• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:03
CEST 15:03
KST 22:03
  • 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: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
SC4ALL: II SC2 Complete Invited Player Lineup6StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)67Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2316
StarCraft 2
General
SC4ALL: II SC2 Complete Invited Player Lineup StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) Back to SC2 after 14 years - Protoss CTRL groups? How do you feel about the mass reverts in the 5.0.17 PTR? October World Ranking: herO stays #1, ByuN returns
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
BW General Discussion Bot on ladder Sagi.gg Launcher Released Fantasy returning? BSL Season 23
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 4 2v2v2v2 Tournament [ASL22] Ro8 Day 3
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
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
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
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
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: 9554 users

Neural networks

Blogs > Qzy
Post a Reply
1 2 Next All
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-09-17 13:20:14
September 17 2010 13:16 GMT
#1
Teamliquid community is pretty smart..

Does anyone understand neural networks and how they work with multiple layers? Got a bunch of questions for it, to even being able to understand it slightly - most scientific texts on neural networks are very strong in math, but not doing a good job explaining what the... is going on.

TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2010-09-17 13:28:38
September 17 2010 13:28 GMT
#2
You should try the TL manpowerthread http://www.teamliquid.net/forum/viewmessage.php?topic_id=84245
Glacierz
Profile Blog Joined May 2010
United States1245 Posts
September 17 2010 13:34 GMT
#3
Why not start from Wikipedia
ZBiR
Profile Blog Joined August 2003
Poland1092 Posts
Last Edited: 2010-09-17 13:43:56
September 17 2010 13:42 GMT
#4
It depends on what type of network you have, but in the most basic version, each neuron receives signals from each neuron of previous layer, multilies each one by it's specific weight (each neuron has different set of weights for the signals from previous layer, usually it's the changing weights that are considered the learning element in a network) and sums them, then operates on that summed signal and sends the result to each neutron in the next layer. Simple
meeple
Profile Blog Joined April 2009
Canada10211 Posts
September 17 2010 14:03 GMT
#5
You should go ahead and ask the questions... and state what exactly you don't understand or what you do understand about them and you'll have a much better chance of getting a real answer.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-09-17 14:27:39
September 17 2010 14:16 GMT
#6
Thanks for already answering.

Okay here's a few questions.

I get the basics of it - but ...

How many neurons should you use, with 2 inputs? Do you HAVE to use 2 neurons in the hidden layer, or can you simple use 1? Can you use 5? What's the benefit for using less/more?

You can have more hidden layers - but with what benefits? Should it have the same amount of neurons as the other hidden layers?

When teaching the NN how to play, for instance, tictactoe, do I give it training examples: This is the input, i expect this output...? How many examples does it need to adjust to play decent?

Can it generalize, once it has seen a few examples?
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Glacierz
Profile Blog Joined May 2010
United States1245 Posts
September 17 2010 14:33 GMT
#7
Based on your questions, I suggest you start out with Bayesian networks first before getting into neural networks.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
September 17 2010 14:39 GMT
#8
On September 17 2010 23:33 Glacierz wrote:
Based on your questions, I suggest you start out with Bayesian networks first before getting into neural networks.


Can't :/. I'm following my specialization course. This week it's neural networks, where we have to make a ludo player (in 1 week), next up is generic algorithms and then reinforcement learning.

Sigh.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Cambium
Profile Blog Joined June 2004
United States16368 Posts
Last Edited: 2010-09-17 14:57:41
September 17 2010 14:55 GMT
#9
On September 17 2010 23:16 Qzy wrote:
Thanks for already answering.

Okay here's a few questions.

I get the basics of it - but ...

How many neurons should you use, with 2 inputs? Do you HAVE to use 2 neurons in the hidden layer, or can you simple use 1? Can you use 5? What's the benefit for using less/more?

You can have more hidden layers - but with what benefits? Should it have the same amount of neurons as the other hidden layers?

