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AI script

Forum Index > BW General
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blinkhme
Profile Joined April 2003
Australia67 Posts
April 06 2003 06:48 GMT
#1
sorry If i sound newbie-ish but does anyone know where I can get good AI scripts to practise with?
^^
Veg
Profile Joined October 2002
Canada2945 Posts
April 06 2003 07:26 GMT
#2
--- Nuked ---
asdasdas
NoNameLoser
Profile Blog Joined December 2002
United States1508 Posts
April 06 2003 07:30 GMT
#3
Isnt it Lim Yo Hwan?
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
April 06 2003 12:33 GMT
#4
There are no good AI scripts: it is impossible to write a good AI script with SC's AI engine, simply because the hard-coded AI is slower than a human in the beginning of the game, its micro is inferior, and it can't strategize and adapt dynamically.

AIs work best on island maps, since they have no concept of superior terrain on groundmaps.
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
Last Edited: 2003-04-06 13:06:04
April 06 2003 13:03 GMT
#5
It's not impossible to write a good AI script it's just that no-one can be bothered to put in the silly amount of time it would take to do it successfully. After all, Deep Blue took over 10 years to get to it's current level and that had some of IBM's top programmers working on it along with a small team of chess masters.

EDIT: Although I'm really not sure about any specifics relating to starcraft I can't see why it would be impossible.
I am the mirror, I am the destiny, I am the herald that points the way...
Commander{+}
Profile Joined December 2002
United States2878 Posts
April 06 2003 13:31 GMT
#6
Uhhh didn't blackman make a kickass AI script, its just that he never released it?
4 cheers for Ryan307
amat
Profile Joined October 2002
United States1788 Posts
April 06 2003 14:20 GMT
#7
I have a map with triggers so the comp plays kind of like a human. It can be a challenge if you don't abuse the traditional AI shortcomings. If you want the map, I am on US east as amat.
Proud Mensrea No-Prize Winner. Click the Banner Ads. I would keep a lamer list, but I love you all.
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
April 06 2003 15:26 GMT
#8
why not just play real people?

iSuXOr
Profile Joined March 2003
United States606 Posts
April 06 2003 15:33 GMT
#9
I don't think it'd be that difficult to just program the basic builds but the micro is a different thing completely.
I want dat beta.
Ion)Positive
Profile Joined March 2003
Morocco1389 Posts
April 11 2003 14:27 GMT
#10
Acutally, its far from impossible.. Deep Blue is MUCH more complexe then AI in Star Craft.. Deep Blue is for chess, and chess players converted to star craft would own boxer with 2 fingers.. Chess master's have been playing for like 40 years.. Star Craft AI WAS written by Black Man to be nearly at Boxer's level. The micro was not up to par with boxer, but it did do basic mavourvers. And storming, cloning units, spliting workers, expanding only when safe, ect.
Because everything is nothing and emptiness isnt everything. This reality is really just a fucked up dream with the flesh and the blood that you carve your soul flip it inside out its a big black hole.
PheaRSome
Profile Joined December 2002
United States584 Posts
April 11 2003 14:41 GMT
#11
i love the 100% speculation
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
April 11 2003 15:13 GMT
#12
It may be largely speculation but even you have to admit a lot of it is common sense. If people can program Deep Blue then a computer starcraft program that can compete at the top level is easily within the realms of possibility. Just think of all the micro possibilities eg. you could script your mutas to always stay out of the range of turrets and land attacks unless unavoidable and the computer would control them individually to make sure they do. If you had perfect micro on the AI you'd be able to beat about half the broodwar community just because of that, never mind if you start programming in complicated build/expansion and harrasment type AI. Broodwar theory is nothing like as complicated as chess theory, it's just a question of getting the computer to react properly to what the opponent is doing.
I am the mirror, I am the destiny, I am the herald that points the way...
PheaRSome
Profile Joined December 2002
United States584 Posts
April 11 2003 15:14 GMT
#13
well i'm just saying that other people like nazgul, etc with close relations to blackman have said that he never used ai scripts, right?
Maenander
Profile Joined November 2002
Germany4926 Posts
April 11 2003 15:29 GMT
#14
Chess is not very similar to Starcraft.
Software can compute many turns before played.
Thats another concept like in Starcraft.
A good A.I. in Starcraft must use its superior speed i think.
Hmmm it could be a big challenge to create a really good A.I. Player.
hasuwar
Profile Joined April 2003
7365 Posts
April 11 2003 16:16 GMT
#15
I recently wanted to develop an advanced AI to play against too.. it is possible, and had we wanted to do this in like 99, we probably could have found a ton of resources. I haven't been able to find much of any info, I did on the other hand find out that camelot systems shut down They provided the SC community with every program used to edit sc/maps and stuff back when I was into map making when the game first came out.. their AI editor is still online, no info on how to use it is provided though http://www.camsys.org/software/StarCraft/scaiedit31.zip
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
ilnp
Profile Joined December 2002
Iceland1330 Posts
April 11 2003 16:21 GMT
#16
On April 12 2003 00:13 RedMeat wrote:
It may be largely speculation but even you have to admit a lot of it is common sense. If people can program Deep Blue then a computer starcraft program that can compete at the top level is easily within the realms of possibility. Just think of all the micro possibilities eg. you could script your mutas to always stay out of the range of turrets and land attacks unless unavoidable and the computer would control them individually to make sure they do. If you had perfect micro on the AI you'd be able to beat about half the broodwar community just because of that, never mind if you start programming in complicated build/expansion and harrasment type AI. Broodwar theory is nothing like as complicated as chess theory, it's just a question of getting the computer to react properly to what the opponent is doing.


