definitely want to look for exceptions 114 00:04:43,050 --> 00:04:45,230 that will take place if you're cut off. 115 00:04:45,230 --> 00:04:47,550 And maybe just communicate to the other bases, 116 00:04:47,550 --> 00:04:52,000 hey, I'm cut off, please kill yourself. 117 00:04:52,000 --> 00:04:53,900 And I'm sure they'll comply. 118 00:04:53,900 --> 00:04:56,080 Luckily, Battlecode is not like the actual world 119 00:04:56,080 --> 00:04:58,580 where it would be really hard to make that argument to them. 120 00:04:58,580 --> 00:05:00,515 They're like, yeah, but, but it's me. 121 00:05:03,640 --> 00:05:06,680 I've heard a little bit about rush distance. 122 00:05:06,680 --> 00:05:09,290 We had one map that was called something 123 00:05:09,290 --> 00:05:11,040 like, I don't remember what it was called, 124 00:05:11,040 --> 00:05:13,280 but we kept calling it Bad Ideas. 125 00:05:13,280 --> 00:05:16,380 Where the map was like this. 126 00:05:16,380 --> 00:05:18,630 Oh man, that map was fantastic. 127 00:05:18,630 --> 00:05:20,000 I didn't make this one. 128 00:05:20,000 --> 00:05:22,640 It had a big minefield in the middle 129 00:05:22,640 --> 00:05:27,330 and then there was a and b located here. 130 00:05:27,330 --> 00:05:30,460 And then on the very edges of the map, 131 00:05:30,460 --> 00:05:35,740 there were encampments in these corners. 132 00:05:35,740 --> 00:05:39,660 And so, the idea was that if you actually take some of your, 133 00:05:39,660 --> 00:05:41,390 you're pretty close here, this distance 134 00:05:41,390 --> 00:05:45,450 was, I don't know 15, or something. 135 00:05:45,450 --> 00:05:48,140 And so, if you would send your guys out in this way, 136 00:05:48,140 --> 00:05:50,740 by the time you built the encampment-- first of all, 137 00:05:50,740 --> 00:05:52,540 you're losing soldiers, second they're 138 00:05:52,540 --> 00:05:54,249 not going to help you defend, the enemy's 139 00:05:54,249 --> 00:05:55,748 just going to go ahead and kill you. 140 00:05:55,748 --> 00:05:57,470 So, if you see this distance, I mean, 141 00:05:57,470 --> 00:06:01,110 I think a decent set of heuristics for a map 142 00:06:01,110 --> 00:06:02,980 should be the following. 143 00:06:02,980 --> 00:06:06,650 Here's map heuristics. 144 00:06:06,650 --> 00:06:08,730 [SLOWLY SPELLS HEURISTICS] 145 00:06:08,730 --> 00:06:11,990 I think that you could say, distance to enemy 146 00:06:11,990 --> 00:06:17,740 and distance to closest encampment. 147 00:06:17,740 --> 00:06:20,070 [SLOWLY SPELLS ENCAMPMENT] 148 00:06:20,070 --> 00:06:23,099 And then you could do, I guess that's pretty much 149 00:06:23,099 --> 00:06:23,640 all you need. 150 00:06:23,640 --> 00:06:26,890 Because I think, distance to enemy is unimportant. 151 00:06:26,890 --> 00:06:30,250 What you should do is number of mines 152 00:06:30,250 --> 00:06:33,240 to the enemy and that encapsulates distance. 153 00:06:33,240 --> 00:06:36,430 And so, then you could be like, OK, if this distance is big 154 00:06:36,430 --> 00:06:38,880 and this number is small, then there you go. 155 00:06:38,880 --> 00:06:42,820 So, all you've got to do is say, that number minus that number. 156 00:06:42,820 --> 00:06:44,930 And now, you're starting to have something 157 00:06:44,930 --> 00:06:48,480 that you can compare to if it's big, if this quantity is 158 00:06:48,480 --> 00:06:50,880 greater than some number, then do something. 159 00:06:50,880 --> 00:06:53,420 Anyway, you guys get the idea. 160 00:06:53,420 --> 00:06:56,650 We had a couple of maps where we had lanes next to the mines. 161 00:06:56,650 --> 00:06:58,010 I think we do that quite a bit. 162 00:06:58,010 --> 00:07:00,050 Some of the maps that we gave you initially, you 163 00:07:00,050 --> 00:07:01,880 could just walk straight to the enemy 164 00:07:01,880 --> 00:07:03,590 if you path around the mines. 165 00:07:03,590 --> 00:07:07,680 And the lanes weren't that complicated, all you have to do 166 00:07:07,680 --> 00:07:10,240 is make one little turn and then you're going straight 167 00:07:10,240 --> 00:07:11,970 to the enemy, all the way. 168 00:07:11,970 --> 00:07:14,490 And we saw some teams use this, but we also 169 00:07:14,490 --> 00:07:17,844 saw them put encampments on the lanes 170 00:07:17,844 --> 00:07:19,260 and then they couldn't walk there. 171 00:07:19,260 --> 00:07:24,920 I think there was one very critical match and that match 172 00:07:24,920 --> 00:07:27,120 went something like this. 173 00:07:27,120 --> 00:07:28,752 Are some of you obsessive compulsive? 174 00:07:28,752 --> 00:07:30,960 You're get a little bit annoyed by these little bits? 175 00:07:30,960 --> 00:07:32,386 OK, there you go. 176 00:07:32,386 --> 00:07:34,010 I think on the map that I'm describing, 177 00:07:34,010 --> 00:07:36,990 it had these late like this. 178 00:07:36,990 --> 00:07:39,210 And so, these are the mines that I'm drawing 179 00:07:39,210 --> 00:07:42,260 and then between those we saw the encampments 180 00:07:42,260 --> 00:07:43,750 that you could capture. 181 00:07:43,750 --> 00:07:46,125 Some I'm just going to make it slightly more symmetrical. 182 00:07:46,125 --> 00:07:50,130 We had Team a over here and Team b over here. 183 00:07:50,130 --> 00:07:53,320 And the teams were just lined up exactly with the mines. 184 00:07:53,320 --> 00:07:55,089 So, that if you counted the mines directly 185 00:07:55,089 --> 00:07:57,130 between you and the enemy, it was a large number, 186 00:07:57,130 --> 00:08:00,580 but if you counted this number, it was a zero number. 187 00:08:00,580 --> 00:08:02,939 So what Team a started doing, and I'll just 188 00:08:02,939 --> 00:08:05,230 recap because not all of you will have seen that match, 189 00:08:05,230 --> 00:08:08,140 is they started defusing these mines this way, 190 00:08:08,140 --> 00:08:10,810 but simultaneously, they were capturing encampments. 191 00:08:10,810 --> 00:08:13,930 So, I believe they didn't think that there 192 00:08:13,930 --> 00:08:15,970 was a straight path to the enemy. 193 00:08:15,970 --> 00:08:17,880 Because whenever they captured something, 194 00:08:17,880 --> 00:08:20,700 they also got these as soon as possible, 195 00:08:20,700 --> 00:08:22,540 so they could never really get around. 196 00:08:22,540 --> 00:08:25,250 And simultaneously, B was building up 197 00:08:25,250 --> 00:08:29,660 a minefield and researching nuke. 198 00:08:29,660 --> 00:08:32,250 Yeah, nukes for the win. 199 00:08:32,250 --> 00:08:33,750 AUDIENCE: [LAUGHTER] 200 00:08:33,750 --> 00:08:36,809 PROFESSOR: So, I think it was pretty weird. 201 00:08:36,809 --> 00:08:40,200 We ended up seeing, I guess you could classify it 202 00:08:40,200 --> 00:08:44,169 as almost three strategies, there's a rush, 203 00:08:44,169 --> 00:08:48,900 there's an econ strategy, and then there's a nuke strategy. 204 00:08:48,900 --> 00:08:51,307 There's overlap, of course, but it almost 205 00:08:51,307 --> 00:08:52,890 seems like there are three strategies. 206 00:08:52,890 --> 00:08:55,360 In this map, for this particular map, 207 00:08:55,360 --> 00:08:57,974 we saw that econ-- he's building these encampments, 208 00:08:57,974 --> 00:09:00,140 if he didn't build those he would have gone straight 209 00:09:00,140 --> 00:09:02,765 to the enemy, it would have been great-- this econ strategy was 210 00:09:02,765 --> 00:09:03,960 defeated by the nuke. 211 00:09:03,960 --> 00:09:05,570 So, I'm just going to do an arrow. 212 00:09:05,570 --> 00:09:10,980 Econ on a large map would kill a rush and on a small map 213 00:09:10,980 --> 00:09:12,670 a rush would kill a nuke. 214 00:09:12,670 --> 00:09:14,360 Is this Rock, Paper, Scissors? 215 00:09:14,360 --> 00:09:19,160 No, but given a map set it can be rock, paper, scissors, e. 216 00:09:19,160 --> 00:09:20,640 It could be scissors, e. 217 00:09:20,640 --> 00:09:22,780 Anyway, the point is that whenever 218 00:09:22,780 --> 00:09:26,090 we have something like this, if you're not 219 00:09:26,090 --> 00:09:28,920 taking into account the maps, so that it's just picking it 220 00:09:28,920 --> 00:09:31,200 at random, then one result that you get 221 00:09:31,200 --> 00:09:35,860 is the tournament can not make sense. 222 00:09:35,860 --> 00:09:41,050 It's more than just some simple concept in your head, 223 00:09:41,050 --> 00:09:43,010 that the tournament isn't making sense. 224 00:09:43,010 --> 00:09:45,190 Because the basis of a tournament 225 00:09:45,190 --> 00:09:48,430 is that when it's done you know who's the best, right. 226 00:09:48,430 --> 00:09:51,190 It's supposed to be that teams, they've 227 00:09:51,190 --> 00:09:55,200 got a fundamental goodness, and that the top team is best. 228 00:09:55,200 --> 00:09:57,790 But if you have three teams, rock, paper, and scissors, 229 00:09:57,790 --> 00:10:01,874 and you hold a tournament, what is the point of the tournament? 230 00:10:01,874 --> 00:10:04,290 You're not to find anything out at the end and, of course, 231 00:10:04,290 --> 00:10:05,630 you all know this. 232 00:10:05,630 --> 00:10:08,457 And my point is that you feel it so viscerally 233 00:10:08,457 --> 00:10:09,540 when it ends up happening. 234 00:10:09,540 --> 00:10:11,850 So, the only solution is to use that map data 235 00:10:11,850 --> 00:10:14,130 and to say, OK, I know it's a short map, 236 00:10:14,130 --> 00:10:16,596 or I know it's a large map, or something along those lines. 237 00:10:16,596 --> 00:10:18,220 That's the only thing you've got to do. 238 00:10:18,220 --> 00:10:19,594 And I'm very confident that we're 239 00:10:19,594 --> 00:10:22,299 going to see a whole lot of that in the following matches. 240 00:10:22,299 --> 00:10:24,090 Not in the ones we're going to watch today, 241 00:10:24,090 --> 00:10:25,840 in the ones that are going to be submitted 242 00:10:25,840 --> 00:10:28,790 to the subsequent tournaments. 243 00:10:28,790 --> 00:10:31,160 So, we saw the lanes next to the mines. 244 00:10:31,160 --> 00:10:35,330 We saw some really good positioning of artillery. 245 00:10:35,330 --> 00:10:37,390 It made the difference between victory and loss 246 00:10:37,390 --> 00:10:38,410 in a lot of cases. 247 00:10:38,410 --> 00:10:40,170 And I'd like to point out, especially 248 00:10:40,170 --> 00:10:43,160 in the presence of my simulator here, 249 00:10:43,160 --> 00:10:45,760 that a little artillery can go a long way. 250 00:10:45,760 --> 00:10:47,490 So, I don't know how many of you have 251 00:10:47,490 --> 00:10:51,000 had a chance to look at the latest update of my Battlecode 252 00:10:51,000 --> 00:10:53,600 simulator, but it works the following way. 253 00:10:53,600 --> 00:10:55,640 So here, I'm going to compare two strategies. 