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Fair enough, once you start needing to path many units at a time (where their movements can potentially conflict with each other), then it starts to sound a lot more like circuit routing.



Maybe but it's more traffic - ten units can find Independant paths to a goal. If paths intersect on a pcb you must reroute. If the units paths intersect t one waits till other moves then continues.

Maybe it's too simplistic but in the vein of the outrageous hack I like it.


I think that's basically what SC1/BW did. There was a professional game last year[1] where one player (Jaedong, probably the best Zerg at the end of BW) had one unit blocking a ramp in his base, and something like 30 hydralisks stacked up behind it. He was attacking the enemy so he didn't notice at first and I think he probably lost his main army but then found a huge second army that had been stuck and just rolled the poor guy.

[1] http://www.teamliquid.net/blogs/viewblog.php?topic_id=306999




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