• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:44
CET 11:44
KST 19:44
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Blizzard Classic Cup - Tastosis announced as captains3Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series14BSL Season 224Vitality ends partnership with ONSYDE20
StarCraft 2
General
GSL CK - New online series Weekly Cups (March 2-8): ByuN overcomes PvT block Blizzard Classic Cup - Tastosis announced as captains Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Vitality ends partnership with ONSYDE
Tourneys
Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
Recent recommended BW games ASL21 General Discussion BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ BSL Season 22
Tourneys
IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Mexico's Drug War Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3031 users

Need ideas: calculating a Starcraft match

Blogs > r3dox
Post a Reply
r3dox
Profile Blog Joined May 2003
Germany261 Posts
Last Edited: 2009-03-26 12:26:48
March 26 2009 12:22 GMT
#1
This is for programmers/logic people, but ideas of others are welcome too.

Short Version:
Suppose u have a model of a starcraft player with skills like micro/macro/etc. (whatever u can think of) with values ranging from 0 to 99.

Im looking for a way to compute the winner of a starcraft match based on those values. (not the same player winning all the time, but that the better players wins a higher percentage)


Long Version:
The idea is to make a StarcraftManager browser game where u manage your team, train your players, make the lineups and have your teams compete in leagues.

matches between players will have to be calculated based on the various factors involved i.e. player skills, race matchup, map, used strategy (allin cheese, fastexpo etc), match situation (being down 2-0 in a BO5, ace match etc).

bonus:
it would be nice to have the generation of certain events that can be used to have a description of a played match.

example:
for the football browser game at www.hattrick.org the match engine roughly goes like this:
the playmaking and stamina skill of your midfield players make up your midfield value. compared to your opponents midfield value this determines ball posession. based on ballposession there will be "scoring attempt"-events for each team. based on the forwards scoring ability and the defender+keepers defending ability the success of a scoring attempt is computed (semi-randomly).

this will generate a series of reportable attempts and goals and finally a result of the match

things you could consider:

player:
micro, macro, multitasking, timing, pressure handling, buildorders, experience, map knowledge, fatigue from playing/training

map:
number of starting locations, rushing distance, number of gas expoes

match:
pressure situation, previous games of these players

desired properties:
- a high skilled player always crushes a newbie
- a PvZ expert crushes a ZvT expert
- 2 equally skilled players, player1 goes FE, player2 goes allin rush, early in the match player2 has an advantage to end the game, players1 needs micro/pressure handling to defend. if he defends player2 is at a huge disadvantage

basic idea:
modelling the economy and the army (size, position, special units like DTs) and having them influence one another on regular events

or do you think this would be way too complex to implement?

fanatacist
Profile Blog Joined August 2007
10319 Posts
Last Edited: 2009-03-26 12:43:59
March 26 2009 12:43 GMT
#2
I think there are way too many external factors to be considered that would make any system of this sort not as accurate as you may hope. Progamers get injured, get sick, etc., how do you account for that? How much of a handicap do you give to an amateur in a pressure situation? There is no way to give a concrete value to these things, and thus impossible to measure from 0 to 99. Your ratings will most likely be subjective in EVERY category, and you have to have data from ALL games played by that player for it to be accurate. I don't think you have the time or objectivity to collect data with that in mind. Also, the best player does NOT always win, you will never be able to make a model that will make that happen or predict the result. Sorry.

One solution I can come up with is something like this, although the entire concept of a model of this sort is weak in general.

You go back to the beginning of every progamer's (or at least the two you are focusing on in a match) career, and start them both at 0 points in all categories.

Every televised win is +5 points to player rating, +1 to pressure game clutch
Every televised loss is -5 points to PR, -1 to clutch
Every win vs. a person with a higher ELO is +7 points, +2 clutch
Every loss vs, a person with a lower ELO is -7 points, -2 clutch
Every game in a Ro8 has the points multiplied by 1.5
Ro4 multiplied by 2
Finals multiplied by 3
Every win/loss vs. race X is +/-5 points to vX
Each consecutive loss vs. player X costs more clutch (-1.5 for the second loss, -2 for the third loss, -3 for fourth, etc.)
Breaking a streak of losses vs. player X gives the amount of clutch you would have lost (+3 for a win after 3 losses)
Breaking a streak of wins vs. player X by losing to him takes away from you the amount of clutch he would have lost (-3 for a loss after 3 wins)
Consecutive wins would work under a similar principle


Etc. etc.

There are tons of conditions you can come up with, and I'm sure there is a way to do this in spreadsheet if you have little programming experience. However, this will still not be perfect and will not be able to predict the winner with anywhere near 100% certainty. If there was a unifying hierarchy like this (ELO doesn't really predict anything, Bisu vs. by.hero, etc.) then devoted people would be getting 99% on Liquibet because any chump could find this magical rock-paper-scissors model.

Also note how the system I mentioned would be taking every game, past and future, into account. Any model that does not do the same will fail. The other problem is how would it account for rises and falls of player skills? Kespa rating is nefarious for this.

