• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:18
CEST 18:18
KST 01:18
  • 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
Serral wins Maestros of the Game 225ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon345.0.16 Hotfix (June 30) - Balance + Bug Fixes38Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon ZOWIE DIVINA preview Serral wins Maestros of the Game 2 TL Poll: How do you feel about the 5.0.16 PTR balance changes? Server Blocker
Tourneys
GSL CK #5 race war HomeStory Cup 29 RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
ASL 22 Proposed Map Pool Snow On New ASL S22 Map, Zerg Nerf Farewell Beloved Starcraft (Youtube Videos) BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Summer Games Done Quick 2026! Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Five o'clock TL Mafia NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5702 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 States4342 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
Next event in 7h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Codebar 47
RushiSC 41
BRAT_OK 31
StarCraft: Brood War
Shuttle 1602
Jaedong 942
firebathero 517
Soulkey 456
Hyuk 305
ggaemo 187
Light 180
Snow 142
hero 61
Mong 48
[ Show more ]
sorry 36
Movie 33
soO 32
Free 31
Pusan 30
Sharp 27
scan(afreeca) 26
910 26
Bale 26
Shine 17
HiyA 16
NaDa 13
IntoTheRainbow 12
Yoon 8
Dota 2
Gorgc5119
qojqva2197
Dendi1362
XaKoH 694
420jenkins228
XcaliburYe153
Counter-Strike
pashabiceps1808
x6flipin426
byalli335
edward125
kRYSTAL_98
fl0m48
Heroes of the Storm
Khaldor189
Other Games
singsing1857
FrodaN941
B2W.Neo693
ceh9513
Hui .218
ArmadaUGS112
Trikslyr46
C9.Mang09
Organizations
Other Games
gamesdonequick33097
BasetradeTV214
Dota 2
PGL Dota 2 - Main Stream85
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• poizon28 29
• LUISG 27
• mYiSmile126
• Reevou 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3043
Other Games
• WagamamaTV29
Upcoming Events
Replay Cast
7h 42m
WardiTV Weekly
18h 42m
PiGosaur Cup
1d 7h
The PondCast
1d 17h
Replay Cast
2 days
CrankTV Team League
2 days
Replay Cast
3 days
Replay Cast
3 days
CrankTV Team League
3 days
Replay Cast
4 days
[ Show More ]
RSL Revival
4 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
4 days
Afreeca Starleague
4 days
Snow vs Jaedong
YSC vs hero
RSL Revival
5 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
5 days
GSL
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
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

Upcoming

Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.