254 00:10:55,640 --> 00:11:00,090 This strategy is to build robots and no generators or suppliers 255 00:11:00,090 --> 00:11:02,180 and this strategy is just to continue 256 00:11:02,180 --> 00:11:05,940 building two stands for a supplier. 257 00:11:05,940 --> 00:11:09,214 So, there you can see the first strategy is in green. 258 00:11:09,214 --> 00:11:10,130 How does that show up? 259 00:11:10,130 --> 00:11:11,000 That shows up pretty well. 260 00:11:11,000 --> 00:11:13,090 First strategy in green is to just build the soldiers 261 00:11:13,090 --> 00:11:14,180 and you hit the maximum. 262 00:11:14,180 --> 00:11:15,850 And then, the second strategy here, 263 00:11:15,850 --> 00:11:18,830 you can see now in this updated version of this Battlecode 264 00:11:18,830 --> 00:11:22,660 simulator, that you actually do lose some units. 265 00:11:22,660 --> 00:11:25,120 You lose units that you would have had, 266 00:11:25,120 --> 00:11:27,610 those soldiers are destroyed in capturing the encampments. 267 00:11:27,610 --> 00:11:29,110 And then, you only pay it off later. 268 00:11:29,110 --> 00:11:31,700 So, here you see the 150 rounds, or so, 269 00:11:31,700 --> 00:11:35,820 between starting to buy those things and having it pay off. 270 00:11:35,820 --> 00:11:37,880 And you can similarly see that that round 271 00:11:37,880 --> 00:11:39,200 number is going to change. 272 00:11:39,200 --> 00:11:41,830 If you only build two of these things, 273 00:11:41,830 --> 00:11:43,855 it's going to be quite different and, well, I 274 00:11:43,855 --> 00:11:45,980 guess it ends up paying off at about the same time. 275 00:11:45,980 --> 00:11:47,860 That's curious, that's pretty curious, 276 00:11:47,860 --> 00:11:52,600 but I'm sure its basis in fact. 277 00:11:52,600 --> 00:11:54,580 Let's just double check here. 278 00:11:54,580 --> 00:12:00,890 The suppliers do reduce your spawn delay. 279 00:12:00,890 --> 00:12:02,990 So, here on the left, I've provided a table. 280 00:12:02,990 --> 00:12:04,820 And this is all available on the internet. 281 00:12:04,820 --> 00:12:07,180 So, you don't need Mathematica, because I did also 282 00:12:07,180 --> 00:12:08,470 save this is a PDF. 283 00:12:08,470 --> 00:12:10,970 But you can make this yourself in Microsoft Excel, 284 00:12:10,970 --> 00:12:13,511 or something like that, where you see the number of suppliers 285 00:12:13,511 --> 00:12:16,610 on the left, going from zero up on through 286 00:12:16,610 --> 00:12:18,230 to some incredibly large number. 287 00:12:18,230 --> 00:12:20,680 Which we did see in this tournament, if you guys saw. 288 00:12:20,680 --> 00:12:23,230 I really love to watch some of those macro games. 289 00:12:23,230 --> 00:12:26,180 And then, we see on the old spec what the spawn delay would 290 00:12:26,180 --> 00:12:28,250 have been and then the latest spec. 291 00:12:28,250 --> 00:12:33,810 So, the spec used to be 10 times 0.95 to the n, 292 00:12:33,810 --> 00:12:35,520 where n is the number of suppliers. 293 00:12:35,520 --> 00:12:40,100 The latest spec is 100 divided by 10 plus n. 294 00:12:40,100 --> 00:12:43,240 So, the effect is that now, with the latest spawn delay, 295 00:12:43,240 --> 00:12:45,290 we go down from 10 faster. 296 00:12:45,290 --> 00:12:48,240 So, you see here, we're at six when the old one was at seven. 297 00:12:48,240 --> 00:12:49,820 But later on we're higher. 298 00:12:49,820 --> 00:12:53,039 So, we level off much sooner. 299 00:12:53,039 --> 00:12:55,330 And so, we're at two here when the other one is at one. 300 00:12:55,330 --> 00:12:58,670 So, there's a crossover and it's favoring getting them earlier. 301 00:12:58,670 --> 00:13:00,740 Anyway, my point is we can go with number 302 00:13:00,740 --> 00:13:02,440 of suppliers and the spawn delay. 303 00:13:02,440 --> 00:13:04,440 So, when I get one supplier I should 304 00:13:04,440 --> 00:13:07,610 see a spawn delay that improves by one. 305 00:13:07,610 --> 00:13:09,770 And so, you can say, OK, the headquarters 306 00:13:09,770 --> 00:13:11,550 is producing hit points per round. 307 00:13:11,550 --> 00:13:13,710 That's the point of the headquarters. 308 00:13:13,710 --> 00:13:16,570 I mean, sure number of units is a different metric 309 00:13:16,570 --> 00:13:17,820 than number of hit points. 310 00:13:17,820 --> 00:13:19,840 Because units deal damage, not hit points, 311 00:13:19,840 --> 00:13:23,460 but it's similar because you're dealing damage and taking 312 00:13:23,460 --> 00:13:24,502 damage, and there you go. 313 00:13:24,502 --> 00:13:26,960 It's all a question of micro when you get right down to it, 314 00:13:26,960 --> 00:13:28,850 it's all very clear and straightforward. 315 00:13:28,850 --> 00:13:30,490 So, hit points per round is four. 316 00:13:30,490 --> 00:13:32,430 If you build a single artillery. 317 00:13:32,430 --> 00:13:35,490 OK, you build a single supplier, now your spawn delay 318 00:13:35,490 --> 00:13:39,340 is nine so you're producing 4.4 repeating hit points per round. 319 00:13:39,340 --> 00:13:42,760 So, that's an additional 0.4 repeating hit points per round. 320 00:13:42,760 --> 00:13:44,980 That's what you've got out of building that supplier. 321 00:13:44,980 --> 00:13:46,390 You got this. 322 00:13:46,390 --> 00:13:48,730 And the next one you build will get you this. 323 00:13:48,730 --> 00:13:51,172 I mean, if you build this one, you get even more. 324 00:13:51,172 --> 00:13:53,630 I mean, some of them that you build don't get you anything. 325 00:13:53,630 --> 00:13:55,713 So, you can see, incremental hit points per round. 326 00:13:55,713 --> 00:13:58,710 But look, all these numbers, none of them are that big. 327 00:13:58,710 --> 00:14:01,660 Whereas, if you got something like an artillery, 328 00:14:01,660 --> 00:14:04,064 it can get you a large number of hit points per round. 329 00:14:04,064 --> 00:14:05,730 Because really what you're interested in 330 00:14:05,730 --> 00:14:07,359 is not just hit points for your team, 331 00:14:07,359 --> 00:14:08,900 it's the difference between your team 332 00:14:08,900 --> 00:14:10,150 and the enemy team hit points. 333 00:14:10,150 --> 00:14:12,990 So if you build artillery that does get shots off, 334 00:14:12,990 --> 00:14:16,480 I mean, if it shoots all the time, 335 00:14:16,480 --> 00:14:19,180 then it's going to be dealing 40 damage every 20 turns. 336 00:14:19,180 --> 00:14:21,000 And that's infinity, isn't it? 337 00:14:21,000 --> 00:14:24,320 That's 40, 40 over, that's two hit point per turn. 338 00:14:24,320 --> 00:14:24,885 That's a lot. 339 00:14:24,885 --> 00:14:26,260 I mean, of course, it's not going 340 00:14:26,260 --> 00:14:28,710 to do that because a lot of the time it isn't shooting. 341 00:14:28,710 --> 00:14:31,910 But if it's shooting only 20 percent of the time, 342 00:14:31,910 --> 00:14:35,691 then it's two times one fifth and now you have 0.4. 343 00:14:35,691 --> 00:14:37,440 So, it's starting to be competitive to get 344 00:14:37,440 --> 00:14:40,960 an artillery compared to a supplier. 345 00:14:40,960 --> 00:14:43,020 So that's just one way of looking at things. 346 00:14:43,020 --> 00:14:45,680 Definitely worth thinking about, I should say. 347 00:14:45,680 --> 00:14:47,666 Because one of these artilleries can be, 348 00:14:47,666 --> 00:14:50,040 as we've seen in some of these matches, worth its weight. 349 00:14:50,040 --> 00:14:52,575 So now, the question is, is this code working properly? 350 00:14:52,575 --> 00:14:54,200 And I think the answer is no, actually, 351 00:14:54,200 --> 00:14:55,360 in characteristic fashion. 352 00:14:55,360 --> 00:14:58,132 So, here I built one supplier and the production rate 353 00:14:58,132 --> 00:15:00,090 of robots is approximately identical to the way 354 00:15:00,090 --> 00:15:00,870 that it was. 355 00:15:00,870 --> 00:15:02,990 So I'm just going to debug this a second. 356 00:15:02,990 --> 00:15:03,810 Let's see here. 357 00:15:03,810 --> 00:15:05,976 I think we have here, OK, so that's 358 00:15:05,976 --> 00:15:07,850 the supplier number there and the question is 359 00:15:07,850 --> 00:15:09,680 if that supplier number is there, 360 00:15:09,680 --> 00:15:13,740 and the spawn time is being updated, then why wouldn't it 361 00:15:13,740 --> 00:15:14,570 take effect. 362 00:15:14,570 --> 00:15:16,850 Because that certainly does look like the latest spec. 363 00:15:16,850 --> 00:15:19,120 Well, in any case, I think it will be safe for us just 364 00:15:19,120 --> 00:15:22,480 to start with one and that's a decent fudge factor. 365 00:15:22,480 --> 00:15:23,220 Let's do that. 366 00:15:23,220 --> 00:15:27,270 Let's start with-- Oh my god, I'm terrible, terrible person. 367 00:15:27,270 --> 00:15:28,319 Let's see it happen. 368 00:15:28,319 --> 00:15:29,360 I'll figure it out later. 369 00:15:29,360 --> 00:15:31,443 So there, now we see a little bit of a difference. 370 00:15:31,443 --> 00:15:33,754 And we get the second one that should have, OK, 371 00:15:33,754 --> 00:15:34,670 that had a big effect. 372 00:15:34,670 --> 00:15:36,005 Was it supposed to? 373 00:15:36,005 --> 00:15:36,505 It was. 374 00:15:36,505 --> 00:15:38,820 The third one should have no effect. 375 00:15:38,820 --> 00:15:40,370 Let's just double check that. 376 00:15:40,370 --> 00:15:42,120 And then, what we're going to end up doing 377 00:15:42,120 --> 00:15:43,540 is we'll watch some matches. 378 00:15:43,540 --> 00:15:45,490 OK, so let's go back to having two. 379 00:15:45,490 --> 00:15:47,160 And now, we'll go to having three. 380 00:15:47,160 --> 00:15:49,450 And yeah, the slope didn't change. 381 00:15:49,450 --> 00:15:49,880 I don't think the slope changed. 382 00:15:49,880 --> 00:15:51,490 It just moved left and right because we 383 00:15:51,490 --> 00:15:52,500 had to lose another soldier. 384 00:15:52,500 --> 00:15:53,230 So, that's good. 385 00:15:53,230 --> 00:15:55,730 I think there was just an offset of one. 386 00:15:55,730 --> 00:15:59,450 I guess that makes perfect sense to me for some reason. 387 00:15:59,450 --> 00:16:00,630 Yeah, I'll understand it. 388 00:16:00,630 --> 00:16:02,944 In fact, let's pretend I understand it now. 389 00:16:02,944 --> 00:16:04,360 It's just a question of when we're 390 00:16:04,360 --> 00:16:07,030 pretending I'm understanding it, not a question of whether. 