• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:23
CEST 08:23
KST 15:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL, and the Limitations of Standard Play0Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)49ZeroSpace at Steam NextFest - Last free demo25Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) take on 5.0.16 ?Bug in new patch ByuL, and the Limitations of Standard Play Daily SC2 Player Grid - feedback wanted
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28) Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
STARCRAFT MOVIE - Last Night at the Command center Fact based Zerg Upgrade Tier List BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Battle cruiser feet vs Carrier fleet
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Rogue Command ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7199 users

Solving Starcraft - Page 2

Blogs > FiBsTeR
Post a Reply
Prev 1 2 3 Next All
EnigmaZero
Profile Joined May 2010
United States56 Posts
June 21 2010 05:10 GMT
#21
On June 21 2010 13:31 spencer wrote:
solutions for the game theory puzzles
+ Show Spoiler +

[1] every strategy player 2 can use, player 1 can use as well, since for player 1's first move, he can move a knight out and then back to its original position; in other words, player 1 can restart the game, except now the player positions are reversed. so if player 2 has a forced win, then so does player 1, which means player 2 doesn't have a forced win after all.

[2] second. whenever player 1 places a quarter, say in some spot S, you should place a quarter in the spot that is diametrically opposed to S on the table. to see that you will never lose with this strategy, note the following invariant: after you have placed your quarter (on any move), you can spin the table 180 degrees, and the pattern of quarters on the table will not have changed. so if player 1 places a quarter in spot S, then spot S+180 degrees must be free as well ("undo" player 1's last move -- the quarter in spot S -- and apply the invariant)


For the 2nd one, what if player 1 places the quarter in the exact center of the table?
Malgrif
Profile Blog Joined March 2010
Canada1095 Posts
June 21 2010 05:14 GMT
#22
if you restrict the term perfection solely to the realm of the game itself, then it could never be understood by us loL.(OMG GOD?)
for there to be pro there has to be noob.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
June 21 2010 05:14 GMT
#23
I just want to say that you are wrong about rock paper scissors being like flipping a coin. Playing random is only the optimal strategy under certain assumptions about the way your opponent plays. Let me give you a very simple example to show this: suppose you play against someone who plays rock 100 times in a row. What are you going to choose for your 101st move? You can exploit your opponent's play in rock paper scissors when your opponent is playing suboptimally (like your brother probably would be).

For starcraft, don't worry about it being solved. It's insanely high dimensional and some dimensions are infinite. This means that the same techniques used to "solve" checkers are not applicable to solving starcraft, and furthermore the vast majority of learning algorithms aren't feasible for it.
VeRy
Profile Joined June 2010
United States17 Posts
June 21 2010 05:31 GMT
#24
You clarified your operative definition of "perfect play" and addressed the issue of lack of information in your replies to other peoples' posts.

On June 21 2010 13:01 FiBsTeR wrote:

Sorry for the confusion: let's say that perfect play in this context does not have to be humanly achievable, or even achievable by computers. Let's define it simply as a strategy that is (1) allowed by the rules and restrictions of the game (not the players) and (2) maximizes the probability of winning, no matter the play of the opponent.

The lack of information is precisely the reason why we might even consider that perfect play revolves around percentage builds. If the two players had vision of each other then of course there would be no such thing as percentage builds.


My understanding of your premise is that every action each player performs maximizes that player's probability of winning. This begs the question of how these players calculate the probability of success for every possible action. Even if the players can solve some formulas to arrive at these probabilities instantaneously, it is important to understand how they found said formulas.

e.g.
f(x1,x2,x3,...,t) = A
where x1, x2,x3,... are pieces of available information and t is time and A is the action which maximizes probability of victory.

Given the lack of knowledge of the opposing army's position/size/composition, such a formula would not necessarily output the same action that an equation based on full knowledge of such details would output. Similarly, different equations based on incomplete information would also yield different results. How would one choose the proper equation? Would it be based on prior statistical performance of that equation? How would one know if a successful equation fits into this definition of "perfect?"

