• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:27
CEST 03:27
KST 10:27
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence9Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament WardiTV TL Team Map Contest #5 Tournaments RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BW General Discussion [ASL20] Ro16 Preview Pt2: Turbulence ASL20 General Discussion Diplomacy, Cosmonarchy Edition BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1509 users

Test automation and starcraft?

Blogs > foom
Post a Reply
foom
Profile Blog Joined September 2006
United States47 Posts
October 29 2011 03:09 GMT
#1
These past two days I had a chance to go to the leading test automation conference in the world, GTAC, and got to meet a bunch of brilliant people in the industry. I hope to aim this discussion at people who are unfamiliar with this field and certainly not technical experts. I have not designed anything, nor do I have anything cool to show. The technical aspects are daunting, but I just wanted to give you guys some food for thought.

For those of you unfamiliar with test automation the general idea is that products of all kinds need some sort of testing in order to make sure it works properly. A lot of this type of testing is done manually whereby an individual is hired or contracted by a company to break that company's products. At some point people started to ask, "wouldn't it be great if there was a way we could test our products automatically every time we make a change to it?" Automation testing is the concept that came out of that. Let's make sure things work faster and with less effort.

In my field, test automation relates to making sure websites operate as they should. Let's take TL as an example. There's a bunch of functionality that needs to be checked every time a developer makes a change to how the site works. Users should be able to login, search fields should work as intended, the navigation bars should update properly, you should only see live streams of those who are online.

One question you may ask is why would changing something related to login affect search fields? Well perhaps they share some of the same tools. As any product becomes complex it becomes harder to track the effects of one change. Imagine changing a busy two-way city street into a one-way street that has fewer lanes. Some people might be delayed with the increased traffic. Others might choose to avoid the street entirely and change what roads they take. People might need to reschedule appointments which would then affect surrounding businesses and not just people on the road.

Wouldn't it be nice if every time someone made a change various programs ran to check and make sure users could still login properly, navigation around the product and various features worked as intended? Almost all technological products can leverage this in some way.

What if we did this for starcraft?

What if every time someone removed a mineral patch from a map, that map ran test games from that base location for every race and every possible build order and gave you organized results about changes in timing?

What if every time someone came up with a new popular build people could test that build on every single map ever used in competitive play?

Obviously it would be near impossible to simulate even a fraction of the possibilities if you consider an opponent who is adapting to what you do, but if we consider how far along some of the AI work in starcraft has come, we can test simple cases. Already we have competitions that focus on micro battles between certain subsets of units that can determine the victor.

If we had a framework to run these types of automated tests for starcraft, perhaps we could change and evolve the game we know and love at a rate unheard of.


**
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
October 29 2011 05:20 GMT
#2
The problem here isn't the test automation portion. For this case, that's trivial; you just run simulations a certain number of times to get statistical significance for your suite of tests. But like you said these kinds of tests require sophisticated AIs that can play at a human level for the results to be meaningful, and believe me, we are extremely far from that level. The AIs made for bw/sc2 aren't really true AIs, they are in large part hand coded and incapable of adapting to novel situations.
phiinix
Profile Blog Joined February 2011
United States1169 Posts
October 29 2011 05:26 GMT
#3
Will never happen, and will never be attempted. You can't even being to fathom testing every build possible because the number of things you can do in a game of sc explodes exponentially with every second. Almost literally.

Maybe your examples could be better or I could just not fully understand the concept, but what's the point of removing a mineral patch? If you could collect data on the difference in income, does that even do anything for you? Applying it to balance is something so technical that it isn't needed, and I can't see why you would want that type of information otherwise.
In terms of running builds on every map, what does that change? Every map has a base, natural, and 3rd available with the same exact number of mineral fields and gas geysers, (maybe with the exception of terminus and crevasse, but that's besides the point) and build viability is based on income. Sure we've seen that some builds work "better" on some maps, but that's because of micro. And computers can't simulate that, because no human thinks alike in their decision making, which goes back to the first 2 thoughts on practicality and possibility.

I can't see why you would ever want to use results from an automated test anyway, a computer won't be able to tell the difference in what's "good" or not.
ZaplinG
Profile Blog Joined February 2005
United States3818 Posts
October 29 2011 05:32 GMT
#4
we could analyze replays from a specific person and learn their exact tendencies using averages in macro analysis, as well as micro. Using these specific averages, you could hash out a few build orders using data collection methods in game while the cpu is playing, essentially creating perfectly recreated progamers. You could then battle these ai against each other and see who is the best lol like setting your favorite soccer teams on fifa both to AI and seeing who wins.
Don't believe the florist when he tells you that the roses are free
foom
Profile Blog Joined September 2006
United States47 Posts
October 29 2011 05:48 GMT
#5
The idea isn't to test the intricate cases, that's more along the lines of exploratory testing and would need human interaction. The examples I chose were insufficient unfortunately. So let me try to present it a bit differently.

