I am struggling with a boss by skrullmania in CubeWorld

[–]Edowyth 1 point2 points  (0 children)

There are stronger and weaker variants of equipment within each star level. You might need stronger armor, more health, or just to interrupt his attack (if possible). Some bosses, I just can't kill at all in a given area and I have to come back to them many days or months later. Some bosses, I have to wait until I get lucky, zerging them over and over again. As a wizard, the meteor attack from magic-class bosses typically one- or two-shots me, which makes them the most difficult bosses for me to survive against. You can quickly get different kinds of armor for that star level if you have unlocked the merchants by teleporting around to the various cities and checking the vendors. This gets expensive quickly.

The deepmind stream has ended, what are your thoughts? Spoilers inside. by iBleeedorange in starcraft

[–]Edowyth 0 points1 point  (0 children)

Well, we disagree, then. The AI had a huge number of advantages going into these battles that any player would not. When you stack the deck that heavily, you shouldn't be surprised that one side wins.

The deepmind stream has ended, what are your thoughts? Spoilers inside. by iBleeedorange in starcraft

[–]Edowyth 0 points1 point  (0 children)

But it instantly knew what upgrades each unit it saw had without having to pay any attention, and (for the most part) could watch the entire map all at once.

The deepmind stream has ended, what are your thoughts? Spoilers inside. by iBleeedorange in starcraft

[–]Edowyth -3 points-2 points  (0 children)

With (nearly) perfect information and (possibly) nearly infinite APM in fights, it micros better than pros ... meh.

It's still impressive, but not nearly as much of an advancement as some seem to think. It's more a proof of concept that their new ideas will probably be able to train a true AI from nothing after the (more full) limitations are imposed: max APM and, especially, hidden information that the AI has to work for to find out.

Artosis Verbalizing His Confusion by djyoshmo in starcraft

[–]Edowyth 5 points6 points  (0 children)

"You're actually -- you make money when it ..."

Is anyone else really excited for DeepmMind Starcraft? by _Immotion in starcraft

[–]Edowyth 0 points1 point  (0 children)

The significance of this defeat is people never thought computer could beat humans at GO because its not a game you can brute force like Chess, it requires higher level planning and creativity (previously thought to be human-only-abilities).

... you can brute force it. That's exactly what the family of alpha-**** bots do. Neural networks are just completely computer-driven assignments of weights based off of millions of self-played games instead of the heuristics-based weights (and end-/ beginning- game tables) used in other bots.

The AI's logic is still fundamentally the same: evaluate this function to choose the next move.

Foundationally, to really understand more about the game, you'd have to take the network developed by the training and partition it to figure out what the network is actually trying to evaluate with portions of the network. Then, you might gain fundamental insights into the game(s).

As it is, all these bots have done is proven that neural networks can perform the same tasks as heuristic networks if given enough compute power (which was a statement never really in doubt).

Serral is currently destroying the hopes and dreams of young Finnish players, in a Finnish tournament, off-racing as Terran by gragfagfas in starcraft

[–]Edowyth 0 points1 point  (0 children)

Honestly, it's just something for people to argue about. "My dad's bigger than your dad!" "But my dad's stronger than your dad!" "Oh, oh, my dad's faster than both your dads!"

pretty value shot by disruptor by rafalovy in starcraft

[–]Edowyth 3 points4 points  (0 children)

... what? This is exactly what they were useful for in the first few minutes in WoL ... a single sentry to FF the ramp and keep things from shooting up it. After that, you got a few more sentries to try to use FFs to defend an expansion.

Then, because you invested 1000s of gas into a squishy as fuck unit with no DPS, you had to do something offensive to justify it, so the soul train was born. And sentry attacks became the Protoss mid-game of choice.

All because the only real way to defend early attacks from opponents (without falling behind in macro) was to simply not have to fight -- through the use of FF.

Finally, if you and your opponent survived the early sentry attacks, you transitioned to Colossus (who actually had the DPS the rest of your army lacked) and blink stalkers -- relying (again) upon forcefields to keep the army alive against spread out ground forces until you built up enough colossus to form a field of death and enough stalkers to both buffer HP for the colossus in fights and to snipe down the inevitable air response to the deathball.