I studied Chess a LOT for a couple of months, and it's my opinion that BW is far more complicated than Chess. You guys are in the dark about both Chess & AI programming and what makes programming a chess AI possible: chess is VERY mathematical and limited. Starts are always the same, you can mathematically evaluate every situation, and there are a FINITE number of situations you can encounter in a chess match. All Chess AI's do is calculate ALL the possible moves, then evaluate them. This is added with a large database of past chess games (With outcomes) the computer takes into consideration. This is most definitely NOT possible in Brood War, because far more is taken into account than just who has how much money. There's counters to each unit, but counters are functional and not just logical. The rumours about BLackman practicing with an AI are lies or highly exaggerated; the only thing Blackman could have possibly done with an AI was time his build orders.

Trust me, if it's even possible to have an AI that can play Brood War nearly as good #64 in WDTour without "cheating", it's a long long long way off. We're talking years.

(For instance, Go is also a finite game like chess. But the possibilities are so huge the best Go programs cannot beat even casual players).
8===D~~
MPXMX
Profile Joined December 2002
Canada4309 Posts
April 11 2003 19:25 GMT
#17
Blabber what you wish of theory, in Reality, I think Broodwar is more complicated than chess.

I imagine.

If brood war would still be played in 2200, an average good player could probably school today's progamers. Had it been given centuries upon centuries to evolve...
x[ReaPeR]x
Profile Joined February 2003
United States3447 Posts
April 11 2003 21:23 GMT
#18
It's possible definitly. The scripts Blackman made aren't ameture shit. They are the real deal.

The thing tho is that Blackman has a natural talent for playing and for programming. He was able to make scripts far beyond the level of the Blizzard ones that can adapt, use proper builds, etc. The one thing that I suspect with his scripts though is that they can only fight Z properly as he would only need them to be able to play against Zerg (which is Blackman's race).

Last I checked Blackman has not released them. And I doubt he ever will unless we all ask really nice. Maybe someone which connections can wheedle them out of him, I dunno. lol
ILoveOOv ownZ everyone!!! ~ Lamer List: Mynock, naventus
PheaRSome
Profile Joined December 2002
United States584 Posts
April 11 2003 23:26 GMT
#19
On April 12 2003 04:25 MPXMX wrote:
Blabber what you wish of theory, in Reality, I think Broodwar is more complicated than chess.

I imagine.

If brood war would still be played in 2200, an average good player could probably school today's progamers. Had it been given centuries upon centuries to evolve...


