• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:54
CET 13:54
KST 21:54
  • 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: Winners11Intel 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
[TLMC] Fall/Winter 2025 Ladder Map Rotation4Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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 Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
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
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1163 users

[Math Puzzle] Day13

Blogs > evanthebouncy!
Post a Reply
1 2 3 4 Next All
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2009-06-08 04:29:09
June 08 2009 03:05 GMT
#1
from me: Please leave some comments as they mean a lot <3.

Last day's puzzle was first solved by Konfustikator, while Pseudo_Utopia might be easier to understand.

+ Show Spoiler [solution] +

Total color is 6, consider row_y which looks like
row_y = {(0,y), (1,y), (2,y), ... (6,y)}
clearly, row_y is a row with y axis value of y, and its x values ranges from 0 to 6.
Since each row has 7 elements, then 2 of them must be the same color.

Now consider this area formed by
{row_0, row_1, row_2, ... row_6^7}

This is a huge tall rectangle with height 6^7+1 and width 7. Since with 6 colors, all rows of 7 elements have 6^7 kinds of coloring scheme, then with a height of 6^7+1 two rows, say row_i, row_j must have identical coloring scheme.

Then since both row_i and row_j has 1 color that's repeated, that color will form the rectangle, whos verticies are identical color.

Considering draw out a picture if this is not intuitive enough, but this is a very clean solution.


Today's puzzle is a bit into the computer science side, but still fairly math oriented. It is as follows.

You have a maze, here is how it's constructed:
the maze is made within a rectangular grid of size mxn, where m and n are arbitarily chosen natural numbers.
Of any grid, it can either be part a path or a wall.
From any point inside the maze, provided that it's not a wall, will have a way out.
Then clearly, to walk outside of a maze, you'll have to go up, down, left, right in some way.

You also have a robot, here's the property of the robot:
You can code the robot to move in a certain way. For instance, coding it with the sequence:
left, left, up, up will make the robot attempt to move left twice, and up twice.
If the robot is blocked on the left, executing the move "left" multiple times will not move the robot.
The robot has no sense of perception, that is to say:
-It cannot know if it hits a wall
-It cannot know where it is inside the maze
-It does not know how far it has walked

Your Job:
Code the robot in such a way that for ANY valid maze [that is to say, for any m, n maze size and for any valid maze construction of that size] the robot will eventually be able to get out.
The fine print:
By ANY valid maze it means that regardless of size of m, n, and regardless of maze design, the robot will be able to move outside the maze eventually. That is to say, while you are coding, you cannot assume a certain m, n, or design.

Some example pictures:
[image loading]

Here is an example of a valid maze, with the maze area being black and white, and the outside area colored green. where the robot starts at the red point, and executing the instruction:
up-up-down-down-right-right-left-left
then ends up at point blue.

Again, post anything that comes across your mind, and if you're confident that you have the answer, put it in a spoiler. GL!
Again, leave a comment, it'll be much appreciated and kept me doing these blogs.

Edit:
No "random move" algorithms please.


Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Zozma
Profile Blog Joined November 2008
United States1626 Posts
June 08 2009 03:34 GMT
#2
Hmm. Left, down, right, up(times infinity) would ensure that our robot friend could always make progress, but if he gets caught in four open squares it wouldn't work. This is an interesting one, but I don't think I know enough to solve it. T_T
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:38 GMT
#3
Far worse than that, even in the example with the red dot, LDRU repeated endlessly just results in it moving back and forth between the dot and the square below it.

My first thought on reading the question was "yay implement BFS ezpz" and then I got to the part where the robot can't sense anything. ;; Trying to think of some kind of psuedo-BFS (or more likely DFS in this case) I could implement without feedback.
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
June 08 2009 03:49 GMT
#4
I just noted that doing the Zig-Zag route up-right m*n times puts the robot in some "accumulation points" at corners. Im thinking about up-right m*n times then twisting the direction so the up-right becomes left-up. I think the brute force solution is some sort of up-right, left-up, down-left, right-down (each one m*n times) and then if you do the same again the robot ends up at the same square so you can do repeat but this time in other direction. Damn its hard to explain.
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:50 GMT
#5
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 08 2009 03:54 GMT
#6
On June 08 2009 12:50 Macavenger wrote:
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.