When teaching the NN how to play, for instance, tictactoe, do I give it training examples: This is the input, i expect this output...? How many examples does it need to adjust to play decent?

Can it generalize, once it has seen a few examples?


It's been a while since I took ML, so I don't remember too much about NN, I'll give it a shot

You should have at least N+1 nodes in each layer where N is your # of input nodes. You can, of course, build a layer with any number of nodes, you just won't reach the accuracy you desire. I remember at one point, this made intuitive sense to me, but I don't remember it well enough to describe it back to you. There is no hard restriction on the number of neurons in each layer, this is something you have to experiment by running the NN multiple times wrt your training data, and choose the one with the highest accuracy. You can also do this with any number of hidden layers. The reason why you shouldn't use excessive number of neurons and hidden layers is to avoid overfitting (I think...).

Each layer can have a different number of nodes, and the optimal number of layers depend largely on your input data and your activation function (such as gradient descent, sigmoid). Too few nodes cause underfitting, and too many nodes cause overfitting (again, I think...).

Tic-Tac-Toe is actually a difficult problem to solve with NN (I'd use decision tree actually) since it's adaptive Your first task would be to digitize all of the moves in a given game (so every game is one piece of training datum), and the output would be win, lose and tie. Alternatively, you can assign state a value (much like Chess) so that every move can be a row in your training data.

I hope this helps.
When you want something, all the universe conspires in helping you to achieve it.
illu
Profile Blog Joined December 2008
Canada2531 Posts
September 17 2010 14:57 GMT
#10
Come to think of it, a professor at University of Toronto sort of specializes in this subject.
:]
Cambium
Profile Blog Joined June 2004
United States16368 Posts
September 17 2010 14:59 GMT
#11
In any case, neural networks are easy to implement in Matlab with the NN toolbox. The difficult part is to choose the correct activation function and the number of neurons and the number of layers (you can just let this run for days on a box)
When you want something, all the universe conspires in helping you to achieve it.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-09-17 15:03:26
September 17 2010 15:02 GMT
#12
On September 17 2010 23:55 Cambium wrote:
Show nested quote +
On September 17 2010 23:16 Qzy wrote:
Thanks for already answering.

Okay here's a few questions.

I get the basics of it - but ...

How many neurons should you use, with 2 inputs? Do you HAVE to use 2 neurons in the hidden layer, or can you simple use 1? Can you use 5? What's the benefit for using less/more?

You can have more hidden layers - but with what benefits? Should it have the same amount of neurons as the other hidden layers?

When teaching the NN how to play, for instance, tictactoe, do I give it training examples: This is the input, i expect this output...? How many examples does it need to adjust to play decent?

Can it generalize, once it has seen a few examples?


It's been a while since I took ML, so I don't remember too much about NN, I'll give it a shot

You should have at least N+1 nodes in each layer where N is your # of input nodes. You can, of course, build a layer with any number of nodes, you just won't reach the accuracy you desire. I remember at one point, this made intuitive sense to me, but I don't remember it well enough to describe it back to you. There is no hard restriction on the number of neurons in each layer, this is something you have to experiment by running the NN multiple times wrt your training data, and choose the one with the highest accuracy. You can also do this with any number of hidden layers. The reason why you shouldn't use excessive number of neurons and hidden layers is to avoid overfitting (I think...).

Each layer can have a different number of nodes, and the optimal number of layers depend largely on your input data and your activation function (such as gradient descent, sigmoid). Too few nodes cause underfitting, and too many nodes cause overfitting (again, I think...).

Tic-Tac-Toe is actually a difficult problem to solve with NN (I'd use decision tree actually) since it's adaptive Your first task would be to digitize all of the moves in a given game (so every game is one piece of training datum), and the output would be win, lose and tie. Alternatively, you can assign state a value (much like Chess) so that every move can be a row in your training data.

I hope this helps.


Thanks it clears it up a bit..