If we write these equations, they have to be based on our human understanding of the game of StarCraft. If our understanding of the game is imperfect or if we hold some bias, can we write an equation which tells us the "perfect" action?

This is definitely an interesting and thought-provoking article.
Whoa! Hello! BINGO!
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
June 21 2010 05:31 GMT
#25
I would more compare Starcraft to poker than chess. There is always this luck factor / mind game aspect that a computer can't do properly.
ॐ
Clerseri
Profile Joined June 2010
Australia150 Posts
June 21 2010 19:49 GMT
#26
To those interested in these questions, this is a fantastic article by Kasparov about Deep Blue and the 'solving' of chess. He's actually a very articulate and interesting writer.
http://www.nybooks.com/articles/23592
Fantasy will be the next big thing in SC2.
ella_guru
Profile Blog Joined August 2009
Canada1741 Posts
June 21 2010 20:22 GMT
#27
try telling it to these guys
http://www.worldrps.com/
Each day gets better : )
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
June 21 2010 20:30 GMT
#28
On June 22 2010 05:22 ella_guru wrote:
try telling it to these guys
http://www.worldrps.com/


that guy must be pretty good at interpreting body language
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
ella_guru
Profile Blog Joined August 2009
Canada1741 Posts
Last Edited: 2010-06-21 20:34:52
June 21 2010 20:33 GMT
#29
lol omg this is great

http://www.worldrps.com/index.php?option=com_content&task=view&id=256&Itemid=37





7 - When All Else Fails Go With Paper


Haven't a clue what to throw next? Then go with Paper. Why? Statistically, in competition play, it has been observed that scissors is thrown the least often. Specifically, it gets delivered 29.6% of the time, so it slightly under-indexes against the expected average of 33.33% by 3.73%. Obviously, knowing this only gives you a slight advantage, but in a situation where you just don't know what to do, even a slight edge is better than none at all.
Each day gets better : )
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
June 21 2010 23:40 GMT
#30
On June 21 2010 12:42 Avidkeystamper wrote:
I remember in the thread which asked which race would win if played perfectly, a response was that the protoss could use their initial four probes and always micro and outrange the other two races to win.

I think I said that in an aka.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
June 22 2010 00:16 GMT
#31
On June 21 2010 12:28 Hidden_MotiveS wrote:
Someone asked this question on another thread long ago. Don't feel like finding it, I remember one response went something like "If a perfect terran played a perfect protoss, then the protoss would always stay out of range of the terran and the terran would always use his tank's superior range to hit the toss" effectively a shield and spear conundrum.

uh...? That analogy doesn't even work in SC. If anything, I'd expect Terran to win because he can perfectly lay mines and spread tanks and perfectly micro his units to never overkill and avoid friendly fire when possible.
Writerptrk
TaaiJoeng
Profile Blog Joined June 2010
Hong Kong164 Posts
June 22 2010 00:26 GMT
#32
On June 21 2010 12:20 Half wrote:
Until humans learn how to do this, Starcraft will never be solved.





What...the...
...but the parasites say NO!
gyth
Profile Blog Joined September 2009
657 Posts
Last Edited: 2010-06-22 01:21:10
June 22 2010 01:20 GMT
#33
For the 2nd one, what if player 1 places the quarter in the exact center of the table?

Or covering the center, but not centered.
I think you'd want to go first and cover the center.
The plural of anecdote is not data.
kzn
Profile Blog Joined June 2007
United States1218 Posts
June 22 2010 01:31 GMT
#34
All games can be "solved" in theory. Granted, the number of discrete game permutations might rapidly exceed the number of atoms in the known universe, and then you're never actually going to see 'solved' play, but it is a tautological truth that there exists perfect play for any game you want to name.

With regards to SC, you're not going to see perfect play until strong AI is developed (and is pointed at SC, which is itself unlikely). The physical limitations of human players enforces a hard APM cap at some point, and unless the game is such that beyond that cap no extra APM can be effective, humans will never be able to reach perfect play.
Like a G6
pikaaarrr :3
Profile Blog Joined January 2010
United States593 Posts
June 22 2010 01:34 GMT
#35
On June 21 2010 11:47 FiBsTeR wrote:
+ Show Spoiler [Addendum] +

After talking about "solved games" and "perfect play", I feel obliged to post some game theory related problems. If anyone else has any good ones, please post them!

