• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:56
CET 16:56
KST 00:56
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool36Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ JaeDong's form before ASL [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0 IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
YouTube Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2460 users

New SQ Project

Blogs > JaKaTaK
Post a Reply
1 2 Next All
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-12-17 15:10:02
November 15 2012 20:09 GMT
#1
This will be the center of discussions for solutions to the following problem:

SQ is being eliminated by HotS and it has the weakness of not being able to be accessed from a replay, preventing a working Sc2 gears plug-in and the mass tournament replay analysis that would be necessary to make it a super accurate and up to date metric.

The goals are as follows:

Create a metric that measures macro using data we can get from a replay file (SQ).
Conduct massive ladder analysis and pro tournament analysis to bring SQ up to date.
Create a Sc2 gears plug-in that will give you your SQ for every game.

Issues:
How do we get replays that we can guarantee are from a certain league? Can people who upload replays to sites like Sc2rep.com say that they're in diamond league when they're in silver?


I've contacted WhatTheFat as well as a few other people who I believe will be interested in this project. Please leave comments with your ideas etc

GLHF,
JaK

**
Commentatorhttps://www.youtube.com/JaKaTaKtv
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 15 2012 20:19 GMT
#2
My idea:

I think we can still use average income and average unspent resources because the data for the amount of minerals and gas is in the replay (right?). Someone tried to do this while making a custom map for TheStaircase and said that for some reason his numbers didn't match up with the exact numbers on the score screen. For our purposes, this doesn't matter, as long as its consistent we can re-analyze everything with these numbers and adjust the SQ Scale accordingly to accurately reflect the average SQ levels of each league.

I also think that supply blocks and supply efficiency are important, as well as energy management (inject, chrono, and mule efficiency). Can we make 3 scores, one for spending, one for energy management, and one for supply then make them into a combined score for a total overall macro score? Are there other critical aspects of macro that I am missing, maybe worker production for T and P?
Commentatorhttps://www.youtube.com/JaKaTaKtv
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-11-15 21:05:38
November 15 2012 21:03 GMT
#3
The concept of energy management is a very tricky one. Chrono is barely used past midgame, Queens sometimes don't Inject so they can save up energy for Transfuse, and Terran saves Scans frequently. However, it's clearly relevant, mostly for Zerg. Maybe including Chrono could be a good plan, but Terran should be disregarded for energy management because of saving Scans.

Supply is something that was a big flaw in SQ. Being maxed for long enough decreases your SQ drastically. Therefore, we need to make that portion count. Simply disregarding all information on spending gathered when maxed isn't the solution at all. Instead we need to think of some statistic that would compensate for being at 200/200. It could be anything, like Army Unit Spending, then making an equation which uses it so that when Army Unit Spending is lower, then the spending score is less affected. There are a few things wrong with Army Unit Spending, such as the exploit of queuing up units, but it's just an example.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 15 2012 22:12 GMT
#4
finding a way to solve the exploit of queued up units is definitely on the list of things to do with this project.
Commentatorhttps://www.youtube.com/JaKaTaKtv
loginn
Profile Blog Joined January 2011
France815 Posts
November 15 2012 22:56 GMT
#5
afaik replayFu indicates the league through Bnet. It's not a very used website tho
Stephano, Taking skill to the bank since IPL3. Also Lucifron and FBH
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 16 2012 01:25 GMT
#6
On November 16 2012 07:56 loginn wrote:
afaik replayFu indicates the league through Bnet. It's not a very used website tho


nice one, that should work fine, we only need a sample of players.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
November 16 2012 08:11 GMT
#7
Technically, everything is available in replays, the question is how much work it is to extract, the simple one being just read a number telling you something (average income etc), the complicated one being to simulate the game from the replay and get every single bit of information. I think we're all forced to make compromises since no one is going to literally write a simulator for the replays, but then again, question is how much information is needed and how useful it is with too much information. We all agree that energy consumption is useful, but at the same time, if you include too much data in SQ, the rating will become very complex and hard to understand. "Crap I got a low SQ, but I'm not sure why" etc.
Antylamon
Profile Joined March 2011
United States1981 Posts
November 16 2012 12:23 GMT
#8
On November 16 2012 17:11 Tobberoth wrote:
Technically, everything is available in replays, the question is how much work it is to extract, the simple one being just read a number telling you something (average income etc), the complicated one being to simulate the game from the replay and get every single bit of information. I think we're all forced to make compromises since no one is going to literally write a simulator for the replays

You don't need to simulate a game in order to acquire information. SC2gears gets amazing amounts of information from replays without doing that.
but then again, question is how much information is needed and how useful it is with too much information. We all agree that energy consumption is useful, but at the same time, if you include too much data in SQ, the rating will become very complex and hard to understand. "Crap I got a low SQ, but I'm not sure why" etc.

