• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:07
CET 10:07
KST 18:07
  • 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
TL.net Map Contest #21: Winners5Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!27$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
Starcraft, SC2, HoTS, WC3, returning to Blizzcon! TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
- nuked - Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1615 users

Intro to SC:BW AI development - Page 3

Blogs > mooose
Post a Reply
Prev 1 2 3 4 Next All
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
May 27 2015 12:43 GMT
#41
I'm not really interested in hard-coding behavior though. Right now this seems to be a bit of a rock-paper-scissors type of deal.

Have there been any attempts (even badly performing ones) that used some sort of ALife or emerging behavior technique? I'd rather just do some experiments in that and see what happens. I'm not interested in winning the ai tourney or anything like that :p (for the time being at least)
Graphics
Cazimirbzh
Profile Joined February 2014
334 Posts
May 27 2015 17:28 GMT
#42
On May 27 2015 21:43 Xeofreestyler wrote:
I'm not really interested in hard-coding behavior though. Right now this seems to be a bit of a rock-paper-scissors type of deal.

Have there been any attempts (even badly performing ones) that used some sort of ALife or emerging behavior technique? I'd rather just do some experiments in that and see what happens. I'm not interested in winning the ai tourney or anything like that :p (for the time being at least)


You'll need a lot of processing to run it and *2 (to write and to test). I dont think the broodwar community is enough^^. I share processing power (BOINC) and we barely reach 10 petaFLOPS.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
May 28 2015 01:55 GMT
#43
Damnit... ahead of my time again I see. My plans foiled by our primitive hardware! ... uh yeah ... that's the only reason why my plan wouldn't work.

And whoa, I've heard about BOINC before! That's some great work you're doing dude. I had an idea once a long time ago about how it would be interesting to create some sort of worm/virus that silently uses processing cycles for problems like protein folding and stuff. This is of course a better and on top of that legal way of doing that :D

Honestly I don't even know how to visualize what 10 petaFLOPS can do, any analogy you can use to explain?
Graphics
mooose
Profile Blog Joined April 2010
Japan200 Posts
Last Edited: 2015-05-28 12:31:58
May 28 2015 08:31 GMT
#44
You don't necessarily need to use hard coded behaviour in all areas of the bot though. The great thing about scbw is that it's such a complicated game with loads of areas you can develop. You might not be able to come up with a learning algorithm for playing the whole game, but you can break the problem into areas and develop one of them. For example build order planning or micro or scouting.

So for example you can't really use a search algorithm to determine all the moves in a StarCraft game because it's too complicated, but you can take one area of the game and apply one there. For example SparCraft. My bot lost to UAlbertaBot last year most of the time even though they were usually executing the same build order at each other. This was probably mostly due to UAlbertaBot using SparCraft and therefore having superior micro. So it's not really just about coming up with some stupid rock paper scissors build order and hoping it works. There's lots of different areas you can develop.

Also I updated the OP to include a reference to UAlbertaBot's github page since I've referred to it a bunch of times in this thread. It was also very useful for building my own system (I copied/stole a bunch of stuff).
www.teamyao.com @TeamYAO
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
May 28 2015 12:42 GMT
#45
Good point. SparCraft looks really interesting! So if I understand correctly, a bot can use this in realtime to see whether it would win a fight or not?
Graphics
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-05-28 17:53:41
May 28 2015 17:47 GMT
#46
On May 28 2015 10:55 Xeofreestyler wrote:
Damnit... ahead of my time again I see. My plans foiled by our primitive hardware! ... uh yeah ... that's the only reason why my plan wouldn't work.

And whoa, I've heard about BOINC before! That's some great work you're doing dude. I had an idea once a long time ago about how it would be interesting to create some sort of worm/virus that silently uses processing cycles for problems like protein folding and stuff. This is of course a better and on top of that legal way of doing that :D

Honestly I don't even know how to visualize what 10 petaFLOPS can do, any analogy you can use to explain?



To understand what kind of hardware you need :
"Intel Celeron G1830 and AMD Radeon R9 295x2 tops out at over 11.5 TFLOPS at a grand total of US$902.57"
http://www.tomshardware.com/reviews/radeon-r9-295x2-review-benchmark-performance,3799.html
http://www.freezepage.com/1420850340WGSMHXRBLE
So if you had 1k of this pc lineup and they're all running for 1 second u have 11.5 PFLOPS^^
But it's actually even more harder to generate computing power. To compare, we have approximatly 500k pc link to boinc. ^^