391 00:16:07,030 --> 00:16:09,990 Alright, so, let's go ahead and watch 392 00:16:09,990 --> 00:16:11,540 some matches because I really want 393 00:16:11,540 --> 00:16:14,430 to illustrate a few interesting things about mines, and micro, 394 00:16:14,430 --> 00:16:16,500 and so on. 395 00:16:16,500 --> 00:16:17,570 So let's go. 396 00:16:17,570 --> 00:16:18,655 All of you can do it. 397 00:16:18,655 --> 00:16:20,030 I don't know if you've seen this, 398 00:16:20,030 --> 00:16:21,540 but you simply go to Tournaments, 399 00:16:21,540 --> 00:16:23,832 and you go to Results, and you click on Sprint Bracket, 400 00:16:23,832 --> 00:16:25,248 and now you have access to all the 401 00:16:25,248 --> 00:16:26,540 matches that you can download. 402 00:16:26,540 --> 00:16:30,364 I mean it's not as great as being able to, for example, 403 00:16:30,364 --> 00:16:33,030 get everybody else's code so you can play against it infinitely, 404 00:16:33,030 --> 00:16:34,250 but it's pretty good. 405 00:16:34,250 --> 00:16:39,410 And you can also convert this match data into XML files 406 00:16:39,410 --> 00:16:42,030 that you can parse to find matches 407 00:16:42,030 --> 00:16:43,530 that match a certain characteristic. 408 00:16:43,530 --> 00:16:46,320 For instance, let's just do an example. 409 00:16:46,320 --> 00:16:48,550 I guess we'll just pick any random match, 410 00:16:48,550 --> 00:16:50,040 let's pick the final match. 411 00:16:50,040 --> 00:16:52,114 Oh, I don't know, the final match was-- I mean, 412 00:16:52,114 --> 00:16:53,530 I think what ended up happening is 413 00:16:53,530 --> 00:16:57,480 we started having teams that rushed get to the finals. 414 00:16:57,480 --> 00:16:59,320 And I think that was map dependent. 415 00:16:59,320 --> 00:17:02,953 In the future, it may be less so that rush teams are 416 00:17:02,953 --> 00:17:04,369 really making it up to the finals. 417 00:17:04,369 --> 00:17:06,630 And there may be other, like an econ team-- 418 00:17:06,630 --> 00:17:09,510 We see one of the best econ teams here, hey I just met you, 419 00:17:09,510 --> 00:17:11,810 was actually a cross between rush and econ. 420 00:17:11,810 --> 00:17:15,839 We saw them, sometimes, build absolutely massive numbers 421 00:17:15,839 --> 00:17:20,200 of macro buildings, and other times we saw them not. 422 00:17:20,200 --> 00:17:21,878 I see one question. 423 00:17:21,878 --> 00:17:24,579 AUDIENCE: Are you going to have best of five matches later? 424 00:17:24,579 --> 00:17:25,829 PROFESSOR: Mr. Pipe Nexus? 425 00:17:25,829 --> 00:17:27,530 AUDIENCE: Best of five matches. 426 00:17:27,530 --> 00:17:29,150 PROFESSOR: Oh, best of five matches. 427 00:17:29,150 --> 00:17:31,660 That's been introduced as a concept. 428 00:17:31,660 --> 00:17:33,180 Sorry about my misunderstanding. 429 00:17:33,180 --> 00:17:35,750 Best of five matches may be introduced later, 430 00:17:35,750 --> 00:17:38,350 but it's still on the table because it 431 00:17:38,350 --> 00:17:41,062 would require a large reworking of our tournament code. 432 00:17:41,062 --> 00:17:42,520 Because, of course, we write things 433 00:17:42,520 --> 00:17:44,520 in the most flexible and reusable way possible. 434 00:17:44,520 --> 00:17:45,954 AUDIENCE: [LAUGHTER] 435 00:17:45,954 --> 00:17:47,866 And the question about the previous one 436 00:17:47,866 --> 00:17:50,740 that the suppliers cost upkeep, right? 437 00:17:50,740 --> 00:17:53,254 PROFESSOR: Yeah, I think they do. 438 00:17:53,254 --> 00:17:54,920 We can actually go straight into a match 439 00:17:54,920 --> 00:17:56,380 and just double check that. 440 00:17:56,380 --> 00:17:57,963 Because all we have to do is go to one 441 00:17:57,963 --> 00:18:00,030 of those matches where one of the teams walls 442 00:18:00,030 --> 00:18:02,140 itself in and just look at that. 443 00:18:02,140 --> 00:18:05,499 Because then they have suppliers, but not soldiers. 444 00:18:05,499 --> 00:18:06,540 So, let's go to that one. 445 00:18:06,540 --> 00:18:08,740 I think I have it loaded already. 446 00:18:08,740 --> 00:18:10,450 Those poor fellows. 447 00:18:10,450 --> 00:18:13,600 I'm sorry Team 0, I'm sorry, but here you go. 448 00:18:13,600 --> 00:18:18,560 They have a supplier and they are team 116. 449 00:18:18,560 --> 00:18:21,340 And they're steady at 225 resources. 450 00:18:21,340 --> 00:18:23,729 Whereas, I don't know, is that more 451 00:18:23,729 --> 00:18:26,020 than they would be spending if they were doing nothing? 452 00:18:26,020 --> 00:18:28,050 I think it might be. 453 00:18:28,050 --> 00:18:31,430 There's a chance that it could be. 454 00:18:31,430 --> 00:18:33,030 I'm going to go with yes. 455 00:18:33,030 --> 00:18:34,980 But that's a guess. 456 00:18:34,980 --> 00:18:36,570 I don't know. 457 00:18:36,570 --> 00:18:37,280 I don't know. 458 00:18:37,280 --> 00:18:38,350 It probably is. 459 00:18:38,350 --> 00:18:41,042 It probably takes upkeep. 460 00:18:41,042 --> 00:18:42,418 I guess that's another thing that 461 00:18:42,418 --> 00:18:43,708 may be wrong with my simulator. 462 00:18:43,708 --> 00:18:45,510 Anyway, I'm tired of saying that I'm wrong. 463 00:18:45,510 --> 00:18:46,801 Let's talk about how I'm right. 464 00:18:46,801 --> 00:18:47,600 Come on. 465 00:18:47,600 --> 00:18:49,110 Come on guys. 466 00:18:49,110 --> 00:18:51,680 Alright, so let's open up a match. 467 00:18:51,680 --> 00:18:56,600 I want to start before teams that are rushing are winning. 468 00:18:56,600 --> 00:18:58,100 Citizen Snips, for example, I think, 469 00:18:58,100 --> 00:19:00,780 was doing some decent macro. 470 00:19:00,780 --> 00:19:02,120 So, let's open that one up. 471 00:19:02,120 --> 00:19:04,340 I think I was pretty impressed with that team. 472 00:19:04,340 --> 00:19:07,312 There were also some teams that were brand new that 473 00:19:07,312 --> 00:19:08,770 came from the bottom of the ladder. 474 00:19:08,770 --> 00:19:11,126 And I think we'll have a chance today to talk 475 00:19:11,126 --> 00:19:12,500 about those a little bit as well. 476 00:19:12,500 --> 00:19:14,166 So, I'm just going to make sure that I'm 477 00:19:14,166 --> 00:19:16,590 looking at the latest one. 478 00:19:16,590 --> 00:19:17,707 Oh man, please sort them. 479 00:19:17,707 --> 00:19:19,290 Would you mind sorting them, computer? 480 00:19:19,290 --> 00:19:20,186 Thank you. 481 00:19:20,186 --> 00:19:23,160 Man, I tell you, there's a problem with subordination 482 00:19:23,160 --> 00:19:24,180 these times. 483 00:19:24,180 --> 00:19:28,370 So yeah, we see Team Snips, on the right, is getting vision. 484 00:19:28,370 --> 00:19:30,890 Vision was not a very popular upgrade, 485 00:19:30,890 --> 00:19:34,370 but they're building these artillery in the front, 486 00:19:34,370 --> 00:19:36,710 and then they're building supplier in the back. 487 00:19:36,710 --> 00:19:39,430 I think that a pretty interesting approach. 488 00:19:39,430 --> 00:19:42,290 And because of the map layout, they're 489 00:19:42,290 --> 00:19:44,800 ending up using the artillery quite a bit. 490 00:19:44,800 --> 00:19:47,570 So, we see a good shot there, it's not bad. 491 00:19:47,570 --> 00:19:50,700 It does seem to deal some damage. 492 00:19:50,700 --> 00:19:52,920 No, it deals no damage to allied units. 493 00:19:52,920 --> 00:19:53,740 So that's great. 494 00:19:53,740 --> 00:19:55,469 But I think later on we might see, yeah, 495 00:19:55,469 --> 00:19:57,260 I don't know if that was such a great shot. 496 00:19:57,260 --> 00:20:00,540 Because we took out two enemies at the cost of two 497 00:20:00,540 --> 00:20:01,910 allied units. 498 00:20:01,910 --> 00:20:05,387 So, I don't know, that seemed like breaking even in my eyes. 499 00:20:05,387 --> 00:20:06,970 So, there's something you can do there 500 00:20:06,970 --> 00:20:10,120 with writing artillery code to try to avoid allied units. 501 00:20:10,120 --> 00:20:13,370 Maybe, I don't know, you shoot at-- You could literally 502 00:20:13,370 --> 00:20:16,500 compute the value of every tile, but it seems pretty expensive. 503 00:20:16,500 --> 00:20:18,992 So, I'm not sure exactly what the best way to do that is. 504 00:20:18,992 --> 00:20:21,200 So, we see them getting vision, one of the rare teams 505 00:20:21,200 --> 00:20:22,020 to get vision. 506 00:20:22,020 --> 00:20:24,520 And we see them upgrading that, interlaced 507 00:20:24,520 --> 00:20:27,120 with building their other robots and their other structures. 508 00:20:27,120 --> 00:20:29,834 So, I don't know how I feel about interlacing 509 00:20:29,834 --> 00:20:30,750 one thing and another. 510 00:20:30,750 --> 00:20:33,760 So, I guess the idea is that it's not 511 00:20:33,760 --> 00:20:35,830 quite as fast as researching it straight out, 512 00:20:35,830 --> 00:20:38,940 but it's not quite as slow as getting it 513 00:20:38,940 --> 00:20:40,240 after you get all your robots. 514 00:20:40,240 --> 00:20:43,180 But actually, when it comes right down to it, 515 00:20:43,180 --> 00:20:46,750 if you build, let's get out a simple program here, 516 00:20:46,750 --> 00:20:48,430 such as Paint. 517 00:20:48,430 --> 00:20:54,700 If you build four robots, 1, 2, 3, and 4, and you 518 00:20:54,700 --> 00:20:58,260 research 25%, which I'll indicate as maybe there's 519 00:20:58,260 --> 00:20:59,700 a completion bar. 520 00:20:59,700 --> 00:21:03,430 And you research, I don't know, this much, and then this much, 521 00:21:03,430 --> 00:21:05,600 and then this much, and then you're done. 522 00:21:05,600 --> 00:21:07,590 How is that any different from researching, 523 00:21:07,590 --> 00:21:10,950 from getting robot, robot, robot, robot, 524 00:21:10,950 --> 00:21:13,646 and then getting out the full bar? 525 00:21:13,646 --> 00:21:15,270 I don't think it's incredibly different 526 00:21:15,270 --> 00:21:17,580 and it may be just that it gives you more flexibility 527 00:21:17,580 --> 00:21:19,220 to make decisions part way. 528 00:21:19,220 --> 00:21:21,909 Because maybe if you do this thing, 529 00:21:21,909 --> 00:21:23,450 which I should change the color here. 530 00:21:23,450 --> 00:21:25,870 Maybe if you get three of these straight out then 531 00:21:25,870 --> 00:21:28,094 now you're fixed and you can't finish 532 00:21:28,094 --> 00:21:29,510 this for a certain amount of time. 533 00:21:29,510 --> 00:21:32,150 Whereas here, you give yourself more flexibility 534 00:21:32,150 --> 00:21:33,790 to cancel this part way through. 