No, I think he means breaking it down and showing all of the major sections of the macro rating (it's not going to be called SQ because it's not just spending) then show the total macro rating which results from them. That way you can simplify it if you need to.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2012-11-16 13:19:01
November 16 2012 13:18 GMT
#9
On November 16 2012 21:23 Antylamon wrote:
Show nested quote +
On November 16 2012 17:11 Tobberoth wrote:
Technically, everything is available in replays, the question is how much work it is to extract, the simple one being just read a number telling you something (average income etc), the complicated one being to simulate the game from the replay and get every single bit of information. I think we're all forced to make compromises since no one is going to literally write a simulator for the replays

You don't need to simulate a game in order to acquire information. SC2gears gets amazing amounts of information from replays without doing that.
Show nested quote +
but then again, question is how much information is needed and how useful it is with too much information. We all agree that energy consumption is useful, but at the same time, if you include too much data in SQ, the rating will become very complex and hard to understand. "Crap I got a low SQ, but I'm not sure why" etc.

No, I think he means breaking it down and showing all of the major sections of the macro rating (it's not going to be called SQ because it's not just spending) then show the total macro rating which results from them. That way you can simplify it if you need to.

Yes, it gets a ton of information because the information is there in the replay file. The problem, apparently, was that it isn't anymore in hots. If it doesn't say anywhere in the replay file how much minerals was gained, for example, you would literally have to simulate/calculate using the amount of workers built, the paths they took to which crystals, how they were moved during engagements etc, or the information you extract is bogus and doesn't properly represented what actually happened during the game.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 16 2012 16:32 GMT
#10
I don't think the replay files are changing, just the score screen (where SQ currently comes from).
Commentatorhttps://www.youtube.com/JaKaTaKtv
Uncreative_Troll
Profile Joined October 2011
98 Posts
November 18 2012 00:30 GMT
#11
JaKaTaK United States. November 16 2012 05:19.
... Can we make 3 scores, one for spending, one for energy management, and one for supply then make them into a combined score for a total overall macro score? ...


Don't over complicate stuff when you don't have to. 3 Different scores* give you more information than one arbitrarily weighted combined score*.

I don't have a clue about the available information of replays and the map editor, but I guess that it's rather easy to count the time during supply blocks (while the player is not maxed) in a funmap. I fear the different Supply costs for units are kinda a problem. Maybe someone got 95/100 Supply so that he can't build his Thor/Carrier/Ultralisk. Maybe he wants to build 5 of those units at the same time but he doesn't start (some of) them because of the Supply block (or queues them up (P and T))... Anyone has an idea how to solve/avoid that problem? Considering someone to be supply blocked while he still could build units based on his ability to build units (production capacity) doesn't sound like a good idea, cause you don't want to build constantly units from every production building in many cases (4+ Colossi, Medivacs/Vikings, adding Hydras in ZvZ, ...)

Maybe calculate the "wasted" Energy, while each Nexus/OC got max Energy?(Cumulated_time_of_max_Energy_for_all_Headquaters*Energy_regeneration_per_second)

Which information are exactly available (in replays)? What does HotS measure in it's scores screen?

+ Show Spoiler +
*[I am not sure about the English Vocabulary but shouldn't it be "key figure"?]
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-11-18 06:19:18
November 18 2012 06:08 GMT
#12
On November 18 2012 09:30 Uncreative_Troll wrote:
Show nested quote +
JaKaTaK United States. November 16 2012 05:19.
... Can we make 3 scores, one for spending, one for energy management, and one for supply then make them into a combined score for a total overall macro score? ...


Don't over complicate stuff when you don't have to. 3 Different scores* give you more information than one arbitrarily weighted combined score*.