It's really hard to explain how much is 10 PFLOPS
I tried to find a small project run by WCG (^^ World community Grid) to give a example.
"Computing for Sustainable Water study the effects of human activity on a large watershed, Chesapeake Bay, and gain deeper insights into what actions can support the restoration, health and sustainability of this important water resource
Stats: http://www.worldcommunitygrid.org/stat/viewProject.do?projectShortName=cfsw
It required 4 PFLOPS in order to finished the job.
At the opposite, the folding@home(the big one^^BOINC/google/sonic) project "Its current performance of 40.2 x86 petaFLOPS and 14.4 native petaFLOPS"
And if you want to be amaze i suggest checking the total flops generated by boinc projects it's insane^^

I think BOINC is a good way to keep my pc usefull when he's idle because i am still paying the bill. Even when it does nothing^^. After 15 minutes of inactivity, and if there is no software running , my sceensaver switchs between SETI/Milkyway/Einstein/rosetta. I think it should be install BY LAW on all pc :p
It's impossible to hack this kind of grid. The segmentation of the data is really impressive. Every 30m/1hour, you switch from a task to another. Also the distribution method prevent to build an emerging pattern. It's safer than bitcoin. The real security issue come from the details of your hardware and also personnal data you share.

Please, mooose, more stories. I am unable to grasp how many variables you need in order to have a AI that could play vs parting :p
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2015-05-31 11:51:42
May 31 2015 11:51 GMT
#47
I remember when putting actual code into Starcraft's AI was a pipedream. I remember all 10 of the years I spent mastering the ins and outs of how the hardcoded crap behaved and how to try to work around its innumerable quirks and annoyances, often fruitlessly, trying to get AI to work for my total conversions and pet projects. When I set down ZONS and thought I had created what would be the best Zerg AI for the game (later ZAPOC, but by then BWAPI had been in development for a short time and I knew the era of scaiedit was at an end). Still, the 8 hour duel between Mike's protoss and ZAPOC has a special place in my heart.

That was the time for me to finally step out of modding for good, because I'm no programmer despite my experience in modding. I wish I had taken a hint back then instead of wasting my time with other games for so long.
nepeta
Profile Blog Joined May 2008
1872 Posts
June 01 2015 10:34 GMT
#48
On May 28 2015 17:31 mooose wrote:
You don't necessarily need to use hard coded behaviour in all areas of the bot though. The great thing about scbw is that it's such a complicated game with loads of areas you can develop. You might not be able to come up with a learning algorithm for playing the whole game, but you can break the problem into areas and develop one of them. For example build order planning or micro or scouting.

So for example you can't really use a search algorithm to determine all the moves in a StarCraft game because it's too complicated, but you can take one area of the game and apply one there. For example SparCraft. My bot lost to UAlbertaBot last year most of the time even though they were usually executing the same build order at each other. This was probably mostly due to UAlbertaBot using SparCraft and therefore having superior micro. So it's not really just about coming up with some stupid rock paper scissors build order and hoping it works. There's lots of different areas you can develop.

Also I updated the OP to include a reference to UAlbertaBot's github page since I've referred to it a bunch of times in this thread. It was also very useful for building my own system (I copied/stole a bunch of stuff).


BWAI should really be made modular, because of this. There are so many fields in which improvements can and have been made, but often new coders are reinventing the wheel. There are some open bots, but ideally there should be a modular structure which can absorb different versions of different fields like scouting, mining, attack-micro, but also more complex code for balancing eco vs army. Then if a module gets written, or improved, it can be incorporated in existing AIs.
Broodwar AI :) http://sscaitournament.com http://www.starcraftai.com/wiki/Main_Page
mooose
Profile Blog Joined April 2010
Japan200 Posts
June 01 2015 10:54 GMT
#49
I think a lot of the AI systems are modular actually. Mine is, although the architecture is a bit of a mess at this point. I should really go through and refactor before I develop it any further. Using UAlbertaBot as an example once again; it has a quite nice modular design that would allow you to replace specific parts with your own system if you wanted to only develop a specific module rather than an entire AI. For example, the bot treats the build order generator like a black box so if you came up with a better one you could probably replace the existing one without too much work.
www.teamyao.com @TeamYAO
DinosaurPoop
Profile Blog Joined April 2013
687 Posts
June 01 2015 14:26 GMT
#50
Note: just observing, not really a programmer/ai genius

How do you fix the problem of AI's being eternally horrible at judgement? A lot of the time they have horrible misjudgement problems and often don't know when to stop or to continue committing to something, an AI protoss can fight into tanks and then retreat 2 seconds later, when continuing attacking would have been the less worse option.. A common form of this is having a protoss AI eternally chase 1 zergling with all zealots the protoss has. It could also completely go for the wrong amount of unit, let's say too many dragoons or too many carriers, because the AI often can't weigh the information it gets.
When cats speak, mice listen.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
Last Edited: 2015-06-02 09:11:34
June 02 2015 09:10 GMT
#51
Good question. I'm just gonna think out loud about it here, like an exercise, feel free to correct me.