[1] Consider a game called "double chess" in which the rules are all the same except each player is allowed two moves per turn. Prove that the second player cannot force a win.

[2] There is a circular table and a large pile of quarters. You and a friend take turns placing quarters on the table, such that no two quarters overlap. A player loses if he/she cannot place another quarter on the table. Do you want to move first or second?


Can't both of those be solved by the strategy-stealing argument?
Count9
Profile Blog Joined May 2009
China10928 Posts
June 22 2010 03:47 GMT
#36
thought there were no god algorithms for games without perfect information, probably why denying a scout is so pivotal
datscilly
Profile Blog Joined November 2007
United States529 Posts
June 22 2010 04:33 GMT
#37
I agreed with the attitude of the OP. Not everyone understands what it means to "solve" a game; OP gets it, and asks the interesting question of whether SC can be solved.

There is a difference between solving a game of complete information (also called perfect information), like chess, and solving a game of incomplete information like Starcraft. A popular misconception is that games that have incomplete information can't be solved. or that it can't be solved if it contains random factors like rolling a dice, or miss chance. A game of incomplete information can be solved, and the solution is a mixed strategy.

Another issue is that unlike chess, we still do not know the complete rules of the game as of now. For example, when Marines shoot, they have random cooldown. What are the possible cooldown values, and what is the probability of each? Also, we are not completely sure of the miss rate shooting up cliffs: is it 50%? 55%? Another question is unit pathing and how exactly do units move. Can units move every which way, or are there only eight directions that units can move in? This game is played through software which is proprietary, and contains secrets. Until we unlock those secrets, we can't begin the work required to solve it.
29 fps
Profile Blog Joined March 2008
United States5725 Posts
June 22 2010 05:12 GMT
#38
i never knew that connect four was solved....

in chess, the map never changes. and you can see your opponents' moves and react accordingly.

in sc , maps always change. and you cant see your opponents' armies
4v4 is a battle of who has the better computer.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2010-06-22 06:38:13
June 22 2010 06:05 GMT
#39
It's not just the incomplete information which is a luck factor, there's actually tons of luck factors...
Three/four of my "favorite" ones:


Path finding plus splash damage
Send in a group of 12 zealots into 10 siege tanks multiple times and watch how every time there's a slightly different outcome (number of units left standing or amount of damage taken).
Or do the same attack from a slightly different angle and watch how due to path finding and luck with splash damage the outcome is different as well, because some zealots might clump together a bit more or not and therefore take more damage or not.
Or just watch how completely luck-based spider mines are. Terrans spam them everywhere, and how much damage they do (or don't do) over the course of the game makes a huge difference in TvP. And this is not just "they do a lot of damage when P doesn't see them". It's also their path finding issues, plus the path finding of the P units (are a few zealots clumped together (= more damage taken, more zealots lost) or not).
And of course there's the famous luck unit, the reaver. Its scarabs are ridiculously luck-based. And when attacking from some "unfavorable" angle he might not shoot at all but instead run into the target (should be a well-known situation vs. sunken colonies or cannons).

Reliance upon units or abilities which can be dodged
This is especially true in ZvT for the Z. There are at least 2 occasions where this happens:
1. Using swarm offensively against a group of M&M, then running in with lings/lurks. The Z is actually relying on the fact that T has so much to do multitasking-wise that he won't be able to react just in time before the majority of M&Ms die inside the swarm. This works well for the Z, and if this weren't possible, ZvT would be even more imbalanced.
2. Using a small group of lurkers against a small group of M&M.
If T could play perfectly, no lurker would ever hit a marine or medic because all lurker spines can be dodged. However, lurkers are the primary counter/defense against M&M (until ultras come into play later on). This means that with near-perfect play, Z would have no counter against M&M in midgame. Thankfully for the Z, that is not possible, so lurkers are still useful -- but a significant change in gameplay already happened. Lurkers were used much more offensively in mid-game just a few years ago. It was common back then to attack a T army in mid-game with a ling/lurk army.
These days, lurkers are mainly used defensively (especially at choke points) where their attacks can't be dodged and thus they can be used effectively. We all know that with current skill levels, a Julyzerg style play from 2005 or so with ling/lurk in midgame can't be played anymore because Ts are able to dodge lurker spines, spread marines and just rape *any* amount of lurkers in midgame on slightly more open terrain. So there's almost no other choice than to rush to hive for defiler/ultra and just use those lurks defensively. Which is a bit sad because ZvT got even more streamlined.
Sure there are possible timing attacks or situations where T is at such a disadvantage mid-game so lurk/ling can still work, but in general it doesn't and Z desperately needs to go hive quickly.