WHAT?

hahaha
(viet)TyPe_R
Profile Joined February 2003
Vietnam156 Posts
April 11 2003 23:37 GMT
#20
wasnt there a UMS map that zerg had the best AI?? i forgot what that map is called..but i guess u can use the same method and make ur own UMS AI map...the only problem is i dont know how..just want to point that out......
AkA Ch33z, Cheez
Yarertz
Profile Joined February 2003
Djibouti1891 Posts
April 12 2003 00:08 GMT
#21
BM play on ai scripts 1 or more years ago :/
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 12 2003 00:16 GMT
#22
Hooligan- You have done nothing but flaming (13 posts of flame o_o) so if you now would just kindly shut the fuck up and try to post a non flaming post, kk thx-_-

Regarsd FrozenArbiter
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Funktion
Profile Joined January 2003
Australia156 Posts
Last Edited: 2003-04-12 01:18:23
April 12 2003 01:16 GMT
#23
On April 12 2003 06:23 NeX[CHaP]ReaPeR wrote:
It's possible definitly. The scripts Blackman made aren't ameture shit. They are the real deal.

The thing tho is that Blackman has a natural talent for playing and for programming. He was able to make scripts far beyond the level of the Blizzard ones that can adapt, use proper builds, etc. The one thing that I suspect with his scripts though is that they can only fight Z properly as he would only need them to be able to play against Zerg (which is Blackman's race).

Last I checked Blackman has not released them. And I doubt he ever will unless we all ask really nice. Maybe someone which connections can wheedle them out of him, I dunno. lol


Maybe the scripts were sent back from the future. Like in the movie Terminator. WHOAH!

Anyway IF he ever used scripts it would be just used as a guide for build orders. He could get the comp to do a build and test out his timings etc. The level of "thought process" displayed by the computer your talking about would take much more than a person with "a natural talent". Like a Terminator...WHOAH!
Wuzzle Woozle?
Inspire
Profile Joined March 2003
132 Posts
April 12 2003 01:51 GMT
#24
It is very hard to do very good AI script. You have to spend a lot of time doing this and SCAIEditor has some bugs which change sometimes the build order which computer had to play. It is very annoying.
BlackMan has got some AI scripts and I do not think that he post them anywhere or give it someone. I have seen his scripts but not all and it was 2 years ago. I've got some of them but now they are useless. I used SCAI and you can make for example 4 different build orders in 1 script and you have to set the possibility of using one of this script. If you are good it takes 1 week to do good script. I think it is better to play with human players than wasting time.
Ace
Profile Blog Joined October 2002
United States16096 Posts
April 12 2003 02:35 GMT
#25
Its pretty far fetched to even think of making good AI for SC. Like stated before the only reason chess can be programed with AI is because the game can be broken down mathetically(hell, anyone who did the popular "knights tour" problem sees how it works). Brood War is a REAL Time game. It would be pretty hard for the computer to have the perfect b.o. and switch units without scouting. The funny thing about"mutas staying out of turret range" is what is going to happen if they stay out of turret range but you have to inlcude a switch for "marine range with turret" and "marine range solo". Things will get pretty dicey for everyone of these little situations.
Math me up, scumboi. - Acrofales
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
Last Edited: 2003-04-12 03:53:40
April 12 2003 03:47 GMT
#26
Hmmmmmmm.
Ilnp: I wasn't saying it would be easy to program that kind of AI . I was just saying it would be easier probably than programming the chess AI as a lot of strategical imperfections could be overcome by an insanely good set of scripts for microing everything. After all, Deep Blue took over 10 years even tho' it wasn't the first chess AI by a long way. Just to throw in my two cents, chess is very mathematical but it is impossible to solve it completely from a mathematical standpoint as the possible positions on the board = 10 to 125 or something stupid like that. The computer needs some sort of "intuition" as otherwise it would spend most of it's thinking time looking at positions and moves that the opponent will never make. I've also studied chess a lot .

EDIT: I think the reason go hasn't got the same kind of AI is that microsoft haven't tried to create a go AI. Deep Blue is well ahead of any commercially available programs (although I don't doubt some of them use ideas from Deep Blue's program) . Go has got more possible positions but I hold the belief that if the same kind of effort was put into it the same kind of result would be acheived.
I am the mirror, I am the destiny, I am the herald that points the way...
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
April 12 2003 06:22 GMT
#27
But if blackman do have great scripts, i somebody else has to has some too!
It would just be great if someone could find them so I could download em
Enter a Uh
LOBO
Profile Joined March 2003
Poland80 Posts
April 12 2003 07:08 GMT
#28
What`s Go?