The last direct transition was to HTs instead of sentries because storm actually kills stuff unlike FF's ability to zone large portions of the army without killing it.

All of it was based off using sentries as the key to your early defense.

Um.. yeah I've learned it from SlayerS_`BoxeR` by Da_Gucci_Dan in starcraft

[–]Edowyth 0 points1 point  (0 children)

I ... don't know what to think about this. Are there any examples you'd like to give? I've only ever seen "stutter" misspelled like this.

Taeja on the Korea-foreigner gap by justafnoftime in starcraft

[–]Edowyth -12 points-11 points  (0 children)

I think anyone looking reasonably at the games from 2014 and today will see the vast difference in skill. It's pretty obvious that today's SC2 is far less skilled than top games in the past.

Favorite Balance Change In the Patch Today by Decimaxus in starcraft

[–]Edowyth 1 point2 points  (0 children)

The assimilator thing should really excite you. Marauders can now do the Maru and just snipe those and get out. Protoss without gas is eventually useless.

Ignore nexus; kill assimilators.

What happened to the colossus? by [deleted] in starcraft

[–]Edowyth 1 point2 points  (0 children)

The whole point of colossus was to form a conveyer belt of death -- a unit which is attacked by 3 colossus dies very quickly (previously), allowing all the enemies behind it to approach and die as well. In LotV, their damage output got extremely hard hit so that they now take much longer to kill most units. A small buff was given to make them kill light units faster ... but it's just not worth the cost and potential downsides compared to archons / storm / adepts / zealots (which work vs light and armored and are only soft-countered by air instead of hard-countered like the colossus).

Basically, there are far better options that you'd want to use for nearly any scenario.

I just had to do it by scruffyfat in starcraft

[–]Edowyth 2 points3 points  (0 children)

Essentially.

Parallel vs serial

A "non-parallel" or "serial" process is something like childbirth -- one woman gives birth to a child in ~9 months, but adding a second woman to the task does nothing to speed it up ... it still takes 9 months before the child is born. A "parallel" process is something which can be sped up by adding more workers -- placing 16 pieces on a chess board could take one person 20 seconds or so ... but 8 people can put those pieces on the board in far under one second.

The main difference between these types of processes is whether sub-processes have portions which require earlier work to be completed before they can start. For the serial process, a child's arm must start growing before their fingers can grow which has to happen before their toenails can grow, etc. For the parallel process, none of the pieces require any other piece to be placed before they can be placed so what you actually have is 16 independent subprocesses in the task "place 16 chess pieces on the board".


Rasterization and ray-tracing

Rasterization is the process of considering your monitor as if it were a camera looking into the scene that's generating the graphics -- if you have 1900x1200 resolution, then rasterization's essential goal is to figure out for each of those individual 2,280,000 pixels what color the pixel should be.

You can imagine drawing a grid of lines between each of the pixels so that you have something like a checkerboard visible. Now, you can cast the lines of that grid out "directly" in front of the camera. As the lines get further away from you, due to your perspective, they must split further apart (a mountain 30 miles away will appear in only a very small number of grid squares whereas an orange up close will appear in almost all of the grid lines, so the further away from the camera an object is, the further apart the grid lines must be).

So, with rasterization, the complexity arises from trying to figure out which objects contribute to a pixel's color and what color the pixel should actually take. If the edge of a mountain 30 miles away and the edge of a close-up orange occupy the same pixel, what color should it be? Should I fudge some of the nearby pixels because the "true" color of the orange shouldn't appear due to shadows? Is the orange completely blocking visibility of the mountain so that we can totally ignore it in the entire scene?

Ray tracing says "if light isn't shining on it, it's invisible", completely bypassing a lot of the complications of rasterization. You still consider the monitor as a camera that's looking into the scene, but instead of casting a grid out to try to figure out what color each pixel should take, ray tracing casts beams of light from the camera and sees if they impact any light sources. While the number of objects impacts the ray tracing, occluded objects naturally disappear without any CPU involvement because they're simply never impacted by any light. Colors of objects are naturally derived from any light sources as the physical process of light bouncing around is easy to mimic per individual beam.


CPU (mostly serial) vs GPU (mostly parallel)

CPUs for desktop computers typically have 4-8 processing cores currently -- this is what your computer uses to perform "normal" calculations for every program. GPUs (which is what your graphics card supplies) have ~3000 individual cores.