Let's revisit the case of a map maker utilizing tests of this nature. The computer isn't able to tell what is "good" or not. That's not the role of the test. An automated test is a scenario laid out by a human to check and see if the desired result was reached. Once scripted the idea is that this can be run trivially and can be reused.

Complicated AI isn't what I'm trying to get after. That would encompass something a lot grander like end to end testing. The idea is a lot of small tests to figure out very specific components of the game and if automated properly the cost of running these tests should be trivial. Automating a single player to do a specific build can be beneficial in terms of determining timing. In this case you can gather the raw data for a specific build and gather metrics on how well that build performs in each location.

Does this help clear it up a bit?
phiinix
Profile Blog Joined February 2011
United States1169 Posts
October 29 2011 06:22 GMT
#6
I still don't really understand how you use it. As a map maker, what is it that you would want to test? What kind of desired results are we looking for?

As far as benefits from determining timings, I (terran) base most of my builds off of an upgrade timing. Lets say I wanted to make a 9:00 push with +1 and shields, with marines and hellions. I know that I want my +1 and shields to be done at exactly 9:00, so I start them at 6:30 and 7:10. I also get additional rax as i can afford, while always building units out of my rax, fact, cc, and not getting supply blocked. As I push I'll expand behind it. What exactly is the automator suppose to be able to do that I can't do myself?
For me personally, when I make builds, the hard part is more about surviving various rushes and finding ways to scout/react than it is about getting the timing right, which requires another player, not a computer
foom
Profile Blog Joined September 2006
United States47 Posts
October 29 2011 07:10 GMT
#7
In the first case, let's consider one of the simplest examples, how long does it take different types of units to get from one end of the map to the other. I can see that being useful in determining objectively how defensible a position is.

So timing benefits don't just strictly benefit players. Perhaps as events mature they want to change the metagame and promote significantly longer or shorter matches. While simple tests can't tell you everything, they can give you a good portion of a baseline. You want +1 shields with a specific amount of marines and hellions, in what ways can the map be changed in order to make that 9 minute timing an 8 minute timing, or a 10 minute timing?

Again the idea with a lot of these smaller tests is to test very small, very specific factors that you may want to consider. I'm not trying to make a list of all the different things you can test, just pointing out if small tests that have some value can be run trivially why not do it?

Also, there can be thought put into what constitutes a small test, what makes it valuable, what reasonable cases should be considered? All of these are good questions to ask.
phiinix
Profile Blog Joined February 2011
United States1169 Posts
Last Edited: 2011-10-29 07:59:46
October 29 2011 07:58 GMT
#8
Measuring the rush distances on a map take about 3 minutes to do in real life anyway, open up the map, send a worker to each base straight out and watch the time. I can't really see a map maker creating a map in which a main goal is to change a 9:00 push into a 10:00 push for purposes of forcing the meta-game to shift or promoting different game lengths, but I could be wrong. On the players perspective, changing your initial upgrade time by 1 minute isn't too hard of a change anyway.

Maybe there are the "very small, very specific factors" I want to test but for the life of me I can't think of any that a automaton without a complicated AI would be able to do that I can't.

Cases aren't valuable and have no need to be looked into if it doesn't improve game play and can not be implemented in a useful fashion. Maybe an automaton would be able to tell me that if my marine is full health at a watch tower and 2 zerglings without speed come, I can make it back home, but I can't imagine it making a difference on my game play, and is nowhere near game breaking. If the situation ever comes up I'll pick 1 or the other, and I'll find out that way.

Maybe the automaton idea isn't so impossible after all, but now I'm starting to think it's not a very useful one.
Please log in or register to reply.
Live Events Refresh
PiGosaur Monday
00:00
#49
SteadfastSC164
davetesta59
EnkiAlexander 48
Liquipedia
OSC
23:00
OSC Elite Rising Star #16
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 207
SteadfastSC 164
RuFF_SC2 136
ROOTCatZ 25
StarCraft: Brood War
Artosis 797
Backho 127
NaDa 17
Dota 2
monkeys_forever527
Super Smash Bros
Mew2King20
Heroes of the Storm
Trikslyr63
Other Games
summit1g8397
shahzam950
Day[9].tv674
C9.Mang0306
Maynarde131
ViBE124
NeuroSwarm106
XaKoH 83
Organizations
Other Games
gamesdonequick703
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• OhrlRock 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1126
• Day9tv674
Upcoming Events
LiuLi Cup
9h 33m
OSC
17h 33m
RSL Revival
1d 8h
Maru vs Reynor
Cure vs TriGGeR
The PondCast
1d 11h
RSL Revival
2 days
Zoun vs Classic
Korean StarCraft League
3 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
[ Show More ]
Online Event
4 days
Wardi Open
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 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.