Replay analyzer fails to catch or misinterprets certain commands

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Alacar

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Jun 26, 2013, 10:06:49 AM6/26/13
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I have noticed that the display actions area of the replay analyzer is not entirely accurate.  It will sometimes fail to catch that a unit was built or list that multiple units were made/queued when it was really only a single unit.  I haven't looked into how often this occurs but I noticed it when looking at the first reaper made during a standard Terran opening.

  • 2:47 Spineropolis Upgrade to Orbital Command (Command Center)
  • 2:47 Spineropolis Hotkey Select 3
  • 2:49 Spineropolis [Failed] Train Reaper
  • 2:49 Spineropolis [Failed] Train Reaper
  • 2:49 Spineropolis [Failed] Train Reaper
  • 2:49 Spineropolis [Failed] Train Reaper
  • 2:49 Spineropolis [Failed] Train Reaper
  • 2:49 Spineropolis [Failed] Train Reaper
  • 2:49 Spineropolis [Failed] Train Reaper
  • 2:49 Spineropolis Select SCV (102d4), Deselect all
  • 2:49 Spineropolis Right click; target: x=28.38,y=113.32
  • 2:50 Spineropolis Right click; target: x=29.19,y=112.21
  • 2:50 Spineropolis Right click; target: x=29.17,y=112.96
  • 2:50 Spineropolis Right click; target: x=29.38,y=113.66
  • 2:53 Spineropolis Build Supply Depot; target: x=29.00,y=114.00 
A reaper was produced at 2:49 although all that was recorded were failed attempts.  I typically filter out failed attempts so I can keep a tally on how many units have produced at specific points in a game.  The program missing this makes that use of the system impossible.

  • 2:22 Despiron Train SCV
  • 2:26 Despiron Halt (on unit)
  • 2:45 Despiron Build Supply Depot; target: x=131.00,y=120.00
  • 2:53 Despiron Upgrade to Orbital Command (Command Center)
  • 2:53 Despiron Upgrade to Orbital Command (Command Center)
  • 3:01 Despiron Train Reaper
  • 3:02 Despiron Train Reaper
  • 3:21 Despiron Raiser Supply Depot (Supply Depot)
  • 3:23 Despiron Train Marine
  • 3:29 Despiron Train SCV
  • 3:44 Despiron Train SCV 
In this game only a single reaper was produced/queued at 3:01/3:02  The analyzer seems to think there were two.



I have attached the two games in question.  As I said I haven't looked into how widespread this issue is but if the system is failing to catch single units being produced I imagine it utterly falls apart as macro starts kicking in.  The reason I am even looking into this is because I am attempting to create a massive build order flowchart.  I want to map out all of the common builds and use that data to optimize the possible counters and scout times for each.  I need to collect data on when in a game structures, units and upgrades are produced.  It doesn't have to be down to the exact second but I'm looking to stay within 0:05-0:10 blizzard seconds of their actual time.  I have been doing this by hand but it is incredibly time consuming and tedious. I have turned to SC2gears in hopes of speeding up that process.  If you know of an alternative way to gather specifically that information that would be incredibly helpful.

- Alacar







Akilon Wastes (161).SC2Replay
Derelict Watcher TE (117).SC2Replay

András Belicza

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Jun 26, 2013, 10:22:18 AM6/26/13
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Hi,

Sc2gears lists the actions sent by players. These actions are recorded by SC2 itself, Sc2gears only displays them without alteration.
FAILED flag indicates the user spammed the actions, which doesn't mean all of them failed.
The lack of the FAILED flag also doesn't mean all of the actions are executed eventually. This is unfortunate, but SC2 does not record enough information to tell which actions get executed eventually. Telling that requires the game engine.



- Alacar







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Steven Sotok

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Jun 26, 2013, 10:35:19 AM6/26/13
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Ah I see that makes sense.  You didn't offer an alternative method to finding the information I am looking to use in my flowchart so I assume you couldn't think of one.  In light of what you have said about how initial actions are recorded do you know if there is a trigger for when a unit, building or upgrade finishes that is also recorded?  Like is there some trigger for units moving from +1 attack to +2 or a unit completing? If I could get a hold of that information from a game I could easily find out the start times and precise unit numbers working backwards.

- Alacar


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Alacar

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Jun 26, 2013, 10:49:59 AM6/26/13
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Also on an unrelated note what is the purpose of the Resource Spending Rate tab?  I get what it is presenting information wise.  I'm just not sure how it is useful for improving a persons play.  When I clicked on it I expected it to be an SQ type calculation that compares your average unspent resources to your income.

Alacar

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Jun 26, 2013, 11:07:41 AM6/26/13
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Oh and also within the actions area there are blank select lines.  What are these and can I filter them?  They say the players name and have the blue/transparent box pictured but no other information.

András Belicza

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Jun 26, 2013, 3:31:40 PM6/26/13
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Starting from replay version 2.0.8 Blizzard included many extra information that are the result of the game engine computation. These info do tell you what units are created for example. The current version of Sc2gears does not parse these new data included in the replays, but I'm working on utilizing them.

Resource Spending Rate basically shows how uniform the players spend their resources. If you're good, you should basically spend your money as it flows in. If you see fluctuations, that means you don't spend your resources as you could have. Of course there are exceptions (for example when you wait for the Spire to complete and you spend all your banked money on mutas).

The blank select lines are most likely Select actions whose format are not completely handled by Sc2gears (meaning Sc2gears could not parse all recorded info in the replay). This is also being improved.


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Steven Sotok

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Jun 26, 2013, 9:49:31 PM6/26/13
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Good to know.  I'll just have to keep grinding things out by hand for now.  Hmm maybe I can get some other people involved and crowd source some of the work.  Anyway, thanks for the quick replies and all of the work you have put into this program.  It's absolutely incredible. 


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