• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:00
CET 01:00
KST 09:00
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
2025 RSL Offline Finals Dates + Ticket Sales! Sparkling Tuna Cup - Weekly Open Tournament Tenacious Turtle Tussle StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [BSL21] RO8 Bracket & Prediction Contest Let's talk about Metropolis Foreign Brood War
Tourneys
[ASL20] Grand Finals Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] RO16 Group D - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Current Meta Game Theory for Starcraft
Other Games
General Games
EVE Corporation Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile ZeroSpace Megathread
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
Online gaming resear…
phantomlancer23
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1746 users

Day 1: BOO with Genetic Algorithms

Blogs > Revilo
Post a Reply
Revilo
Profile Blog Joined October 2010
Germany23 Posts
October 13 2010 10:53 GMT
#1
Hi there folks and welcome to my first day at creating a Build Order Optimization program using Genetic Algorithms. Following a discussion on the TL forums (Here), I have decided to create this blog to track my progress through making this wonderful little tool. With your support and a bit of programming finesse, I think this will turn into a very fruitful experiment.

I will be programming in Python and will start from a clean slate so as to optimize the code for Starcraft 2. I will start by creating the optimizer for Zerg but I believe branching into either Terran and Protoss will be easy once I get the foundation straight. Please feel free to comment and give suggestions or ask questions I love feedback and want to finally give something back to the community that has nurtured my Starcraft needs.

Looking for practice partners on EU! Message me if you like :) "I dont wtach porn anymore, I watch Socke" - Rotterdam
searcher
Profile Blog Joined May 2009
277 Posts
October 13 2010 11:43 GMT
#2
I hope you will have fun but I want to point out a rather annoying trend amongst computer scientists.

Instead actually trying to solve problems, too many computer scientists just shove their problems into some generic search algorithm, whether it is genetic algorithms or neural networks or whatnot. As a thinker trying to solve a problem you learn a lot less with this method, and furthermore in most cases there is no reason your solution should be easily found with your method. Many computer scientists like it simply because it always give an answer (and in the case of genetic algorithms, usually the local maxima).

For example in your case, why on earth would build orders "mate" well? There is very little reason why combining the better elements of different build orders will make a build order that is better. I think a naive search might actually yield better results. Finally, the process of optimizing build orders is very simple relative to things like even very simple game strategies. You could quite easily just run a search with some natural heuristics and solve the problem much easier and better.
Garrl
Profile Blog Joined February 2010
Scotland1975 Posts
October 13 2010 11:54 GMT
#3
Reminds me of a project a while ago for BW that was effectively a cheese generator made through genetic algorithms - you'd input exactly what you wanted (2 raxes and an acad, or something) and it'd generate a build order, but most of the time it'd turn into 100% cheese.

Either way, interesting project, hope it turns out well.
FaCE_1
Profile Blog Joined December 2006
Canada6182 Posts
October 13 2010 12:04 GMT
#4
noooooo python T________T lol

nice thing you make there, hope to see it work soon
n_n
Revilo
Profile Blog Joined October 2010
Germany23 Posts
October 13 2010 12:26 GMT
#5
On October 13 2010 20:43 searcher wrote:
I hope you will have fun but I want to point out a rather annoying trend amongst computer scientists.

Instead actually trying to solve problems, too many computer scientists just shove their problems into some generic search algorithm, whether it is genetic algorithms or neural networks or whatnot. As a thinker trying to solve a problem you learn a lot less with this method, and furthermore in most cases there is no reason your solution should be easily found with your method. Many computer scientists like it simply because it always give an answer (and in the case of genetic algorithms, usually the local maxima).

For example in your case, why on earth would build orders "mate" well? There is very little reason why combining the better elements of different build orders will make a build order that is better. I think a naive search might actually yield better results. Finally, the process of optimizing build orders is very simple relative to things like even very simple game strategies. You could quite easily just run a search with some natural heuristics and solve the problem much easier and better.


