• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:27
CET 06:27
KST 14:27
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Serral's getting trashed by New Catsle's Mind No more SC2 streamers on team liquid? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ? Liquibets sc2 season 30
Tourneys
SC2 iNu's Battles #22 SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ List of top players active on ShieldBattery Rollback Netcode in Brood War [Megathread] Daily Funny Videos BW General Discussion
Tourneys
[Megathread] Daily Proleagues [$1250] International ShieldBattery League Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
Nuke strategy worked in K-League 2026-11-09 50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
ZeroSpace Early Access is Now Live! Path of Exile Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Trading/Investing Thread US Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Things Aren’t Peaceful in Palestine
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Playlenda
Playlendapro
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12061 users

Towards a good SC bot - P56 - Latency

Blogs > imp42
Post a Reply
imp42
Profile Blog Joined November 2010
398 Posts
March 07 2017 17:32 GMT
#1
Towards a good StarCraft bot - Part 6 - "Latency in Brood War"

Summary:
+ Show Spoiler +
Introduction into latency considerations and one example how to apply it in a micro situation.


When programming a bot sooner or later you will deal with latency. And more likely than not you will experience a couple of surprises the first time you play against other bots over a network.
This posts intends to save you some frustration and shed some light on the internal workings of Brood War.

Let’s start with some definitions to create a common vocabulary for discussion.

Latency Frames (constant throughout the course of a game)

Latency in Brood War is the maximum delay between the frame a command gets issued and the frame that command gets executed. Latency Frames define the maximum delay in terms of number of frames.

Turn (constant throughout the course of a game)

A turn is a set of sequential frames, which are bundled together such that commands issued in any of those frames are executed together. If a turn consists of 3 frames, then any commands issued in frame 1 and 2 will be executed together with commands issued in frame 3.

Turn Size

The number of frames per turn

BWAPI Remaining Latency Frames (variable per frame)

Remaining latency frames indicate the actual delay until an issued command is executed (as opposed to the maximum delay). Since commands from the same turn are executed together, this delay varies depending on when during the turn the command was issued. If a command is issued during the first frame of a turn, then Remaining Latency Frames will be equal to Latency Frames. That is, the actual delay will be equal to the maximum delay.

BWAPI latency compensation (default: enabled)

BWAPI has a functionality to simulate status changes as soon as a command is issued rather than when it is executed. This includes order, target position and a bunch of stats like isIdle, etc. The drawback being the information is not actually correct. So there might be just as many cases where latency compensation backfires and does hurt more than it helps. Imagine an SCV constructing a building and you tell it to stop. With latency compensation enabled it will immediately show as isIdle. But relying on the unit to be idle may result in an error since actually the unit is still constructing. The general recommendation is therefore to disable latency compensation.

Example: latency frames = 6, turn size = 2

Frame 0: issue unit1.attack(). Remaining latency frames: 6
Frame 1: issue unit2.attack(). Remaining latency frames: 5
Frame 2: do nothing. Remaining latency frames: 6
Frame 3: do nothing. Remaining latency frames: 5
Frame 4: do nothing. Remaining latency frames: 6
Frame 5: do nothing. Remaining latency frames: 5
Frame 6: execute unit1.attack(), execute unit2.attack()

How do you detect the latency settings?

Latency Frames and Remaining Latency Frames can be queried via BWAPI. To detect the turn size you need to calculate how many frames it takes until Remaining Latency Frames equals Latency Frames.

Application

Consider the scenario where a marine runs into a group of hostile units. The image below shows the exact moment a teal marine detected it is outnumbered and turned around to run away. The circles show the attack range (weapon max range) of the respective units.
As you can see, the teal marine is well within the attack range of the closer red marine and will therefore take hits.
[image loading]

Two factors are responsible:

1. If the teal marine issues a move command to run away the exact moment it spots enemy units within their weapon range the command will only be executed <remaining latency frames> later.
2. Furthermore, the teal marine will require a couple of frames to turn around (between 4 and 5 in this case)

So how do we make sure we run away in time?

We could of course just run away as soon as enemies are in sight range. But this will result in a very conservative behavior with many missed opportunities to get your own shots off.
Instead, we account for latency and frames required to turn as follows:

If (distance between enemy position and my position <= enemy weapon range) then run away

Becomes

If (distance between enemy position in <remaining latency frames + turn frames> frames into the future and my position <remaining latency frames> frames into the future <= enemy weapon range) then run away.

Ok, but where will each unit be x frames into the future?

For your own units you can just extrapolate along the current path.
For enemy units, there are two main approaches:
- Either assume they are walking directly towards you (conservative case)
- Or assume they continue their current direction at their current speed

The image below shows a scenario where the green marine accounts for 6 latency frames and 4 frames to turn. It therefore calculates the distance between where the teal marines will be 10 frames into the future and itself 6 frames into the future (since it turns on the spot).
[image loading]

The result is a very precise micro, where the green marine will remain just outside of enemy weapon range.

Disclaimer:
A word of warning: escaping is considerably harder than attacking. You need to avoid getting cornered and may have to take unexpected turns, allowing the enemy to catch up. It might be a good idea to introduce some safety margin to account for this.

Credits:
Thanks tscmoo for proof-reading
RadicalZephyr explained turns and latency well at https://github.com/RadicalZephyr/bwapi/wiki/Latency



*****
50 pts Copper League
Psyonic_Reaver
Profile Blog Joined June 2007
United States4343 Posts
March 11 2017 09:24 GMT
#2
Pretty soon we dont even need to play BW. It will play itself and there will finally be peace on earth.
So wait? I'm bad? =(
imp42
Profile Blog Joined November 2010
398 Posts
March 12 2017 02:53 GMT
#3
On March 11 2017 18:24 Psyonic_Reaver wrote:
Pretty soon we dont even need to play BW. It will play itself and there will finally be peace on earth.

it already plays itself 24/7 at https://www.twitch.tv/sscait
50 pts Copper League
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
ISSL: Premier - Final Day
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 224
StarCraft: Brood War
Britney 43524
GuemChi 1406
Rain 1287
Bale 34
ZergMaN 29
Noble 22
Icarus 7
Force[name] 6
League of Legends
JimRising 642
Counter-Strike
xp35
Other Games
summit1g10126
Coldzera 805
WinterStarcraft356
XaKoH 294
C9.Mang0242
Maynarde101
NeuroSwarm82
Mew2King61
ViBE47
Organizations
Other Games
gamesdonequick768
BasetradeTV156
Counter-Strike
PGL56
[ Show 13 non-featured ]
StarCraft 2
• practicex 50
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota282
League of Legends
• Rush1155
• Lourlo886
• Stunt242
Upcoming Events
Sparkling Tuna Cup
4h 33m
WardiTV Invitational
6h 33m
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
OSC
17h 33m
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
PiGosaur Cup
19h 33m
INu's Battles
1d 6h
ByuN vs Classic
3D!Clan Event
1d 11h
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Invitational
2 days
Ultimate Battle
3 days
[ Show More ]
CranKy Ducklings
4 days
IPSL
4 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Sparkling Tuna Cup
5 days
IPSL
5 days
Art_Of_Turtle vs KameZerg
Radley vs George
Replay Cast
5 days
WardiTV Weekly
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-11-09
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
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.