535 00:21:33,790 --> 00:21:35,790 But I just feel like this is the stronger move. 536 00:21:35,790 --> 00:21:39,370 Because if you go up against this team versus that team, 537 00:21:39,370 --> 00:21:42,900 then if there's an engagement at time, this time, 538 00:21:42,900 --> 00:21:45,990 then right then and there you're going to have four on three. 539 00:21:45,990 --> 00:21:47,970 And so, when it comes down to here, 540 00:21:47,970 --> 00:21:50,620 you're going to have two guys left 541 00:21:50,620 --> 00:21:52,210 and he's going to have one guy. 542 00:21:52,210 --> 00:21:54,737 And it's going to be pretty clear who's going to win. 543 00:21:54,737 --> 00:21:56,320 And it doesn't matter that both of you 544 00:21:56,320 --> 00:21:57,445 have this stuff at the end. 545 00:21:57,445 --> 00:21:59,590 It's just not going to matter, so I 546 00:21:59,590 --> 00:22:01,480 don't know how I feel about the interlacing. 547 00:22:01,480 --> 00:22:02,900 So, we see a bunch of that. 548 00:22:02,900 --> 00:22:05,620 And we also see here that Team 70 549 00:22:05,620 --> 00:22:09,640 is a team that either rushes, or goes for a heavy macro play. 550 00:22:09,640 --> 00:22:11,480 And I get the feeling that on this map, 551 00:22:11,480 --> 00:22:14,790 they've decided that the rush distance, the distance from one 552 00:22:14,790 --> 00:22:16,720 team to the other, is not huge. 553 00:22:16,720 --> 00:22:17,680 It's not that big. 554 00:22:17,680 --> 00:22:20,750 And so, and there aren't that many mines either. 555 00:22:20,750 --> 00:22:24,870 So, I think this is the reason why they're doing this rush. 556 00:22:24,870 --> 00:22:27,350 I think it's pretty impressive that even though they're 557 00:22:27,350 --> 00:22:31,810 down on units, pretty often we see two units from blue and one 558 00:22:31,810 --> 00:22:34,020 unit from red, nevertheless, red is 559 00:22:34,020 --> 00:22:38,160 able to hold off this blue attack. 560 00:22:38,160 --> 00:22:43,040 I think Team 70 has some really excellent micro. 561 00:22:43,040 --> 00:22:47,610 And I will remind you that Team 70 has one author who 562 00:22:47,610 --> 00:22:50,730 was a former member of a team with Corey. 563 00:22:50,730 --> 00:22:52,620 Who spoke yesterday at lecture. 564 00:22:52,620 --> 00:22:54,990 And you remember that Corey talked all about micro. 565 00:22:54,990 --> 00:22:57,594 Micro being the important thing that wins matches. 566 00:22:57,594 --> 00:22:59,260 We're going to see that again and again. 567 00:22:59,260 --> 00:23:00,730 You saw that the Sprint Tournament. 568 00:23:00,730 --> 00:23:02,800 And I have ways of indicating again to you, 569 00:23:02,800 --> 00:23:06,260 in video that we watch today, that that was incredibly key 570 00:23:06,260 --> 00:23:08,010 in a lot of circumstances. 571 00:23:08,010 --> 00:23:08,867 We saw that happen. 572 00:23:08,867 --> 00:23:10,450 And so, it makes perfect sense that we 573 00:23:10,450 --> 00:23:12,870 would see red have some really good micro. 574 00:23:12,870 --> 00:23:14,550 But at the same time, he's not going 575 00:23:14,550 --> 00:23:17,320 to make any inroads against this player who's doing artillery. 576 00:23:17,320 --> 00:23:19,620 And you've got to wonder whether that's detectable. 577 00:23:19,620 --> 00:23:22,457 Whether he can tell that he's dying to artillery. 578 00:23:22,457 --> 00:23:24,040 And whether he can tell the main base, 579 00:23:24,040 --> 00:23:26,150 hey, this is our artillery, so we've 580 00:23:26,150 --> 00:23:27,690 got basically two choices. 581 00:23:27,690 --> 00:23:31,000 One, we bunch up a lot of units and we 582 00:23:31,000 --> 00:23:33,780 make sure we attack all at once and spread out enough 583 00:23:33,780 --> 00:23:36,190 so we're not taking splash damage from that artillery. 584 00:23:36,190 --> 00:23:38,890 Or, we've got to get shields, or we've 585 00:23:38,890 --> 00:23:40,480 got to do a massive econ play. 586 00:23:40,480 --> 00:23:42,570 Basically, we've got those three choices. 587 00:23:42,570 --> 00:23:45,910 And neither of those choices, neither of those three, 588 00:23:45,910 --> 00:23:48,350 are among the choice of just simply sending 589 00:23:48,350 --> 00:23:50,140 one unit at a time. 590 00:23:50,140 --> 00:23:51,090 So, I think a lot-- 591 00:23:51,090 --> 00:23:52,720 Now see, did you see that happen? 592 00:23:52,720 --> 00:23:54,200 That's pretty surprising. 593 00:23:54,200 --> 00:23:58,140 You see the enemy attack and you see red outnumbered. 594 00:23:58,140 --> 00:24:00,790 So, this is two enemies to one red. 595 00:24:00,790 --> 00:24:03,470 OK, and the two enemies are grouping 596 00:24:03,470 --> 00:24:05,056 around the enemy headquarters. 597 00:24:05,056 --> 00:24:06,680 Because they're not really prioritizing 598 00:24:06,680 --> 00:24:08,620 attacking that one red guy. 599 00:24:08,620 --> 00:24:12,710 They're just going toward the enemy, it seems. 600 00:24:12,710 --> 00:24:14,740 It's not, I mean, it's not that obvious 601 00:24:14,740 --> 00:24:17,140 that they're prioritizing enemy units. 602 00:24:17,140 --> 00:24:19,015 So what ends up happening is this one red guy 603 00:24:19,015 --> 00:24:21,730 is managing to kite and attack only one blue guy. 604 00:24:21,730 --> 00:24:23,360 See that? 605 00:24:23,360 --> 00:24:25,304 And, I guess, there's probably awesome stuff 606 00:24:25,304 --> 00:24:27,470 that you could read in their indicator strings here. 607 00:24:27,470 --> 00:24:29,310 Remember that when we show the tournament, 608 00:24:29,310 --> 00:24:31,220 the indicator string bar is not there. 609 00:24:31,220 --> 00:24:33,230 That's just not part of the tournament viewer. 610 00:24:33,230 --> 00:24:35,470 But if you watch the replay, you can read their indicator 611 00:24:35,470 --> 00:24:37,969 strings and you might learn some about what those robots are 612 00:24:37,969 --> 00:24:39,780 trying to think about, or trying to do. 613 00:24:39,780 --> 00:24:42,267 So, here you see the red is really kiting these guys. 614 00:24:42,267 --> 00:24:43,850 And he's almost using his headquarters 615 00:24:43,850 --> 00:24:45,850 as a defensive structure. 616 00:24:45,850 --> 00:24:47,560 You can see here, he's almost come back 617 00:24:47,560 --> 00:24:50,070 because he's got two units and this guy's capturing 618 00:24:50,070 --> 00:24:52,100 an encampment and you can't cancel that. 619 00:24:52,100 --> 00:24:54,949 So, he's almost recovering here and just 620 00:24:54,949 --> 00:24:55,990 through the use of micro. 621 00:24:55,990 --> 00:24:57,270 I think it's very impressive. 622 00:24:57,270 --> 00:25:00,000 And it's only because he walks into that artillery fire 623 00:25:00,000 --> 00:25:02,250 again that it seems like he has some trouble. 624 00:25:02,250 --> 00:25:05,880 I mean, there are multiple ways of reading the system, reading 625 00:25:05,880 --> 00:25:07,582 what happened in this match. 626 00:25:07,582 --> 00:25:09,290 But, I think that was pretty interesting. 627 00:25:09,290 --> 00:25:11,780 This is one of the only shields that we ever see. 628 00:25:11,780 --> 00:25:14,510 I don't see any reason why blue would have decided to build it, 629 00:25:14,510 --> 00:25:16,759 especially in this location, especially given this guy 630 00:25:16,759 --> 00:25:19,170 has no artillery, especially, especially, especially. 631 00:25:19,170 --> 00:25:22,910 So, I think this game's pretty much foregone. 632 00:25:22,910 --> 00:25:25,780 And I think this one is also foregone. 633 00:25:25,780 --> 00:25:27,800 OK, here's a great example. 634 00:25:27,800 --> 00:25:29,980 So he has built three suppliers. 635 00:25:29,980 --> 00:25:32,600 OK, three suppliers out of Team 216. 636 00:25:32,600 --> 00:25:34,890 And there you go, he has 180. 637 00:25:34,890 --> 00:25:37,337 Whereas, at the beginning, I think you were stable at 194. 638 00:25:37,337 --> 00:25:39,670 So there we have our definitive answer to that question. 639 00:25:39,670 --> 00:25:42,730 I think you are stable at 194, so these do take hit point, 640 00:25:42,730 --> 00:25:44,917 they do take and upkeep, these supplier units 641 00:25:44,917 --> 00:25:46,000 that he does end up doing. 642 00:25:46,000 --> 00:25:46,680 So, that's good. 643 00:25:46,680 --> 00:25:47,940 That makes me feel happy. 644 00:25:47,940 --> 00:25:49,315 So that goes on to a round three. 645 00:25:49,315 --> 00:25:51,576 I mean, yeah, you've got to check that. 646 00:25:51,576 --> 00:25:53,450 OK, I've said it before, don't want to repeat 647 00:25:53,450 --> 00:25:54,240 myself, very good. 648 00:25:54,240 --> 00:25:57,515 So, Team 70, both teams are deciding this is a macro map. 649 00:25:57,515 --> 00:25:59,140 Pretty interesting, because once again, 650 00:25:59,140 --> 00:26:01,170 we saw team 70 not do macro. 651 00:26:01,170 --> 00:26:03,770 But look at this, he's not running straight for macro. 652 00:26:03,770 --> 00:26:05,340 He's got this decision in mind. 653 00:26:05,340 --> 00:26:07,450 That's one generator and four suppliers. 654 00:26:07,450 --> 00:26:11,110 Wow, let's just rewind, just rewind just a little bit, 655 00:26:11,110 --> 00:26:12,790 just a little bit right now. 656 00:26:12,790 --> 00:26:14,920 So yeah, he's getting the generator first 657 00:26:14,920 --> 00:26:15,980 and then those three. 658 00:26:15,980 --> 00:26:18,020 Meanwhile, he's getting fusion. 659 00:26:18,020 --> 00:26:19,250 He's already got fusion. 660 00:26:19,250 --> 00:26:21,420 And I think he prioritizes that upgrade. 661 00:26:21,420 --> 00:26:23,910 It's pretty strange because you see him, I think, 662 00:26:23,910 --> 00:26:25,980 get it before even is first unit. 663 00:26:25,980 --> 00:26:27,730 So here, we're looking at round 20. 664 00:26:27,730 --> 00:26:30,510 Round 15,16, 17, he still hasn't built a unit. 665 00:26:30,510 --> 00:26:32,526 Whereas, blue has built two units already. 666 00:26:32,526 --> 00:26:34,400 It's questionable whether prioritizing fusion 667 00:26:34,400 --> 00:26:37,550 is going to be that good, because he prioritizes 668 00:26:37,550 --> 00:26:39,920 fusion but then doesn't actually use all that energy. 669 00:26:39,920 --> 00:26:41,640 He's still at 1,600. 670 00:26:41,640 --> 00:26:43,320 Does he ever actually use it? 671 00:26:43,320 --> 00:26:43,960 Maybe. 672 00:26:43,960 --> 00:26:45,100 It's going to be later. 