Right now, I have to implement a ludo player - with a lot of possible states (like chess). Do i simply give it a few examples (inputs, and expected output), and it can generalize from these examples, once properly trained (output has reached desired)?
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Cambium
Profile Blog Joined June 2004
United States16368 Posts
September 17 2010 15:09 GMT
#13
On September 18 2010 00:02 Qzy wrote:
Show nested quote +
On September 17 2010 23:55 Cambium wrote:
On September 17 2010 23:16 Qzy wrote:
Thanks for already answering.

Okay here's a few questions.

I get the basics of it - but ...

How many neurons should you use, with 2 inputs? Do you HAVE to use 2 neurons in the hidden layer, or can you simple use 1? Can you use 5? What's the benefit for using less/more?

You can have more hidden layers - but with what benefits? Should it have the same amount of neurons as the other hidden layers?

When teaching the NN how to play, for instance, tictactoe, do I give it training examples: This is the input, i expect this output...? How many examples does it need to adjust to play decent?

Can it generalize, once it has seen a few examples?


It's been a while since I took ML, so I don't remember too much about NN, I'll give it a shot

You should have at least N+1 nodes in each layer where N is your # of input nodes. You can, of course, build a layer with any number of nodes, you just won't reach the accuracy you desire. I remember at one point, this made intuitive sense to me, but I don't remember it well enough to describe it back to you. There is no hard restriction on the number of neurons in each layer, this is something you have to experiment by running the NN multiple times wrt your training data, and choose the one with the highest accuracy. You can also do this with any number of hidden layers. The reason why you shouldn't use excessive number of neurons and hidden layers is to avoid overfitting (I think...).

Each layer can have a different number of nodes, and the optimal number of layers depend largely on your input data and your activation function (such as gradient descent, sigmoid). Too few nodes cause underfitting, and too many nodes cause overfitting (again, I think...).

Tic-Tac-Toe is actually a difficult problem to solve with NN (I'd use decision tree actually) since it's adaptive Your first task would be to digitize all of the moves in a given game (so every game is one piece of training datum), and the output would be win, lose and tie. Alternatively, you can assign state a value (much like Chess) so that every move can be a row in your training data.

I hope this helps.


Thanks it clears it up a bit..

Right now, I have to implement a ludo player - with a lot of possible states (like chess). Do i simply give it a few examples (inputs, and expected output), and it can generalize from these examples, once properly trained (output has reached desired)?


Well, you first need to classify your inputs and outputs. In a game of tic-tac-toe, say you are red, it would be along the lines of, how many red on each line (attack), how many blacks on each line (defence), and maybe a few more. Your output would be the quantification of the state after you place your piece. If you win or prevent a loss, it would probably be max, and go from there.

You would need a lot more data than a "few lines"; I would think in the order of hundreds if not thousands. I would try to find existing data for tic-tac-toe and see how experts classified the game. The best way to obtain data is to either find it, or to create an online version and ask your friends to play so that you can classify their respective inputs and outputs.
When you want something, all the universe conspires in helping you to achieve it.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
September 17 2010 15:13 GMT
#14
On September 18 2010 00:09 Cambium wrote:
Show nested quote +
On September 18 2010 00:02 Qzy wrote:
On September 17 2010 23:55 Cambium wrote:
On September 17 2010 23:16 Qzy wrote:
Thanks for already answering.

Okay here's a few questions.

I get the basics of it - but ...

How many neurons should you use, with 2 inputs? Do you HAVE to use 2 neurons in the hidden layer, or can you simple use 1? Can you use 5? What's the benefit for using less/more?

You can have more hidden layers - but with what benefits? Should it have the same amount of neurons as the other hidden layers?

When teaching the NN how to play, for instance, tictactoe, do I give it training examples: This is the input, i expect this output...? How many examples does it need to adjust to play decent?

Can it generalize, once it has seen a few examples?