Say you're using SparCraft. If I understand correctly, it uses a simplified model of how fights happen in bw so that an AI can 'predict' what the outcome of a battle will be. Since it ignores pathfinding and stuff (splash?), it's gonna be wrong a certain percent of the time (especially towards bigger and complex battles). Say your prediction gives a win, but suddenly the AI re-evaluates the situation as it is and it turns out you're losing the battle. SparCraft calculates how your squad is weaker than the other's, so the 'squad-manager' module orders your units to retreat (but they die to tank fire).

Now, retreating isn't necessarily always bad. Sometimes you can save a few units if the opposing squad doesn't have long range, meaning they can't kill you while you're running away. In your example, this is almost never going to happen since tanks have an enormous range and will still get a lot of kills while units run away. But in the case of zealots or something it wouldn't be bad to run away with your leftover lings if they have no way of winning.

So this leads me to think that the decision to either 'retreat' or 'suicide but do max damage' has to be a function of the opponent's range. I wouldn't know how to do the math for this though.

Perhaps a solution could be to assign aggressiveness levels to squads. 0 being retreat to safety immediately and n (max) being fight until the death. Somewhere in between there could be varying levels of harassment & retreating (positioning). Dunno if this actually makes it easier though, since you still have to figure out how to assign these levels to squads/units
Graphics
Cazimirbzh
Profile Joined February 2014
334 Posts
June 02 2015 16:02 GMT
#52
On June 02 2015 18:10 Xeofreestyler wrote:
Good question. I'm just gonna think out loud about it here, like an exercise, feel free to correct me.

Say you're using SparCraft. If I understand correctly, it uses a simplified model of how fights happen in bw so that an AI can 'predict' what the outcome of a battle will be. Since it ignores pathfinding and stuff (splash?), it's gonna be wrong a certain percent of the time (especially towards bigger and complex battles). Say your prediction gives a win, but suddenly the AI re-evaluates the situation as it is and it turns out you're losing the battle. SparCraft calculates how your squad is weaker than the other's, so the 'squad-manager' module orders your units to retreat (but they die to tank fire).

Now, retreating isn't necessarily always bad. Sometimes you can save a few units if the opposing squad doesn't have long range, meaning they can't kill you while you're running away. In your example, this is almost never going to happen since tanks have an enormous range and will still get a lot of kills while units run away. But in the case of zealots or something it wouldn't be bad to run away with your leftover lings if they have no way of winning.

So this leads me to think that the decision to either 'retreat' or 'suicide but do max damage' has to be a function of the opponent's range. I wouldn't know how to do the math for this though.

Perhaps a solution could be to assign aggressiveness levels to squads. 0 being retreat to safety immediately and n (max) being fight until the death. Somewhere in between there could be varying levels of harassment & retreating (positioning). Dunno if this actually makes it easier though, since you still have to figure out how to assign these levels to squads/units


Basicly, you're right. If your IA is stuck you need to add more datas, functions to your script. Like DinosaurPoop said, "AI often can't weigh the information it gets." So you pump more usefull intel in order to conteract the loop.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
June 03 2015 11:44 GMT
#53
Ah it seems like I misunderstood SparCraft. It doesn't calculate the battles real-time, it does it in advance and then looks the results up in a database, correct? Sort of like endgame tables for chess?

So the problem is rather that either the database can be incomplete, or incorrect. On the one hand there's stuff like collision detection and splash which is probably not accounted for. But on the other hand there are unknown variables such as the opponent's micro skill. This isn't easy to solve indeed.

Hmm ... wouldn't a neural net be good at this type of statistical calculations?
Graphics
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-06-03 18:10:14
June 03 2015 17:08 GMT
#54
On June 03 2015 20:44 Xeofreestyler wrote:
Ah it seems like I misunderstood SparCraft. It doesn't calculate the battles real-time, it does it in advance and then looks the results up in a database, correct? Sort of like endgame tables for chess?

So the problem is rather that either the database can be incomplete, or incorrect. On the one hand there's stuff like collision detection and splash which is probably not accounted for. But on the other hand there are unknown variables such as the opponent's micro skill. This isn't easy to solve indeed.

Hmm ... wouldn't a neural net be good at this type of statistical calculations?