I agree wholy with your argument about the application of generic tools to problems in Computer Science. However, in this case "mating" actually makes a bit of sense since I will most likely be defining my buildorders as linear chromosomes. That means i can read off the build order by looking at the string of genes on my chromosomes. In this case, when we perform crossover, it is essentially giving the early game of one build order to another build order. In cases where suboptimal build orders are failing because of a few bad early decisions this may well allow a faster approach to some optima. I agree that this application would most likely only be very applicable to short term goals (for instance reaching 2 spine crawlers as soon as possible); but i hope to extend it so you can give a string of build order requirements. For example, if i want to first get 2 spine crawlers then get 10 zerglings, i would let the algorithm compute the (near to) optimal path to the 2 spine crawlers, then use that output as input for getting 10 zerglings as optimally as possible. In essence one would find that the overall buildorder for both may be suboptimal by far but it might be a constraint the user would like to implement because of some counter he needs to have at time X.

With respect to just performing a search, you will find that the search space explodes after about depth 3 or 4 for all the races. Once you get to the point where you want to make 10 marines as soon as possible, there are upwards of trillions of combinations reaching that target. Even using some kind of BFS takes some time. Of course I am not certain about this because I have not tested it, but I may implement that direct brute force approach in the future to compare.

For now this is going to simply educate me in the process of programming a genetic algorithm as well as hopefully give some interesting results about Build Orders. I really want to compare the algorithm against the so called "standard build orders" to see how well it fairs and whether there could be better ones!

Thanks for your input though, I value constructive criticism highly
Looking for practice partners on EU! Message me if you like :) "I dont wtach porn anymore, I watch Socke" - Rotterdam
NevilleS
Profile Blog Joined July 2009
Canada266 Posts
October 13 2010 13:30 GMT
#6
It's admirable that you want to try this out, and I highly recommend learning coding languages and concepts by building something you are interested in, but... I think the problem with all these build order programs people keep talking about is that while, yes, the tech tree decisions are strictly defined and easily programmable, the income model is always going to be very coarse. To discretize a build into a genetic sequence that accounts for mining and producing workers, it seems to me that you would need to pick some reasonably small timescale (i.e. 100ms?) and then model resource income as some non-linear gain wrt worker count. Every possible action then needs to have a fairly complex dependency resolution function (enough money, requisite tech, requisite building, idle production queue).

IMO a genetic algorithm will spend most of the time rejecting invalid mutations that don't satisfy the dependencies. If you loosen the dependencies, you will get invalid builds. If your dependency model isn't accurate enough, you will also get bogus results. Therefore, the hard work is developing an accurate dependency model that can evaluate whether a particular "action" is valid given all previous actions through time...
Sleight
Profile Blog Joined May 2009
2471 Posts
October 13 2010 13:52 GMT
#7
On October 13 2010 21:26 Revilo wrote:
Show nested quote +
On October 13 2010 20:43 searcher wrote:
I hope you will have fun but I want to point out a rather annoying trend amongst computer scientists.

Instead actually trying to solve problems, too many computer scientists just shove their problems into some generic search algorithm, whether it is genetic algorithms or neural networks or whatnot. As a thinker trying to solve a problem you learn a lot less with this method, and furthermore in most cases there is no reason your solution should be easily found with your method. Many computer scientists like it simply because it always give an answer (and in the case of genetic algorithms, usually the local maxima).

For example in your case, why on earth would build orders "mate" well? There is very little reason why combining the better elements of different build orders will make a build order that is better. I think a naive search might actually yield better results. Finally, the process of optimizing build orders is very simple relative to things like even very simple game strategies. You could quite easily just run a search with some natural heuristics and solve the problem much easier and better.


I agree wholy with your argument about the application of generic tools to problems in Computer Science. However, in this case "mating" actually makes a bit of sense since I will most likely be defining my buildorders as linear chromosomes. That means i can read off the build order by looking at the string of genes on my chromosomes. In this case, when we perform crossover, it is essentially giving the early game of one build order to another build order. In cases where suboptimal build orders are failing because of a few bad early decisions this may well allow a faster approach to some optima. I agree that this application would most likely only be very applicable to short term goals (for instance reaching 2 spine crawlers as soon as possible); but i hope to extend it so you can give a string of build order requirements. For example, if i want to first get 2 spine crawlers then get 10 zerglings, i would let the algorithm compute the (near to) optimal path to the 2 spine crawlers, then use that output as input for getting 10 zerglings as optimally as possible. In essence one would find that the overall buildorder for both may be suboptimal by far but it might be a constraint the user would like to implement because of some counter he needs to have at time X.