It's been a while since I took ML, so I don't remember too much about NN, I'll give it a shot

You should have at least N+1 nodes in each layer where N is your # of input nodes. You can, of course, build a layer with any number of nodes, you just won't reach the accuracy you desire. I remember at one point, this made intuitive sense to me, but I don't remember it well enough to describe it back to you. There is no hard restriction on the number of neurons in each layer, this is something you have to experiment by running the NN multiple times wrt your training data, and choose the one with the highest accuracy. You can also do this with any number of hidden layers. The reason why you shouldn't use excessive number of neurons and hidden layers is to avoid overfitting (I think...).

Each layer can have a different number of nodes, and the optimal number of layers depend largely on your input data and your activation function (such as gradient descent, sigmoid). Too few nodes cause underfitting, and too many nodes cause overfitting (again, I think...).

Tic-Tac-Toe is actually a difficult problem to solve with NN (I'd use decision tree actually) since it's adaptive Your first task would be to digitize all of the moves in a given game (so every game is one piece of training datum), and the output would be win, lose and tie. Alternatively, you can assign state a value (much like Chess) so that every move can be a row in your training data.

I hope this helps.


Thanks it clears it up a bit..

Right now, I have to implement a ludo player - with a lot of possible states (like chess). Do i simply give it a few examples (inputs, and expected output), and it can generalize from these examples, once properly trained (output has reached desired)?


Well, you first need to classify your inputs and outputs. In a game of tic-tac-toe, say you are red, it would be along the lines of, how many red on each line (attack), how many blacks on each line (defence), and maybe a few more. Your output would be the quantification of the state after you place your piece. If you win or prevent a loss, it would probably be max, and go from there.

You would need a lot more data than a "few lines"; I would think in the order of hundreds if not thousands. I would try to find existing data for tic-tac-toe and see how experts classified the game. The best way to obtain data is to either find it, or to create an online version and ask your friends to play so that you can classify their respective inputs and outputs.


Then it's good i got 3 more days to come up with a ludo player :D

God I love university with their "1 week to understand 50 years of AI, and implement it - kkthxbye"

. So lost in this - how's it possible to create a working neural network in a week.. seriously.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Glacierz
Profile Blog Joined May 2010
United States1245 Posts
September 17 2010 16:03 GMT
#15
Tic-tac-toe is easily solved by alpha-beta pruning, no need for complex frameworks like NN
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
September 17 2010 16:05 GMT
#16
On September 18 2010 00:09 Cambium wrote:
Show nested quote +
On September 18 2010 00:02 Qzy wrote:
On September 17 2010 23:55 Cambium wrote:
On September 17 2010 23:16 Qzy wrote:
Thanks for already answering.

Okay here's a few questions.

I get the basics of it - but ...

How many neurons should you use, with 2 inputs? Do you HAVE to use 2 neurons in the hidden layer, or can you simple use 1? Can you use 5? What's the benefit for using less/more?

You can have more hidden layers - but with what benefits? Should it have the same amount of neurons as the other hidden layers?

When teaching the NN how to play, for instance, tictactoe, do I give it training examples: This is the input, i expect this output...? How many examples does it need to adjust to play decent?

Can it generalize, once it has seen a few examples?


It's been a while since I took ML, so I don't remember too much about NN, I'll give it a shot

You should have at least N+1 nodes in each layer where N is your # of input nodes. You can, of course, build a layer with any number of nodes, you just won't reach the accuracy you desire. I remember at one point, this made intuitive sense to me, but I don't remember it well enough to describe it back to you. There is no hard restriction on the number of neurons in each layer, this is something you have to experiment by running the NN multiple times wrt your training data, and choose the one with the highest accuracy. You can also do this with any number of hidden layers. The reason why you shouldn't use excessive number of neurons and hidden layers is to avoid overfitting (I think...).

Each layer can have a different number of nodes, and the optimal number of layers depend largely on your input data and your activation function (such as gradient descent, sigmoid). Too few nodes cause underfitting, and too many nodes cause overfitting (again, I think...).