I have no idea about sparcraft but standalone and implemented into a BWAPIbased seems to be able to do both. We need our expert^^
ANN can help only when the unknown variables are known and coded^^ You have to consider it like the last level for bots. For this step, it required first to have the basics covered ( no army running after 1gling, no weird retreat, etc). ANN is required when you want to determine what's are the "hidden" reasons of a choice. It's like building a labyrinth and explore it after to draw the map in order to know where are the dead ends. :p
ANN will allow you do input "simple" stuffs for very good results but the data will you have to feed and the nonnegative matrix you must compile in order to prevent crazy things is more than hardcore.
I think, (where's our expert^^), at the moment, we're at the first step. We're gathering basics data. Next one will be to run simulations on a large scale (boinc) to have the data required for last step, ANN. At this point, it'll be not game per game but for Bo(x). It'll be very interesting to see what hint could/should be noticed during a previous game to select A or B build after a win or a lose.


edit : sc2replaystats is working on tools in order to help player but they're making good steps to gather data.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
June 04 2015 01:01 GMT
#55
Actually now that I think about it, quantifying an opponent's micro skill shouldn't be too difficult. Some sort of efficiency calculation by measuring total damage output per unit should give adequate results, no? Maybe measure how long it takes on average to kill an enemy's units, could be a good indicator too?

By measuring this during the game you could let the ai adapt and be less aggressive etc.
Graphics
Cazimirbzh
Profile Joined February 2014
334 Posts
June 04 2015 15:48 GMT
#56
It'll be easy to calculate for an AI but for a human it's "impossible" too many variables (micro vs macro, epm vs apm, key units). However with an harass script designed to test apm, the AI could narrow the skill of a player and adapt his strategy according to the results. But it'll not be accurate because you'll just have to play bad during the harassscript to fool the AI.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
June 05 2015 12:43 GMT
#57
Hmm ... this sounds like a statistics problem though, I mean, isn't there a way to constantly update this calculation and leave out the worst performance out of the averaged equation? (in case of the harass script being 'fooled')

Cuz they can't micro badly all game right? I mean, then they'd just lose hahah
Graphics
Cazimirbzh
Profile Joined February 2014
334 Posts
June 06 2015 09:34 GMT
#58
On June 05 2015 21:43 Xeofreestyler wrote:
Hmm ... this sounds like a statistics problem though, I mean, isn't there a way to constantly update this calculation and leave out the worst performance out of the averaged equation? (in case of the harass script being 'fooled')

Cuz they can't micro badly all game right? I mean, then they'd just lose hahah

Yes but we're reaching our current limit This apm calculation issue is a good example of what kind of systematic errors by lack of data a statistical approch will lead to. Because even with a harass script, a lot of scouting, the constant nature of apm data makes it impossible to predict. So, for a next engagement, in terms of effectiveness, unless it's vs AI with an "absolute effectiveness" script, i dont see how you can predict accurately an apm variable as a rule of engagement.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6773 Posts
June 07 2015 14:38 GMT
#59
Ok ok new idea!!

float p = random
if < .5
retreat
else
attack

There, problem solved.

No but really, I read that one bot has like a random 'mood' right? agressive/campy/cheesy/... I think this is a nice idea, keeps your bot from being too predictable.
Graphics
turtles
Profile Blog Joined August 2011
Australia360 Posts
June 08 2015 04:40 GMT
#60
Hi Mooose, that's a great write up. I had no idea that Broodwar AI competitions were still such a healthy scene. I'm writting my own AI for SC2 currently. Here is the last video of my progress I made.

Unfortunately no such API exists (or will likely ever exist) for SC2 so having a competitive scene would be near impossible. But looking at what is going on in the broodwar world makes me wish I had started there instead. Fighting other AIs would make for a great way to benchmark and rate your progress.

GL, I hope your AI does well
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 140
StarCraft: Brood War
Calm 8326
TY 537
BeSt 393
Jaedong 389
Zeus 330
PianO 278
Tasteless 272
Soma 238
Leta 165
soO 111
[ Show more ]
sorry 38
sSak 23
yabsab 14
NotJumperer 12
Bale 11
Noble 7
Dota 2
Gorgc4481
KheZu142
League of Legends
JimRising 504
Reynor72
Counter-Strike
fl0m1762
taco 68
Other Games
summit1g14140
ceh9340
singsing285
XaKoH 74
NeuroSwarm63
crisheroes48
Organizations
Other Games
gamesdonequick576
Counter-Strike
PGL149
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 22
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3060
• Stunt767
Upcoming Events
OSC
2h 53m
LAN Event
5h 53m
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
Korean StarCraft League
17h 53m
CranKy Ducklings
1d
LAN Event
1d 5h
IPSL
1d 8h
dxtr13 vs OldBoy
Napoleon vs Doodle
BSL 21
1d 10h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 13h
Sparkling Tuna Cup
2 days
WardiTV Korean Royale
2 days
[ Show More ]
LAN Event
2 days
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
3 days
WardiTV Korean Royale
4 days
Replay Cast
4 days
Kung Fu Cup
5 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
6 days
RSL Revival
6 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals 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.