673 00:26:45,100 --> 00:26:47,900 And this team could be even more powerful 674 00:26:47,900 --> 00:26:50,294 than it was, perhaps, if it perhaps 675 00:26:50,294 --> 00:26:51,460 did that a little bit later. 676 00:26:51,460 --> 00:26:53,920 So yeah, let's go back and let's think about this. 677 00:26:53,920 --> 00:26:56,730 Because this set up here is meant 678 00:26:56,730 --> 00:26:59,130 to strike at a certain time. 679 00:26:59,130 --> 00:27:01,042 And the time when he's meant to strike, 680 00:27:01,042 --> 00:27:03,000 imagine setting up this way, where you're like, 681 00:27:03,000 --> 00:27:06,290 OK, I know that depending on the number of macro buildings 682 00:27:06,290 --> 00:27:08,490 I build, that will give me an attack timing. 683 00:27:08,490 --> 00:27:10,400 Where it'll be the perfect moment for me 684 00:27:10,400 --> 00:27:12,566 to attack because I'm just running out of resources, 685 00:27:12,566 --> 00:27:14,380 I'm just hitting the peak of units. 686 00:27:14,380 --> 00:27:16,900 Well, maybe that attack timing should exactly 687 00:27:16,900 --> 00:27:18,430 match how long I estimate it will 688 00:27:18,430 --> 00:27:20,072 take for me to get to the enemy. 689 00:27:20,072 --> 00:27:21,530 Now, you could use the headquarters 690 00:27:21,530 --> 00:27:24,480 to say, to just calculate explicitly, 691 00:27:24,480 --> 00:27:26,530 it will take me this long to get the enemy, 692 00:27:26,530 --> 00:27:28,700 I had better have some macro up by that time. 693 00:27:28,700 --> 00:27:30,500 And that could be exactly what he's doing. 694 00:27:30,500 --> 00:27:32,300 So, let's do a little check in Mathematica, 695 00:27:32,300 --> 00:27:35,387 where we'll say he's going to build four of these suppliers 696 00:27:35,387 --> 00:27:36,970 and he's going to build one generator. 697 00:27:36,970 --> 00:27:39,260 So there, we see that he's going to cross over 698 00:27:39,260 --> 00:27:41,820 and he's going to be even with the enemy at 200. 699 00:27:41,820 --> 00:27:44,410 So, let's hope that he attacks the enemy closer to 300. 700 00:27:44,410 --> 00:27:45,530 Let's see what happens. 701 00:27:45,530 --> 00:27:47,207 So there, he's just pausing. 702 00:27:47,207 --> 00:27:48,290 All his units are pausing. 703 00:27:48,290 --> 00:27:51,310 It's round 269, they're not doing anything. 704 00:27:51,310 --> 00:27:53,960 It's round 300, they're still not doing anything. 705 00:27:53,960 --> 00:27:56,810 I guess it's because he's taking more bases that he's decided, 706 00:27:56,810 --> 00:28:00,060 OK, I have something, that's a lot of units. 707 00:28:00,060 --> 00:28:01,890 I'm pretty sure this is a defensive move. 708 00:28:01,890 --> 00:28:03,431 That he's just going to move out here 709 00:28:03,431 --> 00:28:05,870 and he's expecting these to defend him. 710 00:28:05,870 --> 00:28:07,690 Unfortunately, that's not exactly 711 00:28:07,690 --> 00:28:09,554 on the midpoint between the two armies. 712 00:28:09,554 --> 00:28:11,970 And you've got to wonder whether that's a deliberate idea, 713 00:28:11,970 --> 00:28:14,400 or whether he's chosen to go in this direction 714 00:28:14,400 --> 00:28:15,702 for some other reason. 715 00:28:15,702 --> 00:28:17,910 Because we're going to see blue go ahead and take out 716 00:28:17,910 --> 00:28:19,470 a lot of those bases, a lot of that 717 00:28:19,470 --> 00:28:21,060 stuff that he had on the bottom. 718 00:28:21,060 --> 00:28:25,620 So, we see once again that red ends up using, 719 00:28:25,620 --> 00:28:27,520 and does in most of his matches, he 720 00:28:27,520 --> 00:28:31,910 ends up using his reinforcing stream as a defensive tool. 721 00:28:31,910 --> 00:28:33,760 If he didn't have that stream of units 722 00:28:33,760 --> 00:28:35,830 continually coming out of the base, 723 00:28:35,830 --> 00:28:37,810 there's no way he would be able to defend this. 724 00:28:37,810 --> 00:28:39,351 Because these guys are not programmed 725 00:28:39,351 --> 00:28:41,520 to turn around and come back. 726 00:28:41,520 --> 00:28:45,120 Once again, blue has this great, look at this positioning. 727 00:28:45,120 --> 00:28:47,956 I think it's probably not just great positioning. 728 00:28:47,956 --> 00:28:49,830 It's probably just that every other time he's 729 00:28:49,830 --> 00:28:50,913 building one or the other. 730 00:28:50,913 --> 00:28:52,580 Because we see another artillery here, 731 00:28:52,580 --> 00:28:55,480 and here, and here, and here, and here, whereas red 732 00:28:55,480 --> 00:28:57,210 has not built a single artillery. 733 00:28:57,210 --> 00:29:00,040 So the question is, is it the building 734 00:29:00,040 --> 00:29:01,700 of one thing or another that has made 735 00:29:01,700 --> 00:29:03,080 the difference in this match? 736 00:29:03,080 --> 00:29:05,360 Because we're starting to see red 737 00:29:05,360 --> 00:29:08,400 is starting to get a lot more units. 738 00:29:08,400 --> 00:29:11,410 And that artillery is not always shooting. 739 00:29:11,410 --> 00:29:13,775 So, I think it's a pretty open question 740 00:29:13,775 --> 00:29:15,150 whether it was actually worth it. 741 00:29:15,150 --> 00:29:16,880 Because in this long match, it ends up 742 00:29:16,880 --> 00:29:20,110 being that red prevails. 743 00:29:20,110 --> 00:29:24,290 So yeah, I mean, that's pretty interesting how red 744 00:29:24,290 --> 00:29:26,530 has got a relatively simple move. 745 00:29:26,530 --> 00:29:28,370 He's just picking rush or econ. 746 00:29:28,370 --> 00:29:30,370 And when he goes econ, he goes econ all the way, 747 00:29:30,370 --> 00:29:31,960 and when he goes rush, he goes rush all the way, 748 00:29:31,960 --> 00:29:33,210 and his micro is fantastic. 749 00:29:33,210 --> 00:29:36,890 And those little things alone, little, though I may call them, 750 00:29:36,890 --> 00:29:38,300 are really significant. 751 00:29:38,300 --> 00:29:42,270 OK, so that's spending a long time on just one match. 752 00:29:42,270 --> 00:29:44,300 Let's look a little bit, let's look a little bit 753 00:29:44,300 --> 00:29:45,260 at Game of Death. 754 00:29:45,260 --> 00:29:49,120 Game of Death is a team that started out really low. 755 00:29:49,120 --> 00:29:51,030 So, let's see here, Game of Death. 756 00:29:51,030 --> 00:29:53,710 So, we can click on them here under Battlecode Teams. 757 00:29:53,710 --> 00:29:56,020 We see that they were 13 and 3, their ranking 758 00:29:56,020 --> 00:29:58,860 was at the bottom of the scrimmage ranks. 759 00:29:58,860 --> 00:30:01,800 So, let's have a look at how they made it up to round four 760 00:30:01,800 --> 00:30:04,500 from the very bottom round. 761 00:30:04,500 --> 00:30:07,934 They had a bad seed at the beginning 762 00:30:07,934 --> 00:30:09,600 and they made it all the way up to here. 763 00:30:09,600 --> 00:30:11,370 How were they able to do that? 764 00:30:11,370 --> 00:30:14,192 Because they must be doing something right. 765 00:30:14,192 --> 00:30:15,150 What's this turnaround? 766 00:30:15,150 --> 00:30:16,820 Let's, have a look at this. 767 00:30:16,820 --> 00:30:18,855 So, I'm going to go over here and I'm 768 00:30:18,855 --> 00:30:20,030 going to run that match. 769 00:30:20,030 --> 00:30:24,540 And I'm pretty sure we'll have time to talk about all 770 00:30:24,540 --> 00:30:27,210 of the interesting things that happen in this one 771 00:30:27,210 --> 00:30:29,440 and in the next ones. 772 00:30:29,440 --> 00:30:33,040 So, here on the right, we have that team, 773 00:30:33,040 --> 00:30:36,580 that new team which is upsetting, 774 00:30:36,580 --> 00:30:38,174 one after another, other team. 775 00:30:38,174 --> 00:30:39,590 And he's going to build suppliers, 776 00:30:39,590 --> 00:30:42,230 so he's built two suppliers, and he's building a few mines 777 00:30:42,230 --> 00:30:43,400 around the headquarters. 778 00:30:43,400 --> 00:30:45,230 And it looks like he's just rolling 779 00:30:45,230 --> 00:30:48,927 over team 172 which was Drunkasaurus. 780 00:30:48,927 --> 00:30:51,010 Drunkasaurus is another one of these rush players, 781 00:30:51,010 --> 00:30:53,640 and you'd expect rush to be pretty effective on this map. 782 00:30:53,640 --> 00:30:54,750 So what happened? 783 00:30:54,750 --> 00:30:58,620 I think it's worth mentioning that a rush player would 784 00:30:58,620 --> 00:31:00,390 do well. 785 00:31:00,390 --> 00:31:04,360 If this rush player is not really pathing around mines, 786 00:31:04,360 --> 00:31:05,830 if that's not the way that they're 787 00:31:05,830 --> 00:31:08,540 planning to play the game, then they probably 788 00:31:08,540 --> 00:31:10,230 ought to get defusion. 789 00:31:10,230 --> 00:31:13,820 I mean they've spent a few rounds buying fusion, 790 00:31:13,820 --> 00:31:15,279 doesn't make that much sense to me. 791 00:31:15,279 --> 00:31:17,570 I think you might get one free around at the beginning. 792 00:31:17,570 --> 00:31:19,195 It seems like a lot of people will just 793 00:31:19,195 --> 00:31:20,980 put one point into something. 794 00:31:20,980 --> 00:31:22,580 But the amount of time it takes him 795 00:31:22,580 --> 00:31:25,821 to get the enemy he can compute because he just went straight 796 00:31:25,821 --> 00:31:26,320 there. 797 00:31:26,320 --> 00:31:28,530 So, he can compute that time and he can say, alright, 798 00:31:28,530 --> 00:31:30,762 was that worth it. 799 00:31:30,762 --> 00:31:32,470 It's also worth mentioning that, I think, 800 00:31:32,470 --> 00:31:33,928 in a lot of these engagements, he's 801 00:31:33,928 --> 00:31:36,050 busy defusing mines during combat. 802 00:31:36,050 --> 00:31:37,800 And like we said before, you can't 803 00:31:37,800 --> 00:31:40,090 attack while you're defusing a mine. 804 00:31:40,090 --> 00:31:44,350 So, part of the best reason of getting defusion 805 00:31:44,350 --> 00:31:47,970 is so that you only have five rounds of inaction. 806 00:31:47,970 --> 00:31:50,315 So that, let's say, nobody's around. 807 00:31:50,315 --> 00:31:52,870 It's perfectly safe, great time to defuse a mine. 808 00:31:52,870 --> 00:31:54,490 So, you start defusing that mine. 809 00:31:54,490 --> 00:31:55,450 Now, you see the enemy. 810 00:31:55,450 --> 00:31:58,300 You can't cancel the defusion process. 811 00:31:58,300 --> 00:32:01,210 So, if you were going to do a 12-turn diffusion 812 00:32:01,210 --> 00:32:03,700 and you see the enemy and he's at a distance of, 813 00:32:03,700 --> 00:32:05,150 wait, what's the distance? 814 00:32:05,150 --> 00:32:06,710 All we have to do is look it up. 815 00:32:06,710 --> 00:32:09,420 So, let's go to my Useful Specs document, 816 00:32:09,420 --> 00:32:11,720 which is neither handy nor dandy. 