Basically, this is very difficult and the results will not be what you want, but if you want something fun and not entirely concrete, go ahead and make it [:
Peace~
Scaramanga
Profile Blog Joined March 2008
Australia8092 Posts
March 26 2009 12:43 GMT
#3
http://www.teamliquid.net/forum/viewmessage.php?topic_id=82691
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
fanatacist
Profile Blog Joined August 2007
10319 Posts
March 26 2009 12:46 GMT
#4
Oh that is the kind of thing he was talking about?

-_-

FML
Peace~
miseiler
Profile Blog Joined October 2008
United States1389 Posts
Last Edited: 2009-03-26 12:50:12
March 26 2009 12:48 GMT
#5
I think you're overthinking this, depending on what you're actually trying to do.

For instance, 1 and 2 of your "desired properties" can modeled simply by comparing ELO and competence in the matchup (i.e., 80% ZvZ in jaedong's case, etc). There is always a small chance a newbie will win, so this should be a linear scale normalised to 1 to determine the probability of victory. In my opinion, you should also consider map strength for a particular matchup. That should cover 90% of games, and all the data is available in the TLPD.

I suspect you're trying to win the fantasy proleague. In which case, I'll tell you how that's done.

What you're after is called a Monte Carlo (MC) simulation. It's based on a Markov model (or Markov Chains, or whatever you want to call it), which is just a fancy word for random process. Basically, you make a table of every possible matchup (every player vs every player, on each map), and record the probability of victory for each player based on that matchup. That gives you the Markov model. Obviously, the more complex you make the model (adding factors as you mention them above), the more accurate it will likely become. But what I mentioned is probably enough.

**You should be wary of people in TLPD with 100% matchup percentages because they haven't played many games.**

Dealing with small sample sizes is left as an exercise to the reader.

At this point, you can run a simulation. Assuming random matchups from each team in proleague (not true, obviously, I'll get to that in a sec), pick four players from each team and simulate the outcome of each game by randomly selecting the winner weighted on the probability of victory in that matchup (which you've already calculated). Run the match as usual; if the match ends up 2-2 have an ace match, etc.

From there, simulate the entire season, and you should have your team winner, as well as statistics collected on each player.

Do this several million times (shouldn't take more than a minute or two, unless you've done something wrong in your algorithm), and average the outcomes. Over time, you should have a very accurate idea of how each player will perform. Simply pick the "perfect team" from these data.

This is *exactly* how betting parlours calculate bets. There are incredibly complex models which are simulated many millions of times. It works, otherwise they wouldn't make money

So, back to the matches. Obviously coaches aren't stupid; you'll have to assign probabilities that different players will be sent out on different maps. Another exercise for the reader.

And no, this isn't that complex to implement. I use monte carlo simulations for tons of things. The hardest thing by far is to generate the model. Once that's done, the actual simulation part is just a long for-loop with some decisions and logging functions.

EDIT: fanatacist brings up a great point: past match history between two players. Just add it to my small list of factors above
"Jinro soo manly wearing only a T-Shirt while the Koreans freeze in their jackets" -- Double_O
"He's from Sweden, man. We have to fight polar bears on our way to school." -- Yusername
3 Lions
Profile Blog Joined October 2007
United States3705 Posts
Last Edited: 2009-03-26 12:51:00
March 26 2009 12:50 GMT
#6
You should look at the browsergame wc3manger.com...which has closed down and still hasn't returned my money >.<

Anyways, here's what I think the different stats should be.

Game Sense
Speed
Micro
Macro

Morale
Stamina

Experience


edit: are you a programmer? If so PM me and maybe we could try to make SCManager, as I have a bunch od ideas but don't know shit about programming
r3dox
Profile Blog Joined May 2003
Germany261 Posts
Last Edited: 2009-03-26 13:13:39
March 26 2009 13:08 GMT
#7
thanks for your replies

On March 26 2009 21:48 miseiler wrote:
I suspect you're trying to win the fantasy proleague. In which case, I'll tell you how that's done.

no im not doing this for fantasy proleague and also i dont want to win liquibet
also i dont want to calculate the winner of 2 actual progamers based on their historical stats.

the idea is to create a fictional browser game.... this is not based on actual progamers!

im just looking for a way to simulate a starcraft match based on skills of the players, the map, the match etc.
you can decide which skills players have and how much they influence the match engine!!

also it would be great to generate some sort of report for a match, so users of the browsergame can kinda review what was going on in the match.

On March 26 2009 21:50 3 Lions wrote:
edit: are you a programmer? If so PM me and maybe we could try to make SCManager, as I have a bunch od ideas but don't know shit about programming

yes im a programmer but this blog post is supposed to be the discussion platform
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
March 26 2009 13:45 GMT
#8
i wonder if anyone commenting here has ever played a football manager game. They have like 20 stats for each player. That's the feeling the OP wants to get I guess, a real comprehensive, possibly overly comprehensive rinse down of all possible attributes. PS there is nothing more complicated about Starcraft players' skillsets than football players, and they have made several successful football manager games ¬¬. It's probably quite doable even without a big programming team.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
Last Edited: 2009-03-26 15:25:11
March 26 2009 14:59 GMT
#9
This is very interesting! I've been thinking about something like this but I lack the dedication and time required..