Tic-Tac-Toe is actually a difficult problem to solve with NN (I'd use decision tree actually) since it's adaptive Your first task would be to digitize all of the moves in a given game (so every game is one piece of training datum), and the output would be win, lose and tie. Alternatively, you can assign state a value (much like Chess) so that every move can be a row in your training data.

I hope this helps.


Thanks it clears it up a bit..

Right now, I have to implement a ludo player - with a lot of possible states (like chess). Do i simply give it a few examples (inputs, and expected output), and it can generalize from these examples, once properly trained (output has reached desired)?


Well, you first need to classify your inputs and outputs. In a game of tic-tac-toe, say you are red, it would be along the lines of, how many red on each line (attack), how many blacks on each line (defence), and maybe a few more. Your output would be the quantification of the state after you place your piece. If you win or prevent a loss, it would probably be max, and go from there.

You would need a lot more data than a "few lines"; I would think in the order of hundreds if not thousands. I would try to find existing data for tic-tac-toe and see how experts classified the game. The best way to obtain data is to either find it, or to create an online version and ask your friends to play so that you can classify their respective inputs and outputs.


I wouldn't recommend using a neural network for learning a game unless integrated as part of a self play system. If you want to read about a way to kick some serious ass, look up reinforcement learning backgammon.

Cadmium is suggesting that you use the NN as a state utility evaluator (and then presumably use those evaluations to implement minimax?). That is a viable approach, but I think you could implement the evaluation step yourself and get pretty far and skip the NN part.

If you want to do this the simplest way possible, get someone (or a program) that plays the game pretty well and collect a lot of data saying "at this state, do action a". It will be important to choose your inputs wisely. You could describe the entire board state as your inputs, but that will make it harder for the NN to generalize. Instead you should consider coming up with some features of the state that are interesting.

As for the parameters, such as the number of hidden nodes, hidden layers, learning rate, momentum term, how much data you need, etc, you have to understand that there isn't hard theory that says you need exactly this much. In practice getting neural networks to work is a form of black magic: you must empirically determine a good parameter setting through your own intuition and lots and lots of experimentation.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-09-17 16:10:22
September 17 2010 16:06 GMT
#17
On September 18 2010 01:03 Glacierz wrote:
Tic-tac-toe is easily solved by alpha-beta pruning, no need for complex frameworks like NN


You mean minmax not alpha-beta pruning. But alpha-beta pruning does help to speed up the search. But this is neural networks - always 2nd best method, but very suitable, when search space becomes too big, ie chess.

I'll try training my neural network with some common states in my game, where i know some good outputs - and then i hope it can generalize this to more states which looks like it.

Is this an okay way to do it? It's pretty slow to "hand feed" it everything.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
ToxNub
Profile Joined June 2010
Canada805 Posts
Last Edited: 2010-09-17 16:14:04
September 17 2010 16:11 GMT
#18
I've written a few neural networks by hand before. I don't really understand how (why) you would get a neural network to play tic-tac-toe tho. NNs are supervised learning algorithms, which means you need to already know the answer in advance. Your network just sorta "remembers" the answers you've trained it to remember. Granted, if you get enough data, you can provide a novel input and you MIGHT get novel output, but for your purposes you will likely just be "remembering" what to do given gamestate a, b, c... Boring. Not an interesting application of NN at all :p

When people used NNs to play chess or whatever, it's really not just a NN. The NN in those games is really just a function approximator that tells you whether or not a given gamestate (board) is "good". Both chess, backgammon, and tic-tac-toe all rely on sequential moves, which means you've added a temporal element. ML techniques like temporal difference learning have successfully been applied in the form of TD-gammon, TD-Chess (and probably TD-tic-tac-toe) and are more suited to your needs.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-09-17 16:19:13
September 17 2010 16:17 GMT
#19
On September 18 2010 01:11 ToxNub wrote:
I've written a few neural networks by hand before. I don't really understand how (why) you would get a neural network to play tic-tac-toe tho. NNs are supervised learning algorithms, which means you need to already know the answer in advance. Your network just sorta "remembers" the answers you've trained it to remember. Granted, if you get enough data, you can provide a novel input and you MIGHT get novel output, but for your purposes you will likely just be "remembering" what to do given gamestate a, b, c... Boring. Not an interesting application of NN at all :p