817 00:32:11,720 --> 00:32:14,350 It's, in fact, much more serious and much more useful 818 00:32:14,350 --> 00:32:16,460 than both of those terms would suggest. 819 00:32:16,460 --> 00:32:18,470 So, range 14 is your sight range. 820 00:32:18,470 --> 00:32:20,539 You can see a unit that's three tiles away. 821 00:32:20,539 --> 00:32:22,080 I can zoom in a little bit more here. 822 00:32:22,080 --> 00:32:23,830 It's rastered, so it looks kind of silly. 823 00:32:23,830 --> 00:32:25,850 I always think it's interesting how when you raster something, 824 00:32:25,850 --> 00:32:27,270 sometimes it becomes orange on one side 825 00:32:27,270 --> 00:32:28,390 and blue on the other side. 826 00:32:28,390 --> 00:32:30,070 I'm sure some of you in this room understand it. 827 00:32:30,070 --> 00:32:31,819 And I'm sure that some of you in this room 828 00:32:31,819 --> 00:32:33,890 don't care to understand it and never want to. 829 00:32:33,890 --> 00:32:35,756 So, he's three units away, right, the enemy 830 00:32:35,756 --> 00:32:37,130 is three units away, and you just 831 00:32:37,130 --> 00:32:39,030 started defusing the round before. 832 00:32:39,030 --> 00:32:42,150 So if that's a 12-round defusion, 833 00:32:42,150 --> 00:32:44,350 then by the time he gets to you, you've 834 00:32:44,350 --> 00:32:48,020 still got seven or nine rounds left, if you subtract correctly 835 00:32:48,020 --> 00:32:50,569 and depending on the turn counts, and whatever. 836 00:32:50,569 --> 00:32:52,110 That's a lot of time that you're just 837 00:32:52,110 --> 00:32:52,820 going to spend doing nothing. 838 00:32:52,820 --> 00:32:54,986 And how long does it take for the enemy to kill you? 839 00:32:54,986 --> 00:32:57,810 They deal six damage per round, you have 40 hit points. 840 00:32:57,810 --> 00:33:01,650 I can't divide, but that sounds like seven-ish, seven rounds. 841 00:33:01,650 --> 00:33:04,470 Well, look at that, so you had 12, you didn't see anybody, 842 00:33:04,470 --> 00:33:07,270 they had time to approach and kill you and go away 843 00:33:07,270 --> 00:33:08,230 before you finished. 844 00:33:08,230 --> 00:33:09,710 That's really lousy. 845 00:33:09,710 --> 00:33:11,211 Even if they get one hit off on you, 846 00:33:11,211 --> 00:33:12,793 that's going to make a huge difference 847 00:33:12,793 --> 00:33:14,360 because this is a knife edge game. 848 00:33:14,360 --> 00:33:17,570 It's a game of instabilities because we don't start you off 849 00:33:17,570 --> 00:33:20,284 with a command center that deals damage, for example. 850 00:33:20,284 --> 00:33:22,325 We don't give you that many defensive advantages. 851 00:33:22,325 --> 00:33:24,965 So, as soon as the enemy gets a couple more units in you, 852 00:33:24,965 --> 00:33:27,090 it's just going to start pushing in that direction, 853 00:33:27,090 --> 00:33:29,330 unless they start making mistakes. 854 00:33:29,330 --> 00:33:30,830 So, that's one of the reasons why 855 00:33:30,830 --> 00:33:34,680 defusing a mine without defusion and without vision 856 00:33:34,680 --> 00:33:35,560 is a problem. 857 00:33:35,560 --> 00:33:37,480 Let's say you have both vision and defusion. 858 00:33:37,480 --> 00:33:39,860 I mean, of course, they're very expensive upgrades, 859 00:33:39,860 --> 00:33:41,460 but let's say you've got them. 860 00:33:41,460 --> 00:33:43,430 Well now, it's only going to take five rounds 861 00:33:43,430 --> 00:33:46,030 to defuse something and you have can 862 00:33:46,030 --> 00:33:49,560 see a unit that's five tiles away. 863 00:33:49,560 --> 00:33:51,610 So, let's say he's over here, you don't see him, 864 00:33:51,610 --> 00:33:52,610 you start defusing. 865 00:33:52,610 --> 00:33:55,050 Now, he's starting to show up and he's moving toward you. 866 00:33:55,050 --> 00:33:56,720 By the time he gets there, you're done defusing 867 00:33:56,720 --> 00:33:57,900 and you can start shooting. 868 00:33:57,900 --> 00:33:59,282 That's a pretty big difference. 869 00:33:59,282 --> 00:34:00,990 And I think that's one of the reasons why 870 00:34:00,990 --> 00:34:03,010 we see a lot of successful rush teams 871 00:34:03,010 --> 00:34:04,900 go ahead and get that defusion. 872 00:34:04,900 --> 00:34:07,600 Whereas, we see Drunkasaurus here not getting defusion. 873 00:34:07,600 --> 00:34:09,730 We see decent micro on both teams' side. 874 00:34:09,730 --> 00:34:13,080 I don't know exactly if this is good micro coming out of both, 875 00:34:13,080 --> 00:34:16,750 there's certainly a lot of motion going on. 876 00:34:16,750 --> 00:34:18,699 It's anybody's guess. 877 00:34:18,699 --> 00:34:20,739 Here both teams are defusing mines. 878 00:34:20,739 --> 00:34:22,630 They're just watching each other, 879 00:34:22,630 --> 00:34:28,199 maybe they're playing Parcheesi with the mine defusion, 880 00:34:28,199 --> 00:34:30,790 exchanging tips on how not to get blown up. 881 00:34:30,790 --> 00:34:31,900 AUDIENCE: [LAUGHTER] 882 00:34:31,900 --> 00:34:34,409 PROFESSOR: I think it's a very odd thing to see, 883 00:34:34,409 --> 00:34:36,150 I think it's quite strange. 884 00:34:36,150 --> 00:34:38,760 But yeah, the point has been made, 885 00:34:38,760 --> 00:34:41,850 the point has been abundantly made. 886 00:34:41,850 --> 00:34:43,513 Another thing, if you're retreating 887 00:34:43,513 --> 00:34:44,929 and you are adjacent to the enemy, 888 00:34:44,929 --> 00:34:46,428 I think we've seen this a lot, and I 889 00:34:46,428 --> 00:34:49,080 think that is what's going on in some of these cases, 890 00:34:49,080 --> 00:34:51,113 maybe this guy is adjacent to the enemy 891 00:34:51,113 --> 00:34:53,540 and maybe he's retreating because he's got one energon. 892 00:34:53,540 --> 00:34:55,719 He's like, get me the hell out of here. 893 00:34:55,719 --> 00:34:58,610 I think he's maybe or was trying to retreat at some point, 894 00:34:58,610 --> 00:35:01,820 but it's a bad idea to defuse a mind when 895 00:35:01,820 --> 00:35:03,180 you're adjacent to the enemy. 896 00:35:03,180 --> 00:35:05,440 Don't start, just don't start. 897 00:35:05,440 --> 00:35:08,400 It's like smoking, just don't start. 898 00:35:08,400 --> 00:35:10,480 Yes, this advertisement brought to you 899 00:35:10,480 --> 00:35:12,560 by the American Society for lungs. 900 00:35:12,560 --> 00:35:14,750 I don't know, I just thought that sounded right. 901 00:35:14,750 --> 00:35:19,300 So yeah, here once again we see this is the same two players. 902 00:35:19,300 --> 00:35:23,250 But in this case, the blue team just, I don't know, 903 00:35:23,250 --> 00:35:25,500 he's dancing, or something. 904 00:35:25,500 --> 00:35:26,810 It's not super effective. 905 00:35:26,810 --> 00:35:28,300 He's building nukes. 906 00:35:28,300 --> 00:35:31,347 Somehow he's decided, yeah, now's the time to get nukes. 907 00:35:31,347 --> 00:35:32,180 AUDIENCE: [LAUGHTER] 908 00:35:32,180 --> 00:35:34,890 PROFESSOR: I've gotten Pickaxe, but I'm not using it. 909 00:35:34,890 --> 00:35:39,200 So, I think, but no, to be fair, I think, what he's trying to do 910 00:35:39,200 --> 00:35:41,800 is lay a bunch of mines into a minefield. 911 00:35:41,800 --> 00:35:43,404 And he's doing that using his Pickaxe. 912 00:35:43,404 --> 00:35:44,820 But, I think, maybe he's thinking, 913 00:35:44,820 --> 00:35:46,070 alright, there's a lot of neutral mines, 914 00:35:46,070 --> 00:35:48,590 these are supposed to help me out, I shouldn't destroy them. 915 00:35:48,590 --> 00:35:53,690 But nevertheless, the red team is able to just roll this over, 916 00:35:53,690 --> 00:35:55,950 so it does go on to a third a third match. 917 00:35:55,950 --> 00:35:57,230 But what a difference. 918 00:35:57,230 --> 00:35:59,370 What a difference we see here. 919 00:35:59,370 --> 00:36:01,120 He's getting close to his maximum. 920 00:36:01,120 --> 00:36:03,400 But we see he's optimized for this. 921 00:36:03,400 --> 00:36:04,150 Look at his units. 922 00:36:04,150 --> 00:36:06,660 He's using 500 bytecodes, that's effectively zero. 923 00:36:06,660 --> 00:36:09,490 So, he's going to be able to get up to the full 40 units. 924 00:36:09,490 --> 00:36:13,350 And that strength of that 40 units, 925 00:36:13,350 --> 00:36:15,600 what is the strength point of that 40 units? 926 00:36:15,600 --> 00:36:20,120 Well, let's simply go back here to here, to here. 927 00:36:20,120 --> 00:36:23,300 That 400 round counter? 928 00:36:23,300 --> 00:36:26,304 That's exactly when you hit your maximum 929 00:36:26,304 --> 00:36:27,720 if you haven't built any upgrades. 930 00:36:27,720 --> 00:36:30,210 And that's exactly when he arrives at the enemy base. 931 00:36:30,210 --> 00:36:34,130 So, unless we start changing the maps, not getting upgrades 932 00:36:34,130 --> 00:36:35,410 is going to be fine for you. 933 00:36:35,410 --> 00:36:38,000 As long as you're not doing what he 934 00:36:38,000 --> 00:36:42,002 did in the last round, which was somehow bad. 935 00:36:42,002 --> 00:36:43,960 I mean, you've got to have that clump of units. 936 00:36:43,960 --> 00:36:46,190 And, I think, one thing that we see again and again, 937 00:36:46,190 --> 00:36:48,864 is once a team loses its clump of units 938 00:36:48,864 --> 00:36:50,030 it sends them in one by one. 939 00:36:50,030 --> 00:36:52,870 Now, it's not obvious but that's a bad idea. 940 00:36:52,870 --> 00:36:54,700 Because we've seen teams win that way. 941 00:36:54,700 --> 00:36:55,510 So, what do you do? 942 00:36:55,510 --> 00:36:58,740 OK, now that was pretty one-sided, what happened there? 943 00:36:58,740 --> 00:37:01,550 Did blue have more units or did red have more units. 944 00:37:01,550 --> 00:37:04,370 OK, let's go and say this is three by five. 945 00:37:04,370 --> 00:37:06,730 So that's 15 units because these three go into it, 946 00:37:06,730 --> 00:37:07,600 and that's 18. 947 00:37:07,600 --> 00:37:08,700 So, that's 18 units. 948 00:37:08,700 --> 00:37:10,540 This is three by five with three missing, 949 00:37:10,540 --> 00:37:14,040 so that's 15 units plus, OK, that's 18,19, 20. 950 00:37:14,040 --> 00:37:15,250 So, this guy's got 20. 951 00:37:15,250 --> 00:37:18,757 I guess that accounts for these guys that blue left behind. 952 00:37:18,757 --> 00:37:20,090 So red's got a slight advantage. 953 00:37:20,090 --> 00:37:23,932 All teams are defusing mines, these two could be fighting. 954 00:37:23,932 --> 00:37:25,890 There is no reason for them not to be fighting. 