About Blackman - do you think his brother is a close person to BM? Well, I was talking to him on WCG in Poland, and, if my memory serves well, he spoke something about the scripts. We were talking more about Blackmans play by the means of the technical point of view, like hotkeys etc. though. On the next WCG, I`ll do a full interview with both of them, so you`ll know the truth
Salvation is nothing, nothing is salvation
LOBO
Profile Joined March 2003
Poland80 Posts
April 12 2003 07:10 GMT
#29
If you`re looking for some AI scripting stuff, check this out:
http://come.to/SCEditor
Salvation is nothing, nothing is salvation
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
Last Edited: 2003-04-12 08:18:54
April 12 2003 08:18 GMT
#30
JOBO: Go is the Japanese equivalent of chess, it is estimated that it has around 10 to 180 possible positions . Like chess it also can't be solved by pure number crunching although I have the feeling that sooner or later computers will start to dominate in both those games (probably later rather than sooner but... hey). More info can be found at http://www.telgo.com/
I am the mirror, I am the destiny, I am the herald that points the way...
RaGe_banned
Profile Joined March 2003
United States538 Posts
April 12 2003 08:35 GMT
#31
BlackMaN did use AI scripts, he told me because he has a terrible internet connection he programmed the computers to do certain builds on maps, do certain drops, expo when their main minerals are at a certain amount left and several other things. Today he still probably does this because he does not have a good internet connection.
Beyonder = The One Thousand Three Hundred and Thirty Seven King
Clutch3
Profile Joined April 2003
United States1344 Posts
April 12 2003 11:05 GMT
#32
I really doubt that BW is more complicated than chess. It probably is more involved, because there is a physical aspect to it, but chess has continually spawned brand new strategies (meaning entirely new full-game strategies, not just "tricks") for hundreds of years. Whereas these days in BW we get some new twists from time to time, but after five years, if you download any TvP replay you are 80-90% sure to see the same kind of units and strategies. If you go grab a random chess game from a website, with two good players, you generally have no idea what is going to come out of it.

As far as the AI goes, I think you can overcome a lot of the typical computer stupidity by utilizing the fact that the CPU can have perfect micro of multiple units. Just designing a clever micro script for each zergling in a 9-pool could put a lot of players in big trouble. Imagine, each zergling could be told to run away and heal (or attack a far-away building) when it got to low HPs. They could also be told to run from any zealot (unless there were a certain number of lings in the neighborhood or something). Once the CPU had 8-10 lings in your base, all of them in different places attacking different things, it could be very powerful, esp against a Z/P who has no ranged attack early game. And all this time, the CPU could be macroing perfectly to expo or make new lings. I think a well-designed ling AI could put a lot of players on the ropes (until they learned to defend against ling rush, then you'd have to add another BO to spice things up a bit). Of course, I have no idea how difficult this would be to implement, but it seems that if the scripting language is well-done, it shouldn't be too hard...
Ion)Positive
Profile Joined March 2003
Morocco1389 Posts
April 12 2003 17:14 GMT
#33
I only read first page.. But in speculation to "If brood war would still be played in 2200, an average good player could probably school today's progamers. Had it been given centuries upon centuries to evolve..."
This is rather.. well.. blalant bs.. I mean sure average players now could school progamers if we went back in time to 99'.. But now its like.. You can NEVER make anymore strats, you can just add/change small things to make them better... Its like Grrr.. Said, BW has many many many many possiblities, but is not infinite..
Anyways, i'm in the process of programming an AI now.. Its easier then I expected, much easier then C++ which is quite easy in basics..
IE:
The famous "Hello World!" code.
Anyways.. If anyone would want to work with me, please tell me. I'm looking for a versitile AI that can adapt to all matchups, and won't try anything really stupid or impossible, but will be unprediticatable like FisheYe.
Because everything is nothing and emptiness isnt everything. This reality is really just a fucked up dream with the flesh and the blood that you carve your soul flip it inside out its a big black hole.
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 18:43 GMT
#34
Well!! I just realized that the SC AI Editor by camelot systems DOES come with a help file!! And it seems to be in order, I just realized it, so now I think if you get that, read the help file, you CAN write your own AI scripts (This is a hueg thing for me, and I'm sure it will be for the guy asking too Gl HF, I know I will
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
hasuwar
Profile Joined April 2003
7365 Posts
Last Edited: 2003-04-12 18:53:24
April 12 2003 18:51 GMT
#35
Whoa.. this might be out of my league..or my desire to create an AI script atleast, lol. And that's only 1 page of the help file? =\

Check out the harass factors? I think you could write some pretty crazy AI shit with this... >

Header commands

farms_notiming
Build necessary farms only when it hits the maximum supply available.

farms_timing
Build necessary farms with a correct timing, so nothing is paused by a maximum supply limit hit.

start_areatown
Starts the AI Script for area town management.

start_campaign
Starts the AI Script for Campaign.

start_town
Starts the AI Script for town management.