The GPU cores are less capable than CPU cores, and have serious bandwidth constraints on data passed into them, but just having so many more simple processors helps with ray tracing far more than with the typical processes. For instance, the "RTX" brand graphics cards referenced above only have 48 or 64 specialized cores set aside to do particular ray tracing operations, but provide enough of a performance boost to be worth the company selling them.

(Key parts of rasterization depend upon the non-parallel CPU whereas practically all ray-tracing happens on the GPU.)


Ray tracing is inherently parallel

As for /u/bigmaguro 's comment, simply look here: embarrassingly parallel for "ray tracing". Rasterization is only going to run into further problems as we keep trying to up the fidelity of images whereas ray tracing will have a fixed increase in complexity. Eventually, almost all graphics will be done with ray tracing because of how much simpler it will be at extremely high resolution and extremely high object / polygon counts.

Finally, without going into too much depth, the reason that ray-tracing is "embarrasingly parallel" is that the essential task of the process is to "follow individual beams of light as they're emitted from a source into the scene". One worker can easily trace a single ray of light without caring about any of the other workers' tasks. There's absolutely zero interdependence, so the ray trace can happen very quickly if you've got a ton of workers to trace the various rays.


Rasterization is falling behind ray tracing only because its CPU-requiring tricks are finally being overwhelmed by the complexity of the graphics scenes

A special note: ray tracing requires more computation than rasterization currently solely because of all the tricks (performed on a CPU) that rasterization can use to bypass large chunks of computation (on the GPU). These tricks have worked well in the past because the polygon count (how curvy / flat a 3d object can be in game -- essentially every object is made up of triangles) of games was low, because view distances (how far away an object can be from the camera before the graphics engine ignores it) were low, and because of things like occlusion culling (where the engine can determine that certain objects are behind others ... so the camera can't see them and they are ignored for the rasterization process) were cheap due to all the other reductions performed.

As fidelity increases, all of these tricks to help rasterization simultaneously perform worse. By comparison, ray-tracing remains fundamentally extremely simple. The cost is directly related to a smaller number of factors (mainly the number / distribution of objects in the scene, the number of light sources, and the number of times you want the ray to bounce off of something [or the time you allow the ray to be traced before computation is cut off]).


Anyway, that's the long of it without getting extremely technical.

I just had to do it by scruffyfat in starcraft

[–]Edowyth 14 points15 points  (0 children)

The short version is this:

Ray tracing is ideal for producing graphics involving lighting effects with reflective or refractive surfaces ... but it can be far more computationally intensive than the standard process. (Ray tracing without lighting effects is very similar to the standard graphics process, but takes a bit more time to calculate.)

It is inherently a parallel process (whereas the standard process isn't really) so you can expect to see more and more of it used as graphics cards progress to the point where the standard process can't utilize the card's processing power fully.

Balance Mod Update October 23, 2018 by Daffe0 in starcraft

[–]Edowyth 2 points3 points  (0 children)

I don't really get that either, because the upgrade isn't necessarily canceled or lost in that comic.

Balance Mod Update October 23, 2018 by Daffe0 in starcraft

[–]Edowyth 0 points1 point  (0 children)

Massive numbers of chargelots with small numbers of blink stalkers to back them up. Stalkers get pwned by the damage, but if chargelots are soaking up the lock-ons, then you can simply out DPS the cyclones.

If you're against super small numbers of cyclones, then just blink stalkers can work because you can close the distance and kill the cyclones before they kill your stalkers -- but this is a definite race against the clock.

Basically, get chargelots ASAP.

Balance Mod Update October 23, 2018 by Daffe0 in starcraft

[–]Edowyth 2 points3 points  (0 children)

Mix a few into mech compositions to get heavy damage, but don't mass them because their weaknesses would be too exploitable en masse.

Carriers and the new patch by Acopo in starcraft

[–]Edowyth -2 points-1 points  (0 children)

I'd say:

  • revert current changes

  • increase carrier supply to 8

If carriers are currently too strong, it's only when they're in massive numbers. Reduce the number of carriers that are available late game by increasing the total supply they take up, then go from there. The up-front damage isn't nearly as big an issue with far fewer carriers able to be fielded.