With respect to just performing a search, you will find that the search space explodes after about depth 3 or 4 for all the races. Once you get to the point where you want to make 10 marines as soon as possible, there are upwards of trillions of combinations reaching that target. Even using some kind of BFS takes some time. Of course I am not certain about this because I have not tested it, but I may implement that direct brute force approach in the future to compare.

For now this is going to simply educate me in the process of programming a genetic algorithm as well as hopefully give some interesting results about Build Orders. I really want to compare the algorithm against the so called "standard build orders" to see how well it fairs and whether there could be better ones!

Thanks for your input though, I value constructive criticism highly


So while this is true, the nice thing about programming is that you aren't obligated to deal with all possible cases... just the relevant ones. Sure, in an ideal world, you could code a solution to any and every case, but we don't have to deal with that, we can rule out an absolute ton of those searches.
'
As a Terran, I can say you can only really save up to expand when producing off of 3 structures, 4 if you are super marine heavy, while you can go up to 4 if you aren't expanding. So we can code to eliminate possibilities that might conflict. We know that you can only really support 5 or 6 (if you are marine heavy) off of 2 bases. We can cut out conflicting ones of those. In fact, by looking at the practical constraints of a game, you truly can weed out the proverbial 'trees' to a handful of relevant decisions given the current game state, matchup, and map. Now, wiggle room has to be allowed for making current decisions with significant later ramifications, but I personally think that the correct approach is by doing what chess computers do and using GMs for their opening tables and relying on itself later on when it can just brute force a much more limited set of possibilities. The appropriate parallel is that we use practical human input for the reasonable decisions and only allow searches in situations humans might be forced to make a decision based on incomplete or imperfect information.

I foresee the program having a routine of preset initial openings with it allowed to improvise upon an established set of possible continuations that best orient towards a goal. The idea that any type of processing can optimize SC2 is silly... There are intangibles, *even in BOs*, that require human input to solve. It can create the most perfect 1 Tank push, but if 1 tank pushes aren't any good... I fail to see its significance.
One Love
Revilo
Profile Blog Joined October 2010
Germany23 Posts
October 13 2010 14:40 GMT
#8
On October 13 2010 22:30 NevilleS wrote:
It's admirable that you want to try this out, and I highly recommend learning coding languages and concepts by building something you are interested in, but... I think the problem with all these build order programs people keep talking about is that while, yes, the tech tree decisions are strictly defined and easily programmable, the income model is always going to be very coarse. To discretize a build into a genetic sequence that accounts for mining and producing workers, it seems to me that you would need to pick some reasonably small timescale (i.e. 100ms?) and then model resource income as some non-linear gain wrt worker count. Every possible action then needs to have a fairly complex dependency resolution function (enough money, requisite tech, requisite building, idle production queue).

IMO a genetic algorithm will spend most of the time rejecting invalid mutations that don't satisfy the dependencies. If you loosen the dependencies, you will get invalid builds. If your dependency model isn't accurate enough, you will also get bogus results. Therefore, the hard work is developing an accurate dependency model that can evaluate whether a particular "action" is valid given all previous actions through time...


Indeed, the granularity is going to be an issue. However I am starting with a simple model and I want to see how well it performs at matching some of the easier build orders we know. For instance how to best get 6 zerglings quickly (6Pool/7Pool, i am actually not sure ). For the income rates I will look up some minerals per second rate from the liquipedia I guess. Of course this is then just an approximation, but i think since all builds have this same constraint, it will still output a good build order (just the timing will be off by some seconds depending on how much "butterfly" effect we get from the small timings). This is where my idea of doing iterative GA for larger build orders comes in.
Looking for practice partners on EU! Message me if you like :) "I dont wtach porn anymore, I watch Socke" - Rotterdam
Revilo
Profile Blog Joined October 2010
Germany23 Posts
October 13 2010 14:47 GMT
#9
On October 13 2010 22:52 Sleight wrote:
Show nested quote +
On October 13 2010 21:26 Revilo wrote:
On October 13 2010 20:43 searcher wrote:
I hope you will have fun but I want to point out a rather annoying trend amongst computer scientists.

Instead actually trying to solve problems, too many computer scientists just shove their problems into some generic search algorithm, whether it is genetic algorithms or neural networks or whatnot. As a thinker trying to solve a problem you learn a lot less with this method, and furthermore in most cases there is no reason your solution should be easily found with your method. Many computer scientists like it simply because it always give an answer (and in the case of genetic algorithms, usually the local maxima).