Build/Attack/Defense order commands

attack_add (byte) (military)
Add %1(byte) %2(military) to the current attacking party.

attack_clear
Clear the attack data.

attack_do
Attack the enemy with the current attacking party.

attack_prepare
Prepare the attack.

build (byte) (building) (byte)
Build %2(building) until it commands %1(byte) of them, at priority %3(byte).

defensebuild_aa (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking air units, when air units are attacked.

defensebuild_ag (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking air units, when ground units are attacked.

defensebuild_ga (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking ground units, when air units are attacked.

defensebuild_gg (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking ground units, when ground units are attacked.

defenseclear_aa
Clear defense against enemy attacking air units, when air units are attacked.

defenseclear_ag
Clear defense against enemy attacking air units, when ground units are attacked.

defenseclear_ga
Clear defense against enemy attacking ground units, when air units are attacked.

defenseclear_gg
Clear defense against enemy attacking ground units, when ground units are attacked.

defenseuse_aa (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking air units, when air units are attacked.

defenseuse_ag (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking air units, when ground units are attacked.

defenseuse_ga (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking ground units, when air units are attacked.

defenseuse_gg (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking ground units, when ground units are attacked.

guard_resources (military)
Send units of type %1(military) to guard as many resources spots as possible(1 per spot).

tech (tech) (byte)
Research technology %1(technology), at priority %2(byte).

train (byte) (military)
Train %2(military) until it commands %1(byte) of them.

upgrade (byte) (upgrade) (byte)
Research upgrade %2(upgrade) up to level %1(byte), at priority %3(byte).

wait (word)
Wait for %1(word) tenths of second in normal game speed.

wait_finishattack
Wait until attacking party has finished to attack.

wait_build (byte) (building)
Wait until computer commands %1(byte) %2(building).

wait_buildstart (byte) (unit)
Wait until construction of %1(byte) %2(unit) has started.

wait_train (byte) (building)
Wait until computer commands %1(byte) %2(military).


Flow control commands

call (block)
Call %1(block) as a sub-routine.

enemyowns_jump (unit) (block)
If enemy has a %1(unit), jump to %2(block).

enemyresources_jump (word) (word) (block)
If enemy has at least %1(word) minerals and %2(word) gas then jump in %3(block).

goto (block)
Jump to %1(block).

groundmap_jump (block)
If it is a ground map(in other words, if the enemy is reachable), jump to %1(block).

killable
Allows the current thread to be killed by another one.

kill_thread
Kill the current thread.

notowns_jump (unit) (block)
If computer doesn't have a %1(unit), jump to %2(block).

race_jump (block) (block) (block)
According to the enemy race, jump in %1(block) if enemy is Terran, %2(block) if Zerg or %3(block) if Protoss.

random_jump (byte) (block)
There is %1(byte) chances out of 256 to jump to %2(block).

resources_jump (word) (word) (block)
If computer has at least %1(word) minerals and %2(word) gas then jump in %3(block).

return
Return to the flow point of the call command.

stop
Stop script code execution. Often used to close script blocks called simultaneously.

time_jump (byte) (block)
Jumps to %2(block) if %1(byte) normal game minutes have passed in the game.


Multiple threads commands

expand (byte) (block)
Run code at %2(block) for expansion number %1(byte)

multirun (block)
Run simultaneously code at %1(block).


