• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:02
CEST 08:02
KST 15:02
  • 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
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2312Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Syncronization issues and can't find games Bot on ladder BGH Auto Balance -> http://bghmmr.eu/ PLAYzone Challenge - open offline tour in Prague NaDa's Body
Tourneys
[ASL22] Ro8 Day 2 [Megathread] Daily Proleagues [IPSL] IPSL is Back With Winter 26-27! PLAYzone Challenge - open offline tour in Prague
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne EVE Corporation Nintendo Switch Thread Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14585 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
The PiG Daily
22:30
Best Games of SC
ByuN vs Rogue
herO vs SHIN
Serral vs TBD
Clem vs TBD
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 363
StarCraft: Brood War
Britney 4651
Zeus 1921
sSak 348
actioN 181
sorry 51
Dota 2
NeuroSwarm203
League of Legends
JimRising 672
Super Smash Bros
hungrybox794
Mew2King164
Other Games
summit1g9861
WinterStarcraft497
C9.Mang0355
Sick179
Livibee128
ArmadaUGS37
Organizations
StarCraft: Brood War
Afreeca ASL 434
Other Games
gamesdonequick284
[ Show 13 non-featured ]
StarCraft 2
• Letter148
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2175
League of Legends
• Rush1222
• Lourlo1013
• Stunt260
Upcoming Events
CranKy Ducklings
3h 59m
WardiTV Invitational
4h 59m
SHIN vs MaxPax
herO vs HeRoMaRinE
ByuN vs Classic
Clem vs Rogue
AI Arena Tournament
10h 59m
BSL: Ladder Tournament
12h 59m
GSL
1d 1h
Yamato Cup
1d 8h
BSL Open Qualifier
1d 12h
BSL Open Qualifier
1d 12h
Replay Cast
1d 17h
Afreeca Starleague
2 days
Soma vs Jaedong
[ Show More ]
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Leta vs Soulkey
PiGosaur Cup
3 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
5 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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.