I think the model you describe is a very good start, yes it will be difficult to implement but no I dont think it will be too complex.

Some quick ideas/suggestions:
On March 26 2009 21:22 r3dox wrote:
player:
micro, macro, multitasking, timing, pressure handling, buildorders, experience, map knowledge, fatigue from playing/training

You should perhaps include scouting in there. Maybe something like:
In case of a rush:

If a scouting (should factor experience as well?) check fails, apply a certain multiplier (<1) to the players micro skills when defining if he will survive the attack.
Use the result to continue the simulation with the players' economies modified accordingly.


map:
number of starting locations, rushing distance, number of gas expoes

Rush distance should have various values ie for cross or close positions in 4 player maps etc
Also, it may get dangerously alike to MyStarcraft but race balance stats for each map may be difficult to avoid.

Honestly, the way a mach should be simulated depends on the level of realism and complexity you want the match engine to have.

You could go for anything ranging from:
Mix all the stats in a big calculation with the appropriate factors and randomness and display the result.
to
-Determine the initial bo of each player,
-include harassment events and battles using the micro, macro and multitasking stats,
-have the players expand depending on their advantage, risk taking etc
-do 2 again
etc

The danger is that the closer you get to the last method the more difficult it will be to get realistic results.

I also agree with fanatacist on the fact that it may get very subjective rating each players skills, especially for less known ones. The only way around this i can think of is to have a relatively large number of people who follow the scene (should be too hard lol) rate each player as objectively as possible and get the stats from that.

I hope this helps, I'm sorry for the text wall

EDIT: lol i just noticed. Hi r3dox this is soup :D
axion
Profile Blog Joined October 2008
Norway110 Posts
Last Edited: 2009-03-26 17:09:07
March 26 2009 16:39 GMT
#10
edit:
KaasZerg
Profile Joined November 2005
Netherlands927 Posts
March 26 2009 16:47 GMT
#11
Way too complex to model. It wouldn't be a very good predictor.

For the hack of it.

In this model with multipliers a glaring weakness is a heavy punishment. Every variable get a different weight for each stage of the game.
micro x (early game)weight x macro x (early game) weight x multitasking (early game) weight x timing x (early game) weight x pressure handling x (early game) weight x buildorders x (early game) weight x experience x (early game) weight x map knowledge x (early game) weight x fatigue from playing/training x (early game) weight etc. etc. etc.=Value

Devide Value player A with Value player B. Use a probabiltyformula to for a spread like a bell curve. Games won/lost by A in early game. Probabilty game hasn't won by either players.

A percentage of the games hasn't been won in this stage.
Repeat the proces with different weights for mid game.

You get something like
Early game:
Chance player A wins %+Chance player B wins%+neither%=100%
Mid game
Chance player A wins% x (% neither won early game)

I m not going to finish this because THIS IS MADNESS
But you can see where this is going at.

This is all I could come up with on the fly and I haven't done this for a decade or so.

SaRangHaE
Profile Blog Joined July 2005
United States182 Posts
March 26 2009 16:59 GMT
#12
Don't really get it, is it suppose to be be like fantasy football? fantasy proleague ROFL
don't taze me bro
Please log in or register to reply.
Live Events Refresh
GSL
10:00
GSL CK - Day 1
CranKy Ducklings SOOP81
herO (Afreeca)35
Rex23
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech119
herO (Afreeca) 35
Rex 23
StarCraft: Brood War
Britney 16566
Horang2 5672
Hyuk 1967
Jaedong 1068
Flash 725
actioN 385
Shuttle 287
Bisu 279
Mini 231
Mong 191
[ Show more ]
Rush 181
EffOrt 139
Light 139
Stork 131
Pusan 130
JYJ 128
Hyun 127
ZerO 108
Last 108
Soma 100
Leta 95
Killer 79
Mind 65
ToSsGirL 50
Barracks 37
Sharp 37
Backho 33
sSak 29
soO 25
NotJumperer 24
Nal_rA 21
sorry 14
GoRush 10
SilentControl 7
Dota 2
XaKoH 522
XcaliburYe84
canceldota24
febbydoto10
League of Legends
KnowMe75
Counter-Strike
olofmeister1897
shoxiejesuss930
Super Smash Bros
Mew2King89
Other Games
ceh9552
Fuzer 173
Pyrionflax171
B2W.Neo148
crisheroes111
ToD109
ZerO(Twitch)10
Organizations
Dota 2
PGL Dota 2 - Main Stream13015
Other Games
gamesdonequick960
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH284
• LUISG 32
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2006
• Stunt1160
Upcoming Events
WardiTV Team League
1h 16m
The PondCast
23h 16m
WardiTV Team League
1d 1h
Replay Cast
1d 13h
Replay Cast
2 days
CranKy Ducklings
2 days
RSL Revival
2 days
WardiTV Team League
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
RSL Revival
3 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Team League
6 days
GSL
6 days
Liquipedia Results

Completed

Spring Cup 2026
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
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
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.