Miscellaneous commands

create_nuke
Create a nuke. Should only be used in campaign scripts.

create_unit (unit) (word) (word)
Create %1(unit) at map position (x,y) where x = %2(word) and y = %3(word). Should only be used in campaign scripts.

debug (string) (block)
Show debug string %2(string) and continue in %1(block). (UNSUPPORTED)

define_max (byte) (unit)
Define maximum number of %2(unit) to %1(byte).

give_money
Give 2000 ore and gas if owned resources are low. Should only be used in campaign scripts.

nuke_pos (word) (word)
Launch a nuke at map position (x,y) where x = %1(word) and y = %2(word). Should only be used in campaign scripts.

send_suicide (byte)
Send all units to suicide mission. %1(byte) determines which type: 0 = Strategic suicide; 1 = Random suicide.

set_randomseed (word) (word)
Set random seed to %1(word) %2(word) (The two words are transformed in a 32-bit integer).


StarEdit commands

disruption_web
Disruption Web at selected location. (STAREDIT)

enter_bunker
Enter Bunker in selected location. (STAREDIT)

enter_transport
Enter in nearest Transport in selected location. (STAREDIT)

exit_transport
Exit Transport in selected location. (STAREDIT)

harass_location
AI Harass at selected location. (STAREDIT)

junkyard_dog
Junkyard Dog at selected location. (STAREDIT)

make_patrol
Make units patrol in selected location. (STAREDIT)

move_dt
Move Dark Templars to selected location. (STAREDIT)

nuke_location
Nuke at selected location. (STAREDIT)

player_ally
Make selected player ally. (STAREDIT)

player_enemy
Make selected player enemy. (STAREDIT)

recall_location
Recall at selected location. (STAREDIT)

sharedvision_off
Disable Shared Vision for selected player. (STAREDIT)

sharedvision_on
Enable Shared vision for selected player. (STAREDIT)

value_area
Value this area higher. (STAREDIT)


Unknown purpose commands
Note: These are the most interesting commands to make research on. With the accurate opcode name list, they're now easier to decipher, but many still don't act as expected, or are still too obscure. I've paused my research on them to release ScAIEdit 3.1 faster, meaning some might be quite easy to discover.

allies_watch (byte) (block)
The use of this command is unknown. Takes %1(byte) and %2(block) as parameters.

capt_expand
The use of this command is unknown. Takes no parameter.

check_transports
The use of this command is unknown. Takes no parameter.

creep
The use of this command is unknown. Takes %1(byte) as parameter. Blizzard always uses 3 and 4 for %1(byte), on Zerg and rarely Protoss.

default_min (byte)
The use of this command is unknown. Takes %1(byte) as parameter.

defaultbuild_off
The use of this command is unknown. Takes no parameter.

do_morph
The use of this command is unknown. Takes no parameters.

fake_nuke
The use of this command is unknown. Takes no parameters.

get_oldpeons (byte)
The use of this command is unknown. Takes %1(byte) as parameter. Seems to do nothing when called. (?!)

guard_all
The use of this command is unknown. Takes no parameters.

if_owned (unit) (block)
The use of this command is unknown. Takes %1(unit) and %2(block) as parameters.

max_force (word)
The use of this command is unknown. Takes %1(word) as parameter.

nuke_rate (byte)
The use of this command is unknown. Takes %1(byte) as parameter.

panic (block)
The use of this command is unknown. Takes %1(block) as parameter.

place_guard (unit) (byte)
The use of this command is unknown. Takes %1(unit) and %2(byte) as parameters.

player_need (byte) (building)
The use of this command is unknown. Takes %1(byte) and %2(building) as parameters.

rush (byte) (block)
The use of this command is unknown. Takes %1(byte) and %2(block) as parameters.

scout_with (military)
The use of this command is unknown. Takes %1(military) as parameter. Seems to do nothing when called. (?!)

set_attacks (byte)
The use of this command is unknown. Takes %1(byte) as parameter.

target_expansion
The use of this command is unknown. Takes no parameter.

transports_off
The use of this command is unknown. Takes no parameter.

try_townpoint (byte) (block)
The use of this command is unknown. Takes %1(byte) and %2(block) as parameters.

wait_force (byte) (unit)
The use of this command is unknown. Takes %1(byte) and %2(unit) as parameters.