I don't have a clue about the available information of replays and the map editor, but I guess that it's rather easy to count the time during supply blocks (while the player is not maxed) in a funmap. I fear the different Supply costs for units are kinda a problem. Maybe someone got 95/100 Supply so that he can't build his Thor/Carrier/Ultralisk. Maybe he wants to build 5 of those units at the same time but he doesn't start (some of) them because of the Supply block (or queues them up (P and T))... Anyone has an idea how to solve/avoid that problem? Considering someone to be supply blocked while he still could build units based on his ability to build units (production capacity) doesn't sound like a good idea, cause you don't want to build constantly units from every production building in many cases (4+ Colossi, Medivacs/Vikings, adding Hydras in ZvZ, ...)

Maybe calculate the "wasted" Energy, while each Nexus/OC got max Energy?(Cumulated_time_of_max_Energy_for_all_Headquaters*Energy_regeneration_per_second)

Which information are exactly available (in replays)? What does HotS measure in it's scores screen?

+ Show Spoiler +
*[I am not sure about the English Vocabulary but shouldn't it be "key figure"?]

The three scores will be shown separately, then combined. If I am not mistaken, the combined score is supposed to help you compare your macro to the macro of other players, while the separate scores are meant to help you find out what you did wrong.

I don't see the problem in higher supply units, even with the explanation. Higher supply units generally cost much more than 5 marines, mostly because of gas.

The wasted energy idea is an interesting concept which would solve many problems with Toss and Terran concerning energy management, while at the same time promote Toss players to use Chrono more often.

All I know about replays is that they store every single command carried out by all players, from clicks to keystrokes, excluding the ones having to do with options and menus. I think they also store data about minerals, gas, and supply as well, considering what SC2gears can do. The score screen in HotS is essentially the same as the one in WoL except it is missing a couple statistics and has a couple new statistics.
Uncreative_Troll
Profile Joined October 2011
98 Posts
November 18 2012 11:28 GMT
#13
Antylamon United States. November 18 2012 15:08. Posts 1095
...
I don't see the problem in higher supply units, even with the explanation. Higher supply units generally cost much more than 5 marines, mostly because of gas.
...


+ Show Spoiler +
Uncreative_Troll November 18 2012 09:30. Posts 78
I don't have a clue about the available information of replays and the map editor, but I guess that it's rather easy to count the time during supply blocks (while the player is not maxed) in a funmap. I fear the different Supply costs for units are kinda a problem. Maybe someone got 95/100 Supply so that he can't build his Thor/Carrier/Ultralisk. Maybe he wants to build 5 of those units at the same time but he doesn't start (some of) them because of the Supply block (or queues them up (P and T))... Anyone has an idea how to solve/avoid that problem? Considering someone to be supply blocked while he still could build units based on his ability to build units (production capacity) doesn't sound like a good idea, cause you don't want to build constantly units from every production building in many cases (4+ Colossi, Medivacs/Vikings, adding Hydras in ZvZ, ...)


I tried to explain that someone can be "supply blocked" while still having free supply to build units. You won't always reach N of N supply because not every unit costs 1 supply.
The unit with the lowest supply (min(S)) which is currently build doesn't have to be 1. In this case it's possible that you won't be able to reach N of N supply but N - X supply with X<min(S). (Because of this you can't start the timer only while the player has N of N supply. Starting earlier might cause horrible results.)
A Zerg might be considered supply blocked, when he couldn't spent all his Larva (but wanted to), but you sometimes might want to save up Larva/wait for Tech/Scout so you can't use Larva to measure supply blocks...
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 18 2012 19:55 GMT
#14
The definition of a hard supply block as I see it is:

A point in time where you want to build a unit, but cannot, solely due to the fact that you do not have enough supply for that unit, and you will not have that supply within the time it takes to build 1 overlord, pylon or supply depot.

The tricky part it "where you want to build a unit". There will likely be times where you are intentionally supply blocked, like when a protoss is 26/26 during a 4 gate. However, I don't think it would be a bad thing to know the number of times I am hard supply blocked in a game without having to watch the replay and count them, or try to remember the exact number. I can say, "okay, in this build I will be supply blocked at this time, and its all part of the plan, so I should have 1 HSB in the analysis at the end of the game." If the number is 2 or more, I know that I made a mistake somewhere, and it should be easy to show the exact time when this happens (the apm tracker already does this).
Commentatorhttps://www.youtube.com/JaKaTaKtv
Wraithan
Profile Joined September 2012
United States18 Posts
December 17 2012 09:21 GMT
#15
Some notes on this. Average Unspent Resources and Collection Rate are not provided in the replay, they are in a .s2gs file that the game generates from the reply by replaying all the actions. http://ggtracker.com though has the ability to get these files (likely but opening them in a replay viewer or something of that sort, they have not gone into details as to how they are doing it. They suspect that things will work fine with HotS but are unlikely to release the feature for HotS replays until HotS itself is released.