For example in your case, why on earth would build orders "mate" well? There is very little reason why combining the better elements of different build orders will make a build order that is better. I think a naive search might actually yield better results. Finally, the process of optimizing build orders is very simple relative to things like even very simple game strategies. You could quite easily just run a search with some natural heuristics and solve the problem much easier and better.


I agree wholy with your argument about the application of generic tools to problems in Computer Science. However, in this case "mating" actually makes a bit of sense since I will most likely be defining my buildorders as linear chromosomes. That means i can read off the build order by looking at the string of genes on my chromosomes. In this case, when we perform crossover, it is essentially giving the early game of one build order to another build order. In cases where suboptimal build orders are failing because of a few bad early decisions this may well allow a faster approach to some optima. I agree that this application would most likely only be very applicable to short term goals (for instance reaching 2 spine crawlers as soon as possible); but i hope to extend it so you can give a string of build order requirements. For example, if i want to first get 2 spine crawlers then get 10 zerglings, i would let the algorithm compute the (near to) optimal path to the 2 spine crawlers, then use that output as input for getting 10 zerglings as optimally as possible. In essence one would find that the overall buildorder for both may be suboptimal by far but it might be a constraint the user would like to implement because of some counter he needs to have at time X.

With respect to just performing a search, you will find that the search space explodes after about depth 3 or 4 for all the races. Once you get to the point where you want to make 10 marines as soon as possible, there are upwards of trillions of combinations reaching that target. Even using some kind of BFS takes some time. Of course I am not certain about this because I have not tested it, but I may implement that direct brute force approach in the future to compare.

For now this is going to simply educate me in the process of programming a genetic algorithm as well as hopefully give some interesting results about Build Orders. I really want to compare the algorithm against the so called "standard build orders" to see how well it fairs and whether there could be better ones!

Thanks for your input though, I value constructive criticism highly


So while this is true, the nice thing about programming is that you aren't obligated to deal with all possible cases... just the relevant ones. Sure, in an ideal world, you could code a solution to any and every case, but we don't have to deal with that, we can rule out an absolute ton of those searches.
'
As a Terran, I can say you can only really save up to expand when producing off of 3 structures, 4 if you are super marine heavy, while you can go up to 4 if you aren't expanding. So we can code to eliminate possibilities that might conflict. We know that you can only really support 5 or 6 (if you are marine heavy) off of 2 bases. We can cut out conflicting ones of those. In fact, by looking at the practical constraints of a game, you truly can weed out the proverbial 'trees' to a handful of relevant decisions given the current game state, matchup, and map. Now, wiggle room has to be allowed for making current decisions with significant later ramifications, but I personally think that the correct approach is by doing what chess computers do and using GMs for their opening tables and relying on itself later on when it can just brute force a much more limited set of possibilities. The appropriate parallel is that we use practical human input for the reasonable decisions and only allow searches in situations humans might be forced to make a decision based on incomplete or imperfect information.

I foresee the program having a routine of preset initial openings with it allowed to improvise upon an established set of possible continuations that best orient towards a goal. The idea that any type of processing can optimize SC2 is silly... There are intangibles, *even in BOs*, that require human input to solve. It can create the most perfect 1 Tank push, but if 1 tank pushes aren't any good... I fail to see its significance.


I agree that a lot of requests will make little sense when you first ask them (such as a 1 tank push). However, if you know what you want or think there may be an interesting opening to get, this algorithm should give some nice starting point for you. Of course if you already know some constraint beforehand that you want to use as input (for example, the expand after 3 production buildings), by all means add that constraint. It will only give you a nice follow up to what ever goal you have. The "pruning" you refer to is something that we have been doing as human players for quite some time. But imagine you could actually discover something fundamentally unstable about the early build orders for Terran. Perhaps an 8 racks or a 6 racks might be extremely effective at getting you 5 marines as soon as possible, yet leave your economy wailing. However, these are builds a lot of people would never even try because they think there is only one way of doing something, or only a few set Build Orders to follow. I want to wait for the results first to see what the algorithm can come up with, it would be interesting to see.