Mutas vs irradiate
This one belongs to the category above, but deserves a category on its own because it's so ridiculously luck-based. Imagine the following situation: Z went for a lot of mutas, T gets his first vessel out with irradiate researched. T irradiates one muta from the stacked group. Now, two things might happen (provided that the Z is currently paying attention to the mutas) and it's completely luck-based what will happen:
a) Z is able to find that muta fast and move it out of the group => Z doesn't lose a single muta and thus T is at a heavy disadvantage because their primary counter vs. mutas in midgame didn't work
b) Z isn't able to find/select that muta fast and move it out of the group => Z loses a ton of mutas and is at a heavy disadvantage because the mutas got countered "perfectly" (by chance)

Constantly changing maps
Maps always change, and thus it's impossible for players to memorize all possible timings for cheeses or attacks on every single map, so there will always be some timing attacks which work against your build, and you can't do a thing except learn from that timing attack after your loss and prevent it from happening the next time.
Build orders also slightly change, and what was the best build order on map A might not be the best choice on map B, but if it's a new map you probably haven't played it enough to really try out all the different build orders and set up an accurate list of pros/cons.


And of course there are lots more examples.
Usually, one or two situations like that where things simply don't work out well for you aren't really game-deciding, but small disadvantages here and there quickly add up to a big disadvantage.

Until those things (and more) are solved, SC will remain a game influenced by luck NOT JUST because of incomplete information or things like one player being in a bad shape, but also because of game mechanics which you can't change and which might work against you.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2010-06-22 06:50:08
June 22 2010 06:48 GMT
#40
IMO ZvT would be impossible for the reasons listed above.

Marines would be able to rape mutas because mutas can only shoot foward and the marines in front of the mutas just need to run and the rines from other directions can shoot them down without getting hit. Stimmed rines are faster than mutas too.

Lurkers are useless for the said reasons

Wraiths would be able to kill anything and everything. They have longer range than hydras and longer range than mutas. Cloak isn't even needed with that kind of range. The only way to stop perfect wraiths would be to make a bunch of spore colonies and give map control to the T.

As for TvP, seige tanks would rape everything. Know how the smart ai for tanks in SCII make them totally destroy everything? Now they have 70 damage. And up to 85 damage. Each tank can manually target and destroy the Protoss ball easily.
TL+ Member
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft685
Nina 136
SortOf 119
StateSC2 47
StarCraft: Brood War
Rain 4006
GuemChi 2970
Tasteless 197
Yoon 94
Aegong 55
Icarus 7
Dota 2
Fuzer 35
LuMiX1
Counter-Strike
summit1g7400
Coldzera 1148
Super Smash Bros
hungrybox529
Mew2King71
Other Games
Doublelift551
ViBE150
Happy106
RuFF_SC27
Organizations
Other Games
gamesdonequick629
StarCraft: Brood War
UltimateBattle 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH112
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush926
• Stunt729
Upcoming Events
The PondCast
3h 38m
OSC
10h 38m
Douyu Cup 2020
22h 38m
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 9h
Douyu Cup 2020
1d 22h
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
2 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
3 days
BSL22 NKC (BSL vs China)
4 days
[ Show More ]
Online Event
4 days
RSL Revival
4 days
RSL Revival
5 days
WardiTV Weekly
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.