Getting these numbers in a custom map is very possible by keeping track yourself, though it may drift due to sample rate being a little different. Unfortunately in order to get any data just purely from a replay for SQ, supply blocks, energy, etc you have to simulate the game to varying degrees.
Sites I've built: http://fundayroulette.com/ | http://spendingq.com
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 17 2012 15:12 GMT
#16
Actually, Dave from ggtracker said it would take him 4 days work to create HotS compatibility. And he can get the average collection rate from the graph on the score screen, as it is the same as WoL. I convinced him that HotS compatibility is a very important thing, so we should be seeing some updates from ggtracker soon.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Wraithan
Profile Joined September 2012
United States18 Posts
December 18 2012 00:57 GMT
#17
Ah cool, I had talked to him early last week which is what my post is based off of. Great to hear.
Sites I've built: http://fundayroulette.com/ | http://spendingq.com
dsjoerg
Profile Joined January 2012
United States384 Posts
December 19 2012 04:22 GMT
#18
Hi! So, indeed the rumors are true and I'll be add HotS support to GGTracker, I hope within 3 weeks. And yes, resource collection rate can be computed from the s2gs / score screen, and it is _exactly_ the same as WoL.
card-carrying grubby fan. developer of GGTracker.
Wraithan
Profile Joined September 2012
United States18 Posts
Last Edited: 2012-12-19 20:26:27
December 19 2012 08:32 GMT
#19
Well it can't be computed from the score screen like in WoL because it isn't given as an exact but, just as a random point at the end of the graph. I am glad to hear it is still in the HotS s2gs file.

Edit:
because I was having a bad day
Sites I've built: http://fundayroulette.com/ | http://spendingq.com
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 19 2012 14:56 GMT
#20
@Wraithan

Woah, harsh dude. I'm sure he's got a shit ton of things on his plate aside from adding HotS support to GGTracker. Dude does an awesome job, have some respect.
Commentatorhttps://www.youtube.com/JaKaTaKtv
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 298
trigger 82
Vindicta 59
StarCraft: Brood War
Britney 45398
Calm 3133
Jaedong 1761
Larva 673
Mini 610
Shuttle 424
Hyuk 407
JulyZerg 400
Light 332
Flash 324
[ Show more ]
Soma 226
Rush 225
EffOrt 222
firebathero 203
BeSt 181
actioN 128
hero 104
Sea.KH 60
Aegong 40
sorry 33
Nal_rA 26
Yoon 24
zelot 19
GoRush 19
IntoTheRainbow 19
Free 18
Shine 17
910 14
Terrorterran 9
SilentControl 8
ivOry 5
eros_byul 1
Dota 2
Gorgc7263
BananaSlamJamma155
League of Legends
JimRising 501
Reynor3
Counter-Strike
fl0m4842
Fnx 2781
byalli208
Super Smash Bros
hungrybox511
Heroes of the Storm
Khaldor377
Liquid`Hasu348
Other Games
singsing2508
Liquid`RaSZi1138
B2W.Neo1096
Beastyqt416
Fuzer 210
Mlord208
Hui .199
Happy180
FrodaN111
Organizations
Dota 2
PGL Dota 2 - Main Stream54
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH306
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota243
League of Legends
• Jankos4454
Upcoming Events
LAN Event
5m
BSL
4h 5m
Replay Cast
17h 5m
Afreeca Starleague
18h 5m
Sharp vs Scan
Rain vs Mong
Wardi Open
20h 5m
Monday Night Weeklies
1d 1h
Sparkling Tuna Cup
1d 18h
Afreeca Starleague
1d 18h
Soulkey vs Ample
JyJ vs sSak
Replay Cast
2 days
Afreeca Starleague
2 days
hero vs YSC
Larva vs Shine
[ Show More ]
Kung Fu Cup
2 days
Replay Cast
3 days
KCM Race Survival
3 days
The PondCast
3 days
WardiTV Team League
3 days
Replay Cast
4 days
WardiTV Team League
4 days
RSL Revival
5 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
5 days
Platinum Heroes Events
5 days
BSL
6 days
RSL Revival
6 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
6 days
Liquipedia Results

Completed

Jeongseon Sooper Cup
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.