955 00:37:25,890 --> 00:37:29,180 Now, red has managed to kill this guy off very handily, 956 00:37:29,180 --> 00:37:30,910 because of that advantage. 957 00:37:30,910 --> 00:37:32,760 We saw before, in Corey's lecture, 958 00:37:32,760 --> 00:37:34,440 how he's talking about this being 959 00:37:34,440 --> 00:37:36,720 a very unstable situation, where if you've got 960 00:37:36,720 --> 00:37:38,200 one gap between the two. 961 00:37:38,200 --> 00:37:40,880 The person who closes that gap first will win. 962 00:37:40,880 --> 00:37:43,170 So, let's see if somebody's going to close that gap. 963 00:37:43,170 --> 00:37:46,120 Well, now look at how much damage blue is doing? 964 00:37:46,120 --> 00:37:47,810 That's pretty impressive and, I think, 965 00:37:47,810 --> 00:37:50,389 part of that is we're seeing that a lot of red's units 966 00:37:50,389 --> 00:37:52,680 are just spending time defusing, this one and this one, 967 00:37:52,680 --> 00:37:55,890 in particular, also this one, which is right in the middle. 968 00:37:55,890 --> 00:37:59,780 These three in the back, definitely not ones to ignore. 969 00:37:59,780 --> 00:38:01,910 So yeah, blue ends up coming in here 970 00:38:01,910 --> 00:38:03,670 and capitalizes on a little advantage. 971 00:38:03,670 --> 00:38:08,070 Now, red, OK, red is still attacking. 972 00:38:08,070 --> 00:38:09,506 There's a point in this battle. 973 00:38:09,506 --> 00:38:11,130 One of things about battles is that you 974 00:38:11,130 --> 00:38:12,680 know where the enemy is. 975 00:38:12,680 --> 00:38:14,420 Right, so you can make that count. 976 00:38:14,420 --> 00:38:15,650 You can count them, you can say, alright, 977 00:38:15,650 --> 00:38:16,960 we're about to lose this battle. 978 00:38:16,960 --> 00:38:18,450 Here's an interesting question for you. 979 00:38:18,450 --> 00:38:20,075 You're losing a battle, what do you do? 980 00:38:20,075 --> 00:38:21,970 Do you call for reinforcements and say, OK, 981 00:38:21,970 --> 00:38:25,040 if we have more reinforcements, we won't lose as badly? 982 00:38:25,040 --> 00:38:26,640 Or, do you say to the reinforcements, 983 00:38:26,640 --> 00:38:28,265 please go back to the base and regroup, 984 00:38:28,265 --> 00:38:31,640 it's your only chance to live? 985 00:38:31,640 --> 00:38:35,450 I mean, I don't think we have, I'm hitting the b button, 986 00:38:35,450 --> 00:38:37,890 there's no broadcast going on in the whole map. 987 00:38:37,890 --> 00:38:39,432 But you could imagine the case where 988 00:38:39,432 --> 00:38:40,890 they would be like, OK, I'm telling 989 00:38:40,890 --> 00:38:43,260 my allies get the hell out of there. 990 00:38:43,260 --> 00:38:47,030 And this guy, so, he sees a very bad situation, 991 00:38:47,030 --> 00:38:50,550 and here he's two tiles away from an enemy. 992 00:38:50,550 --> 00:38:51,660 He's got the choice. 993 00:38:51,660 --> 00:38:52,580 Do I move? 994 00:38:52,580 --> 00:38:53,705 Close that gap? 995 00:38:53,705 --> 00:38:55,080 I mean, that's a bad idea, right? 996 00:38:55,080 --> 00:38:57,329 From Corey's lecture, you don't close a gap of two, 997 00:38:57,329 --> 00:38:59,370 because then you won't have the attack advantage. 998 00:38:59,370 --> 00:39:01,020 That's not a good idea. 999 00:39:01,020 --> 00:39:02,250 But what's he going to do? 1000 00:39:02,250 --> 00:39:03,572 So, let's click on it. 1001 00:39:03,572 --> 00:39:04,280 Oh, look at that. 1002 00:39:04,280 --> 00:39:04,847 He moved in. 1003 00:39:04,847 --> 00:39:06,180 And what's he going to do again? 1004 00:39:06,180 --> 00:39:08,070 Oh, he's kiting a little bit well, 1005 00:39:08,070 --> 00:39:09,590 he's only fighting one of the enemy. 1006 00:39:09,590 --> 00:39:11,800 That's not so bad, but he ends up being destroyed. 1007 00:39:11,800 --> 00:39:13,142 I mean, what can he expect. 1008 00:39:13,142 --> 00:39:14,600 I think it would be very reasonable 1009 00:39:14,600 --> 00:39:16,170 for you to write code that says, OK, 1010 00:39:16,170 --> 00:39:18,044 if the enemy is there, what am I going to do. 1011 00:39:18,044 --> 00:39:19,890 A lot of times we've seen teams back away. 1012 00:39:19,890 --> 00:39:21,290 They try to do a retreat. 1013 00:39:21,290 --> 00:39:23,240 Of course, a retreat doesn't work if you're already engaged. 1014 00:39:23,240 --> 00:39:24,448 Let's say you're not engaged. 1015 00:39:24,448 --> 00:39:27,230 OK, we're smart people, we don't retreat when we're engaged, 1016 00:39:27,230 --> 00:39:28,560 that would be a bad idea. 1017 00:39:28,560 --> 00:39:29,440 We keep with it. 1018 00:39:29,440 --> 00:39:30,560 We have our commitment. 1019 00:39:30,560 --> 00:39:32,185 But we back out. 1020 00:39:32,185 --> 00:39:33,060 Where do we back out? 1021 00:39:33,060 --> 00:39:35,304 We've seen teams, time and again, try to back away 1022 00:39:35,304 --> 00:39:37,720 and then they get stuck, because there's mines in the way. 1023 00:39:37,720 --> 00:39:40,480 They only cleared a very narrow path through to the enemy. 1024 00:39:40,480 --> 00:39:42,200 So, why not remember the path that you 1025 00:39:42,200 --> 00:39:44,810 took to get to that enemy, so that you can then, just 1026 00:39:44,810 --> 00:39:46,110 follow that backwards? 1027 00:39:46,110 --> 00:39:49,010 You have omnidirectional view, so that might work. 1028 00:39:49,010 --> 00:39:50,800 It might not, it might be a terrible idea. 1029 00:39:50,800 --> 00:39:52,250 But I'm just putting it out there. 1030 00:39:52,250 --> 00:39:55,370 Because you can save map locations pretty easily, 1031 00:39:55,370 --> 00:39:56,410 to an array. 1032 00:39:56,410 --> 00:39:58,740 And then, it's, OK, just pop that array back. 1033 00:39:58,740 --> 00:40:00,610 So, you're pushing to an array and then 1034 00:40:00,610 --> 00:40:02,500 you're popping the array values back, 1035 00:40:02,500 --> 00:40:05,070 so it's its own ordered list of where I've been, 1036 00:40:05,070 --> 00:40:06,900 and where I want to go back to, and what 1037 00:40:06,900 --> 00:40:08,090 I want to do with my life, and whether I 1038 00:40:08,090 --> 00:40:09,880 want to visit Paris and eat baguettes. 1039 00:40:09,880 --> 00:40:13,860 So it's a full integrated system for traveling the world. 1040 00:40:13,860 --> 00:40:15,290 And, I think, red could definitely 1041 00:40:15,290 --> 00:40:17,450 benefit from that, especially in a case like this. 1042 00:40:17,450 --> 00:40:19,449 I mean, would he be able to come back from this? 1043 00:40:19,449 --> 00:40:20,180 Probably no. 1044 00:40:20,180 --> 00:40:22,680 I mean, just a little bit of macro from blue, I think, 1045 00:40:22,680 --> 00:40:24,750 ends up making a huge difference. 1046 00:40:24,750 --> 00:40:27,320 But nevertheless, it's worth mentioning. 1047 00:40:27,320 --> 00:40:29,860 So, why does red not win this map? 1048 00:40:29,860 --> 00:40:31,866 We've seen rush teams do well. 1049 00:40:31,866 --> 00:40:33,490 I think it's just because blue actually 1050 00:40:33,490 --> 00:40:34,900 built any units at all. 1051 00:40:34,900 --> 00:40:36,870 But there you have it. 1052 00:40:36,870 --> 00:40:37,570 Good game. 1053 00:40:37,570 --> 00:40:38,840 That's a good game. 1054 00:40:38,840 --> 00:40:41,450 Let's make sure that we're getting to everything. 1055 00:40:41,450 --> 00:40:44,630 So, we've seen some games where we had a run around. 1056 00:40:44,630 --> 00:40:47,390 Where one team would run around, would 1057 00:40:47,390 --> 00:40:49,557 circumvent the other team, and deal damage 1058 00:40:49,557 --> 00:40:50,390 to the headquarters. 1059 00:40:50,390 --> 00:40:53,112 As we've said before, the win condition is as follows. 1060 00:40:53,112 --> 00:40:55,320 I don't think we've been that straightforward on what 1061 00:40:55,320 --> 00:40:56,879 the win conditions are. 1062 00:40:56,879 --> 00:40:58,920 First and foremost, it's a headquarter hit point. 1063 00:40:58,920 --> 00:41:01,170 So if you can get one hit off the enemy, 1064 00:41:01,170 --> 00:41:03,170 that's a good time to just back out. 1065 00:41:03,170 --> 00:41:06,780 Maybe, the time now is to just lay some mines 1066 00:41:06,780 --> 00:41:07,780 and play defensively. 1067 00:41:07,780 --> 00:41:12,540 As long as you have registered a hit on the enemy headquarters. 1068 00:41:12,540 --> 00:41:15,660 Let's say, if your soldier moves to the enemy headquarters 1069 00:41:15,660 --> 00:41:18,840 and is adjacent, that's a nice time for him to broadcast, 1070 00:41:18,840 --> 00:41:22,050 hey, I was adjacent to the enemy headquarters, ergo, 1071 00:41:22,050 --> 00:41:23,260 I did damage to him. 1072 00:41:23,260 --> 00:41:24,420 That's a given. 1073 00:41:24,420 --> 00:41:25,730 That's always true. 1074 00:41:25,730 --> 00:41:30,380 Unless the enemy has a med bay adjacent to his headquarters, 1075 00:41:30,380 --> 00:41:33,266 dealing damage-- No, that's not going to work? 1076 00:41:33,266 --> 00:41:34,700 AUDIENCE: [INAUDIBLE] 1077 00:41:34,700 --> 00:41:36,790 PROFESSOR: Well, there you go folks, 1078 00:41:36,790 --> 00:41:40,980 you've heard it from the words of somebody knowledgeable. 1079 00:41:40,980 --> 00:41:43,004 So yeah, so there you go, so you would know, 1080 00:41:43,004 --> 00:41:45,170 so you could message and you could play defensively. 1081 00:41:45,170 --> 00:41:47,150 Headquarter hit points first and foremost, 1082 00:41:47,150 --> 00:41:49,350 number of encampments, second, number of mines, 1083 00:41:49,350 --> 00:41:53,060 third, number of robots, third, fourth. 1084 00:41:53,060 --> 00:41:55,067 Good one. 1085 00:41:55,067 --> 00:41:56,400 Yeah, so we saw some runarounds. 1086 00:41:56,400 --> 00:41:58,990 We saw some teams running around the enemy. 1087 00:41:58,990 --> 00:42:02,710 And we've also seen, especially at the lower 1088 00:42:02,710 --> 00:42:06,220 levels of the bracket, if your headquarters is under attack, 1089 00:42:06,220 --> 00:42:09,860 it is of paramount importance, tantamount 1090 00:42:09,860 --> 00:42:13,470 to paramount importance, that you come back and defend it. 1091 00:42:13,470 --> 00:42:15,520 Definitely worth sending a signal. 1092 00:42:15,520 --> 00:42:20,100 Allied soldiers, either protect me or just declare 1093 00:42:20,100 --> 00:42:22,119 yourselves null and void and you're not 1094 00:42:22,119 --> 00:42:23,410 going to get a Christmas bonus. 