You can't do inverse.
For instance, say your robot has a wall on the immediate left.
The sequence LLL will be inversed to RRR, yet LLLRRR will certainly NOT make you go back to the original point.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:56 GMT
#7
For Malongo:

+ Show Spoiler +
I looked at a couple of approaches very similar to that, and I don't think it quite works. Running some test cases on the example provided, the collection points can end up not being anywhere near the exit, and having no direct path between any collection point and the exit. If you got lucky and tried R-D followed by L-D immediately from the start, you'd get it, but you can't assume that kind of luck, and the starting position shown is not actually a collection point itself, so you can't really get back to it. Unless there's some way of juggling the order of attempts I haven't thought of, I don't think what you have is going to reliably produce a solution.
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 03:56 GMT
#8
On June 08 2009 12:54 evanthebouncy! wrote:
Show nested quote +
On June 08 2009 12:50 Macavenger wrote:
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.


You can't do inverse.
For instance, say your robot has a wall on the immediate left.
The sequence LLL will be inversed to RRR, yet LLLRRR will certainly NOT make you go back to the original point.

I said that in my explanation It's why I said I didn't think I had it yet.
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2009-06-08 04:03:42
June 08 2009 03:57 GMT
#9
randomly choose the direction. even if it takes ages, at some point you will get out :o
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 08 2009 04:02 GMT
#10
On June 08 2009 12:56 Macavenger wrote:
Show nested quote +
On June 08 2009 12:54 evanthebouncy! wrote:
On June 08 2009 12:50 Macavenger wrote:
Spoilering in case I'm getting close to the answer, but I don't think I'm there yet.

+ Show Spoiler +
Thinking about it more, psuedo-BFS may be the way to go after all. Because of the maze definition, there is some sequence of moves that will get the robot out. You could have it essentially attempt all possible combinations in a logical order (i.e. U; R; D; L; UU; UR; UD; UL; RU... etc.) that's easily written through loops, and do the inverse after each attempt (i.e. say it tries the sequence UDLRUDUDRR, the inverse would be LLUDUDLRUD) to attempt to return to the starting point, then start the next sequence. The problem with that is that since you have no feedback, performing the inverse sequence of moves is unlikely to return you to the starting position.


You can't do inverse.
For instance, say your robot has a wall on the immediate left.
The sequence LLL will be inversed to RRR, yet LLLRRR will certainly NOT make you go back to the original point.

I said that in my explanation It's why I said I didn't think I had it yet.

HAHHA i read everything but your last sentence. >_<
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 04:04 GMT
#11
+ Show Spoiler +
Also, you might want to revise the question a wee bit, since I think technically if you just tell the robot to choose a random direction at each move, statistically it will get out eventually... but I don't think that's really in the spirit of the problem.
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2009-06-08 04:16:21
June 08 2009 04:14 GMT
#12
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 08 2009 04:16 GMT
#13
On June 08 2009 13:14 ven_ wrote:
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o

It does not know what is a boundry.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 08 2009 04:17 GMT
#14
On June 08 2009 13:04 Macavenger wrote:
Also, you might want to revise the question a wee bit, since I think technically if you just tell the robot to choose a random direction at each move, statistically it will get out eventually... but I don't think that's really in the spirit of the problem.

done
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
ven
Profile Blog Joined December 2008
Germany332 Posts
June 08 2009 04:20 GMT
#15
On June 08 2009 13:16 evanthebouncy! wrote:
Show nested quote +
On June 08 2009 13:14 ven_ wrote:
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o

It does not know what is a boundry.

Well, the algorithm does. I'm referring to i reaching max(m,n).
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 08 2009 04:26 GMT
#16
On June 08 2009 13:20 ven_ wrote:
Show nested quote +
On June 08 2009 13:16 evanthebouncy! wrote:
On June 08 2009 13:14 ven_ wrote:
+ Show Spoiler +
loop LU * i, RU * i, RD * i, LD * i with i increasing every cycle from 1 to max(m,n) and reset i to 1 when if it reaches the upper boundary.