Undefined commands
Note: Be VERY cautious when researching these. Their definition is unknown, and thus can very easily make StarCraft crash when using them. They should only be tested and researched by experts.

build_bunkers
The definition of this command is unknown. It is never used in Blizzard scripts.

build_turrets
The definition of this command is unknown. It is never used in Blizzard scripts.

default_build
The definition of this command is unknown. It is never used in Blizzard scripts.

easy_attack
The definition of this command is unknown. It is never used in Blizzard scripts.

eval_harass
The definition of this command is unknown. It is never used in Blizzard scripts.

fatal_error
The definition of this command is unknown. It is never used in Blizzard scripts.

harass_factor
The definition of this command is unknown. It is never used in Blizzard scripts.

if_dif
The definition of this command is unknown. It is never used in Blizzard scripts.

if_towns
The definition of this command is unknown. It is never used in Blizzard scripts.

implode
The definition of this command is unknown. It is never used in Blizzard scripts.

prep_down
The definition of this command is unknown. It is never used in Blizzard scripts.

quick_attack
The definition of this command is unknown. It is never used in Blizzard scripts.

region_size
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_bunkers
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_secure
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_turrets
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_upgrades
The definition of this command is unknown. It is never used in Blizzard scripts.
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 18:56 GMT
#36
Erm, wait a minute..

"Important note: You cannot modify the building placement, the way computer attacks and general behavior of the computer with its units. This is handled by the AI Interpreter located in the EXE file of StarCraft, and thus not modifiable. There is a few exceptions to this rule, as certain commands have a little influence on these points, but not enough to consider having full control on the situation."

You could probably get some good practice off a fully functioning macro master though.. you'll notice one of the commands, "build farm so supply never stops" or something ^_^
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 19:12 GMT
#37
If you decide to build or train a unit when the computer doesn't have the prerequisites, it will build everything in order to meet the prerequisites and then will process the command. Please note that no other commands will be processed until the prerequisites are met. For example :


train 2 battlecruiser

The computer will build everything required to get this unit if it doesn't have them all. For instance, it will build a Barracks, Factory, Starport, Control Tower, Science Facility and Physics Labs and then will train up to 2 battlecruisers.

hey, this might not be too hard!
Sorry I keep posting, this is just exciting to me for some reason ^_^
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Ion)Positive
Profile Joined March 2003
Morocco1389 Posts
April 12 2003 19:46 GMT
#38
I started an AI in 2000.. I belive I still have source-code if someone wants to work with it with me, like I said..
Because everything is nothing and emptiness isnt everything. This reality is really just a fucked up dream with the flesh and the blood that you carve your soul flip it inside out its a big black hole.
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 19:55 GMT
#39
I'll try to work with you, I'm just starting out though and the asc lang is probably diff from year 2000 ^^
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Casper...
Profile Joined October 2002
Liberia4948 Posts
April 12 2003 20:00 GMT
#40
bw is about 1/100000th the game chess is.
JAM THE FUCKER!
Rekrul
Profile Blog Joined November 2002
Korea (South)17174 Posts
April 12 2003 20:03 GMT
#41
casper? :[
why so 진지해?
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 20:09 GMT
#42
hmm, it appears that this doesnt want to work correctly with win2k my dreams of AI are shattered
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Ion)Positive
Profile Joined March 2003
Morocco1389 Posts
April 12 2003 20:10 GMT
#43
hasuwar, Question.. Do you have any prior programming lanuage?
I'd say I have um.. well.. I'm 'experianced' in C++ I guess. Havn't made much game wise, however.. Lots of MUD's, but nothing really great. I know Java..
Do you have msn/icq? That'd simplify things..
Because everything is nothing and emptiness isnt everything. This reality is really just a fucked up dream with the flesh and the blood that you carve your soul flip it inside out its a big black hole.
x[ReaPeR]x
Profile Joined February 2003
United States3447 Posts
April 12 2003 20:14 GMT
#44
Im just curious. When a comp builds multiple production facilities, how does it seperate production between them? Like if you tell a computer to build x zerglings will it use all the larvae from all its hatches to do it? And with the more complicated Terran/Protoss use of different types of buildings how does it choose what goes where?
ILoveOOv ownZ everyone!!! ~ Lamer List: Mynock, naventus
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 20:15 GMT
#45
I have neither, lol. No, I don't have any programming experience really. If I were to go into making my own AIs, I'd be using the program that I listed earlier which has it's own proprietary scripting language (ASC v3) I have AIM and Yahoo =\
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 20:36 GMT
#46
Nex, you can't define wher eit places buildings, so I guess it just puts them whever it wants ^^
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
April 12 2003 20:43 GMT
#47
In short, the SC AI Engine is too limited and inferior. You would have to alter the source code itself in order to program a half-decent AI opponent. The computer's severe lack of strategy, tactics, micro and ability to adapt are enough to defeat the purpose of making a good AI opponent for competitive use. I'd much rather play a fair game against a challenging human opponent than a handicapped game against multiple computer opponents on an island map (which minimizes the computer's susceptibility to superior terrain).

