UC Berkeley StarCraft Class, Week 5

We started out this week briefly talking about a problem from the homework about marines and medics. If H is the hit points of a marine, t is time, and B is the rate the marines take damage over time, then
H - Bt is the hit points of the marine. Set that = 0 for when the marines die and we can solve for t = H/B.
Meanwhile, let A be the rate at which medics heal marines. H - Bt + At is the equation for marine hit points in this case. Again set to 0 and solve for t to get t = H /(B-A).
The ratio of these two cases (marines only vs marines + medics) is proportional to B /(B-A). Looking at the limits, you can see that as A approaches B, the limit goes to infinity, meaning that marines never die. If A = 0.8B, a value reasonable to achieve in actual gameplay, then the limit shows that marines live five times longer. I think the non-math way of saying this is, "against Zerg, use marines + medics." Zerg units (because they have low hit points) can get rocked really bad by marines that live longer, and in some cases, can't even keep up with medic healing.
Economy
First consider an idealized form of the in-game economy, and the exponential growth it has. Imagine you build probes as fast as you can, and then build a new nexus at every earliest opportunity. You do this because building new nexuses (nexi?) is the only way to increase the rate you can produce probes.
If P(t) is the number of probes you have over time, then the rate of change, d/dt of P(t), is proportional to N*B, where N is the number of nexi and B is your rate of building probes. Also, d/dt of P(t) is proportional to P, the number of probes you have. Or at least I think that's what Professor Feng meant here. Solving these differential equations yields P(t) = A0eN*B*t, an exponential graph.
We then saw an example of of this in action on a ridiculous map called "fastest" which starts with your nexus so close to the mineral patch, that the probes have no travel time. By building only probes, then nexus, then probes, then more nexus, etc as fast as possible, you could see the explosive growth of the income. Of course, there are limits here. You can have only 200/200 supply, each mineral patch has limited number of minerals, lots of probes cannot simultaneously mine a mineral patch, etc. Also, you can't have fractions of a probe mine, and you can't spend 25 minerals to build only half a probe, so the idealized exponential graph is not exactly right, but we can start with it to approximate the real state of affairs.