When people used NNs to play chess or whatever, it's really not just a NN. The NN in those games is really just a function approximator that tells you whether or not a given gamestate (board) is "good". Both chess, backgammon, and tic-tac-toe all rely on sequential moves, which means you've added a temporal element. ML techniques like temporal difference learning have successfully been applied in the form of TD-gammon, TD-Chess (and probably TD-tic-tac-toe) and are more suited to your needs.


Actually I have to implement a ludo player for my AI course - but tictactoe is more simple to start out with (yes even tho it's complex solution to a simple question).

Like I wrote earlier, I'll try giving it some states, ie start state, and tell it: The correct output here is to move this piece. And some more states, and hope it can generalize from it.

Is that even possible?
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Glacierz
Profile Blog Joined May 2010
United States1245 Posts
Last Edited: 2010-09-17 16:31:13
September 17 2010 16:30 GMT
#20
I think you would need a huge training set for this to work unless you can develop a reasonable set of heuristics.

Had to do it for reversi player for my AI class, just used minimax with A-B pruning.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
INu's Battles
20:00
INu's Battles#21
herO vs Rogue
Classic vs TBD
IntoTheiNu 1061
LiquipediaDiscussion
Sparkling Tuna Cup
19:00
Weekly #149 (SHIN Mod Edition)
ByuN vs KrystianerLIVE!
CranKy Ducklings225
CranKy Ducklings SOOP20
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech143
CosmosSc2 7
StarCraft: Brood War
Britney 48692
Shuttle 11629
FanTaSy 1541
Hyuk 961
Horang2 464
BeSt 442
EffOrt 242
Stork 223
Last 184
Zeus 147
[ Show more ]
Soma 124
Pusan 121
Mind 110
hero 90
ggaemo 73
Hyun 72
Killer 69
Sea.KH 60
Hm[arnc] 52
sorry 49
Snow 49
PianO 43
ToSsGirL 34
Bale 29
Aegong 25
zelot 20
JYJ 18
Sexy 18
NaDa 14
Sacsri 12
ajuk12(nOOB) 10
Noble 9
Icarus 3
Dota 2
qojqva1423
Dendi1170
XcaliburYe345
Gorgc70
Counter-Strike
fl0m2958
x6flipin748
Heroes of the Storm
Liquid`Hasu514
Khaldor166
Other Games
gofns41105
B2W.Neo1089
byalli640
Beastyqt389
Hui .165
Livibee160
ArmadaUGS91
Mew2King59
Mlord36
Organizations
Other Games
gamesdonequick694
Dota 2
PGL Dota 2 - Main Stream63
[ Show 11 non-featured ]
StarCraft 2
• Adnapsc2 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix11
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2122
Upcoming Events
Shopify Rebellion Sundays
1h 57m
MilkiCow vs TBD
Clem vs TBD
BSL Open Qualifier
5h 57m
BSL Open Qualifier
5h 57m
Replay Cast
9h 57m
Afreeca Starleague
20h 57m
Rush vs Light
WardiTV Weekly
21h 57m
Monday Night Weeklies
1d 2h
Replay Cast
1d 9h
Afreeca Starleague
1d 20h
Soma vs Soulkey
INu's Battles
1d 21h
SHIN vs Cure
ByuN vs Zoun
[ Show More ]
PiGosaur Cup
2 days
The PondCast
3 days
INu's Battles
3 days
Replay Cast
5 days
BSL: Ladder Tournament
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
Copium Cup
ESL Pro League Season 24
Stake Ranked Episode 4
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

Upcoming

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
eXTREMESLAND 2026
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
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.