The algorithm is not "smart", as you mention above, but rather if it is used by someone with game knowledge, it can really help you in prepping some nice transitions or openers to surprise your opponent or help you deal with particular build orders of your opponents.
Looking for practice partners on EU! Message me if you like :) "I dont wtach porn anymore, I watch Socke" - Rotterdam
Gummy
Profile Blog Joined October 2010
United States2180 Posts
October 13 2010 15:13 GMT
#10
On October 13 2010 21:26 Revilo wrote:
Show nested quote +
On October 13 2010 20:43 searcher wrote:
I hope you will have fun but I want to point out a rather annoying trend amongst computer scientists.

Instead actually trying to solve problems, too many computer scientists just shove their problems into some generic search algorithm, whether it is genetic algorithms or neural networks or whatnot. As a thinker trying to solve a problem you learn a lot less with this method, and furthermore in most cases there is no reason your solution should be easily found with your method. Many computer scientists like it simply because it always give an answer (and in the case of genetic algorithms, usually the local maxima).

For example in your case, why on earth would build orders "mate" well? There is very little reason why combining the better elements of different build orders will make a build order that is better. I think a naive search might actually yield better results. Finally, the process of optimizing build orders is very simple relative to things like even very simple game strategies. You could quite easily just run a search with some natural heuristics and solve the problem much easier and better.


I agree wholy with your argument about the application of generic tools to problems in Computer Science. However, in this case "mating" actually makes a bit of sense since I will most likely be defining my buildorders as linear chromosomes. That means i can read off the build order by looking at the string of genes on my chromosomes. In this case, when we perform crossover, it is essentially giving the early game of one build order to another build order. In cases where suboptimal build orders are failing because of a few bad early decisions this may well allow a faster approach to some optima. I agree that this application would most likely only be very applicable to short term goals (for instance reaching 2 spine crawlers as soon as possible); but i hope to extend it so you can give a string of build order requirements. For example, if i want to first get 2 spine crawlers then get 10 zerglings, i would let the algorithm compute the (near to) optimal path to the 2 spine crawlers, then use that output as input for getting 10 zerglings as optimally as possible. In essence one would find that the overall buildorder for both may be suboptimal by far but it might be a constraint the user would like to implement because of some counter he needs to have at time X.

With respect to just performing a search, you will find that the search space explodes after about depth 3 or 4 for all the races. Once you get to the point where you want to make 10 marines as soon as possible, there are upwards of trillions of combinations reaching that target. Even using some kind of BFS takes some time. Of course I am not certain about this because I have not tested it, but I may implement that direct brute force approach in the future to compare.

For now this is going to simply educate me in the process of programming a genetic algorithm as well as hopefully give some interesting results about Build Orders. I really want to compare the algorithm against the so called "standard build orders" to see how well it fairs and whether there could be better ones!

Thanks for your input though, I value constructive criticism highly


Also, since most computers are not organic or living, and do not require respiration to bring in oxygen and eliminate wastes, I don't think it's particularly efficient to have the computer take a breath before looking at the next BO. Thus, I must agree that BFS is no good.
¯\_(ツ)_/¯ There are three kinds of people in the world: those who can count and those who can't.
Please log in or register to reply.
Live Events Refresh
Next event in 12h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft316
White-Ra 248
JuggernautJason92
StarCraft: Brood War
Hyun 131
ZZZero.O 107
Dota 2
syndereN1026
monkeys_forever121
canceldota71
League of Legends
JimRising 234
Counter-Strike
Foxcn169
Super Smash Bros
PPMD61
Heroes of the Storm
Trikslyr64
Other Games
summit1g5928
tarik_tv4483
Grubby3677
Liquid`Hasu251
C9.Mang0144
Maynarde102
XaKoH 9
Organizations
Other Games
BasetradeTV104
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 97
• RyuSc2 47
• davetesta39
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler60
League of Legends
• Doublelift4454
Other Games
• imaqtpie3129
• Shiphtur111
Upcoming Events
WardiTV 2025
12h
Big Brain Bouts
17h
RSL Revival
1d 4h
StarCraft2.fi
1d 10h
IPSL
1d 17h
Sziky vs JDConan
OSC
1d 17h
Solar vs Percival
Gerald vs Nicoract
Creator vs ByuN
RSL Revival
2 days
Classic vs TBD
herO vs Zoun
WardiTV 2025
2 days
IPSL
2 days
Tarson vs DragOn
Wardi Open
3 days
[ Show More ]
Monday Night Weeklies
3 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
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 © 2025 TLnet. All Rights Reserved.