1095 00:42:26,840 --> 00:42:31,030 So, like I said before, Game of Death was a great team. 1096 00:42:31,030 --> 00:42:32,970 We saw them get really far. 1097 00:42:32,970 --> 00:42:35,080 Velociraptors, Drunkasaurus, and Cortege, 1098 00:42:35,080 --> 00:42:37,140 we saw them rush and be very effective with that. 1099 00:42:37,140 --> 00:42:39,570 There are ways of making a rush more effective, 1100 00:42:39,570 --> 00:42:40,910 we saw them do those things. 1101 00:42:40,910 --> 00:42:42,970 I think it was very impressive. 1102 00:42:42,970 --> 00:42:45,530 We saw Soda, which was a really good team. 1103 00:42:45,530 --> 00:42:48,690 They did well in the newbie tournament last year 1104 00:42:48,690 --> 00:42:51,289 and I'm excited to see them back again this year. 1105 00:42:51,289 --> 00:42:52,830 There were certain things they didn't 1106 00:42:52,830 --> 00:42:56,170 do that we're kind of strange and a lot of teams 1107 00:42:56,170 --> 00:42:59,080 here probably felt that they could have done better. 1108 00:42:59,080 --> 00:43:01,650 These little edge cases end up being so important. 1109 00:43:01,650 --> 00:43:03,770 On Little Forts, they're standing right next 1110 00:43:03,770 --> 00:43:05,550 to the enemy, this was so sad, they're 1111 00:43:05,550 --> 00:43:07,550 standing right next to the enemy while the enemy 1112 00:43:07,550 --> 00:43:08,367 researchers nuke. 1113 00:43:08,367 --> 00:43:10,700 And they're surrounding them, they've got tons of units, 1114 00:43:10,700 --> 00:43:11,908 but they just didn't move in. 1115 00:43:11,908 --> 00:43:14,290 I mean, there's this certain state machine code, maybe 1116 00:43:14,290 --> 00:43:17,020 a couple of mines, maybe they had indigestion. 1117 00:43:17,020 --> 00:43:20,510 There's clearly a good reason, but they just didn't do it. 1118 00:43:20,510 --> 00:43:25,880 And checking for those edge cases is just so hard to do. 1119 00:43:25,880 --> 00:43:27,880 I think is all going to be so cleared up though. 1120 00:43:27,880 --> 00:43:29,660 We're going to see some great stuff. 1121 00:43:29,660 --> 00:43:34,270 Hey, I Just Met You, again, we saw their bipolar response 1122 00:43:34,270 --> 00:43:34,870 to maps. 1123 00:43:34,870 --> 00:43:36,890 I thought that was just fantastic, 1124 00:43:36,890 --> 00:43:39,310 absolutely fantastic. 1125 00:43:39,310 --> 00:43:42,860 I want to finish by talking a little bit 1126 00:43:42,860 --> 00:43:46,810 about the way the game might change in the future. 1127 00:43:46,810 --> 00:43:51,370 So, you saw certain specs and you saw certain maps. 1128 00:43:51,370 --> 00:43:53,745 This is the kind of thing that we change after the Sprint 1129 00:43:53,745 --> 00:43:55,286 Tournament or the Seeding Tournament, 1130 00:43:55,286 --> 00:43:57,250 where we go, OK, we want to tweak this a little 1131 00:43:57,250 --> 00:43:59,150 to make sure the game is interesting. 1132 00:43:59,150 --> 00:44:00,880 That's our big focus. 1133 00:44:00,880 --> 00:44:02,580 We want the game to be interesting. 1134 00:44:02,580 --> 00:44:03,830 We don't want it to be random. 1135 00:44:03,830 --> 00:44:06,760 We want to showcase how amazing you guys are. 1136 00:44:06,760 --> 00:44:09,990 So if it ends up being the case that rushes are the best 1137 00:44:09,990 --> 00:44:11,830 and that a little bit of microcode 1138 00:44:11,830 --> 00:44:13,750 makes a difference between winning and losing 1139 00:44:13,750 --> 00:44:16,870 100% of the time, I don't think that that's great. 1140 00:44:16,870 --> 00:44:17,660 I don't like that. 1141 00:44:17,660 --> 00:44:20,970 So, let's say that there could be changes. 1142 00:44:20,970 --> 00:44:23,050 Now, when you hear that, you probably go, 1143 00:44:23,050 --> 00:44:25,080 aha, he's going to tell me the changes that 1144 00:44:25,080 --> 00:44:26,505 are going to happen, but he's not 1145 00:44:26,505 --> 00:44:28,130 allowed to tell me the changes, so he's 1146 00:44:28,130 --> 00:44:29,280 going to tell them hypothetically, 1147 00:44:29,280 --> 00:44:30,490 but they will actually happen. 1148 00:44:30,490 --> 00:44:32,864 But no, that's not the case, I'm just coming up with them 1149 00:44:32,864 --> 00:44:34,810 hypothetically, I guarantee it. 1150 00:44:34,810 --> 00:44:37,210 OK, so the changes are, OK, we've got a nuke. 1151 00:44:37,210 --> 00:44:39,850 The nuke is 400 rounds. 1152 00:44:39,850 --> 00:44:44,900 OK, we have the maximum soldier count 1153 00:44:44,900 --> 00:44:47,370 for a rush is at 400 rounds. 1154 00:44:47,370 --> 00:44:49,517 We've seen that using my Mathematica simulator, 1155 00:44:49,517 --> 00:44:51,350 we've seen it with soldiers, I'm sure you've 1156 00:44:51,350 --> 00:44:52,870 written it yourself. 1157 00:44:52,870 --> 00:44:55,190 I mean, it's technically 200 rounds 1158 00:44:55,190 --> 00:45:00,940 if you're computing digits of pi. 1159 00:45:00,940 --> 00:45:03,440 Yeah, because, as we've said before, that 1160 00:45:03,440 --> 00:45:06,160 would mean that you have a whole lot less tabs. 1161 00:45:06,160 --> 00:45:09,040 So, that's 400 rounds. 1162 00:45:09,040 --> 00:45:15,780 The minimum distance between headquarters is 10. 1163 00:45:15,780 --> 00:45:18,780 The maximum distance between headquarters 1164 00:45:18,780 --> 00:45:24,850 is, I think we said it was 200 rounds of walking mining. 1165 00:45:24,850 --> 00:45:26,460 I think that's what we said it was. 1166 00:45:26,460 --> 00:45:29,510 So, in the current set, you're not 1167 00:45:29,510 --> 00:45:33,250 going to get a map that's 400 on the side. 1168 00:45:33,250 --> 00:45:35,010 I think the maximum we said is 70. 1169 00:45:35,010 --> 00:45:38,330 So, if it were 70 on a side, then there 1170 00:45:38,330 --> 00:45:40,370 would be exactly 70 mines between you 1171 00:45:40,370 --> 00:45:44,060 and the enemy times 5 rounds per mine is 350. 1172 00:45:44,060 --> 00:45:46,460 So that's absolute worst, worst, worst, 1173 00:45:46,460 --> 00:45:49,410 that it could possibly be and that would look like this. 1174 00:45:49,410 --> 00:45:52,010 That would be all grey, full of mines. 1175 00:45:52,010 --> 00:45:53,510 And that's just not going to happen. 1176 00:45:53,510 --> 00:45:57,140 Realistically, we're going to put in some silly path, 1177 00:45:57,140 --> 00:45:59,700 and you can just walk there. 1178 00:45:59,700 --> 00:46:01,710 So, with the current spec, the point 1179 00:46:01,710 --> 00:46:05,499 that I'm trying to make-- I mean, OK, you could add 25 1180 00:46:05,499 --> 00:46:07,290 because it'll take you a little bit of time 1181 00:46:07,290 --> 00:46:09,150 to research defusion, so you can get 1182 00:46:09,150 --> 00:46:12,470 to the other side-- but my point is that this is only 350. 1183 00:46:12,470 --> 00:46:15,950 And so, you're really only going to have 200 rounds of walking. 1184 00:46:15,950 --> 00:46:19,480 And the fact is we don't want to get that close to that number, 1185 00:46:19,480 --> 00:46:22,600 so we end up 99% of the time, right now 1186 00:46:22,600 --> 00:46:24,413 we're making it 100 rounds of walking. 1187 00:46:24,413 --> 00:46:25,871 AUDIENCE: That would be six, right? 1188 00:46:25,871 --> 00:46:28,204 Because you're moving for five rounds and then you move, 1189 00:46:28,204 --> 00:46:29,690 right? 1190 00:46:29,690 --> 00:46:32,680 PROFESSOR: OK, sure so it's six. 1191 00:46:32,680 --> 00:46:33,180 Very good. 1192 00:46:33,180 --> 00:46:40,010 So that's a six and that's a 420 + 25 = ugly, no, 1193 00:46:40,010 --> 00:46:42,350 it's a-- I don't know, it's ugly. 1194 00:46:42,350 --> 00:46:43,467 You made my diagram ugly. 1195 00:46:43,467 --> 00:46:44,050 You know what? 1196 00:46:44,050 --> 00:46:45,860 I'd rather be correct than beautiful. 1197 00:46:45,860 --> 00:46:48,240 I mean, oh, I can't have both? 1198 00:46:48,240 --> 00:46:49,310 OK, so anyway. 1199 00:46:49,310 --> 00:46:51,376 AUDIENCE: [LAUGHTER] 1200 00:46:51,376 --> 00:46:53,940 PROFESSOR: My poor diagram. 1201 00:46:53,940 --> 00:46:55,654 I knew you well. 1202 00:46:55,654 --> 00:46:56,570 Yeah so, there you go. 1203 00:46:56,570 --> 00:46:58,740 See, just looking at these numbers here 1204 00:46:58,740 --> 00:47:01,060 you can add them up and you get 730 1205 00:47:01,060 --> 00:47:02,390 and it doesn't mean anything. 1206 00:47:02,390 --> 00:47:03,950 No, I'm kidding. 1207 00:47:03,950 --> 00:47:05,660 You can see these numbers, they just 1208 00:47:05,660 --> 00:47:07,316 don't make sense for econ strategies. 1209 00:47:07,316 --> 00:47:08,440 They just don't make sense. 1210 00:47:08,440 --> 00:47:10,550 So, what we might do, and what I've 1211 00:47:10,550 --> 00:47:14,690 been telling the others I would like to do, is set nuke to 600, 1212 00:47:14,690 --> 00:47:16,230 let's say nuke were 600. 1213 00:47:16,230 --> 00:47:18,235 This can stay at-- it doesn't matter what things 1214 00:47:18,235 --> 00:47:19,610 are in absolute terms, it matters 1215 00:47:19,610 --> 00:47:21,640 what they are compared to other terms-- 1216 00:47:21,640 --> 00:47:23,780 so the soldier rush, OK, let's keep that 400. 1217 00:47:23,780 --> 00:47:28,460 The nuke is 600, let's make the maximum distance 300. 1218 00:47:28,460 --> 00:47:30,660 So now, these are changing at the same rate, 1219 00:47:30,660 --> 00:47:33,400 the nuke and the distance are changing at the same rate. 1220 00:47:33,400 --> 00:47:35,270 So nukes will be no more favored. 1221 00:47:35,270 --> 00:47:41,190 What will be favored is now it's farther to get to the enemy. 1222 00:47:41,190 --> 00:47:43,450 And you still have the same number of, maybe 1223 00:47:43,450 --> 00:47:45,057 a smaller number of soldiers relative 1224 00:47:45,057 --> 00:47:46,140 to what the other guy has. 1225 00:47:46,140 --> 00:47:47,630 So, this would favor econ. 1226 00:47:47,630 --> 00:47:49,990 If we increase nuke and the distance then 1227 00:47:49,990 --> 00:47:51,570 that will favor econ strategy. 1228 00:47:51,570 --> 00:47:54,879 And so, then I think we'll start to see 1229 00:47:54,879 --> 00:47:57,170 some more interesting games where there's just a couple 1230 00:47:57,170 --> 00:47:58,570 more encampments being taken. 1231 00:47:58,570 --> 00:48:02,130 And this competition is moving in wonderful directions 1232 00:48:02,130 --> 00:48:06,160 and it's moving that way under the fiery engines 1233 00:48:06,160 --> 00:48:07,920 of your spirit. 1234 00:48:07,920 --> 00:48:10,200 Thank you for attending the last lecture 1235 00:48:10,200 --> 00:48:12,530 and I'll be around here for questions afterward. 1236 00:48:17,630 --> 00:48:19,180 AUDIENCE: [LAUGHTER]