I guess you can trap this as well but I'm too tired to think properly :o

It does not know what is a boundry.

Well, the algorithm does. I'm referring to i reaching max(m,n).

Ah I should probably fix it...
By "Arbitary" I mean the algorithm provider does not know the size of m and n... I'll go fix it now. Thx.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
illu
Profile Blog Joined December 2008
Canada2531 Posts
June 08 2009 04:27 GMT
#17
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.
:]
ven
Profile Blog Joined December 2008
Germany332 Posts
June 08 2009 04:31 GMT
#18
On June 08 2009 13:27 illu wrote:
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.

You don't know where the walls are.
You can reach the rainbow. I'll be there to help.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 08 2009 04:32 GMT
#19
On June 08 2009 13:27 illu wrote:
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.


Too technical, i have no clue what you just said.
just reading your (1) though: you cannot garentee that you "moved" in a sense that the robot does not know if its attempted move is not blocked by the wall.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Macavenger
Profile Blog Joined January 2008
United States1132 Posts
June 08 2009 04:37 GMT
#20
On June 08 2009 13:32 evanthebouncy! wrote:
Show nested quote +
On June 08 2009 13:27 illu wrote:
Pretty easy.

+ Show Spoiler +

Since at any point there is one way out, we can create a non-deterministic Turing Machine as follows:

1. At each position, move to any of the other possible positions that are not walls.

Then this Turing Machine will always accept, by construction of the maze. We know that non-determinism gives no extra computation powers so we can come up with an algorithm by a Turing Machine to create this path, which executes on finite time.

The actual algorithm is extremely simple so I won't get too detailed in this. (wiki if you like). Just go with a breadth-first search and you will get a path that allows you to exit. As shown before this algorithm will complete on finite time which is what we want.


Too technical, i have no clue what you just said.
just reading your (1) though: you cannot garentee that you "moved" in a sense that the robot does not know if its attempted move is not blocked by the wall.

+ Show Spoiler +
It's been a couple years since I worked with Turning machines and non-determinism, so I'm a bit rusty, but reading his solution, I'm quite certain it correctly proves the existence of an algorithm. Non-deterministic Turing Machines can do some pretty interesting things, and can easily have paths that lead nowhere, which would be the equivalent of attempting to move into a wall.
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
12:00
2025 Monthly #3: Day 1
Classic vs SolarLIVE!
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
RotterdaM366
TKL 163
Rex108
IntoTheiNu 87
SteadfastSC64
Liquipedia
OSC
11:30
Mid Season Playoffs
Spirit vs HarstemLIVE!
Cure vs TBD
Krystianer vs Percival
WardiTV401
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 366
TKL 163
Rex 108
Reynor 94
SteadfastSC 64
StarCraft: Brood War
Calm 5369
Rain 3233
Hyuk 2365
Bisu 1983
Horang2 1735
Backho 923
Flash 653
Soma 386
Stork 333
Last 255
[ Show more ]
Rush 215
Pusan 199
Soulkey 115
ZerO 111
hero 58
JulyZerg 43
sSak 42
Barracks 41
Aegong 37
zelot 32
Icarus 26
Killer 23
Noble 11
Hm[arnc] 8
Terrorterran 3
Dota 2
Dendi958
qojqva953
XcaliburYe192
Counter-Strike
olofmeister942
x6flipin604
allub195
Super Smash Bros
Mew2King136
Other Games
B2W.Neo904
crisheroes281
Pyrionflax247
DeMusliM172
Sick115
Fuzer 81
QueenE36
ZerO(Twitch)11
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 709
• WagamamaTV343
Upcoming Events
Tenacious Turtle Tussle
10h 6m
The PondCast
21h 6m
RSL Revival
21h 6m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
23h 6m
WardiTV Korean Royale
23h 6m
PiGosaur Monday
1d 12h
RSL Revival
1d 21h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 23h
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
[ Show More ]
Kung Fu Cup
2 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
4 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
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

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
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.