So realistically, unless you hack Starcraft.exe, it is impossible to make a challenging AI opponent for 1v1.
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 20:48 GMT
#48
yeah, that's pretty much true
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
April 12 2003 21:22 GMT
#49
You can assign what it builds, and when it builds, but not how. So, the AI doesn't build too intelligently (no wallins, static D in odd places). You can assign how many units it builds, but not how effectively to use them. So, the AI doesn't micro. You can assign what it researches, but not how the research medium is used. So, the AI doesn't hide a group of Ghosts until they all have sufficient energy for Lockdown.
Moderator
x[ReaPeR]x
Profile Joined February 2003
United States3447 Posts
Last Edited: 2003-04-12 22:26:06
April 12 2003 22:23 GMT
#50
I've thought about it for a while. Whether or not an AI can work depends on the race and the matchup and the race it's using. Just a quick analysis:

T(comp) vs T : Impossible, period. Tvt is all about positioning and super micro, things the computer cannot do.

T(comp) vs Z : This, I belive can acctually be done. Building placement for TvZ is part of the equation but not completely necessary. And the kind of micro needed for TvZ, which is mainly kepping armies together and placing Irradiate right, are things the computer can do perfectly.

T(comp) vs P : Like TvT, this impossible, comps cannot push, period. And alternative would be to make it use m&m but it's too much of a specialty stratgy. And it's almost never used.

Z(comp) vs T : This can mostly be done. A couple key manuvers, like Muta harras can't be done by a computer. But the masses of units the comp needs to use late game and basic hatch placement can all be done by the comp. One of the neat bonuses is that the comps Defiler micro is VERY GOOD.

Z(comp) vs Z : I don't honestly know about this. The units builds and what not a pretty basic but when it comes to using the same amount of units as your opponent and winning I'm pretty sure the computer doesn't have the micro to do it.

Z(comp) vs P : I THINK this can be done. But I don't know this matchup very well. In theory unless this needs drops to work this matchup can be done with a comp.

P(comp) vs T : This mainly comes down to masses of units attacking a push. Something the comp does and doesn't excell at. It can control the whole group collectivly but can't micro it very well. However its storm wouldn't be that bad.

P(comp) vs Z : Not sure, I never play this (being a Terran player), so I am not sure if it can be done.

P(comp) vs P : The comps overall units control is almost sutible for this. But it can't carry Reavers in shuttles, for example.

Overall heres how I would divide the matches in feasibility.

T(comp)@T: No
T(comp)@Z: Probably
T(comp)@P: No
Z(comp)@T: Yes
Z(comp)@Z: Unprobable
Z(comp)@P: Maybe
P(comp)@T: Probably
P(comp)@Z: Maybe
P(comp)@P: Unprobable

Overall I think it can be worth it depending on ur situation and race u play. For instance Blackman's internet connection was a peice of shit, he was an excellent programmer, and all the matchups involving Zerg (his race) were at the very least feasible with a computer. You can decide wther or not it is worth it. What I am hoping for is that a group of people who are really into it will make what can be done and post it on the internet for all to download.

Peace Out.
ILoveOOv ownZ everyone!!! ~ Lamer List: Mynock, naventus
Holorin
Profile Joined April 2005
France227 Posts
April 17 2005 23:08 GMT
#51
I ve played the original AI , they are not optimized to bother a high level player, how could they ? what if a newbi wants to play and found himself obliterted by a offensive assimilator (without speaking of other "pimper plays" ).
ai are quite adaptatives, or at least they wont do everything the same way
for exemple the 6 zergling rush
Funny to notice that T will choose between nuke or BC but not both (never)

Ai can be very effective, just note how a godly reflex of feedback clears 3 templars to see what being a computer means ^_^
Get a massively casting protoss ai and it will a pain to counter
-get templars
-get dark archons
-get sairs
-get arbiters
-get obs

as for exemple the mass queen strat the computer uses sometimes (F**ucking anoyance when all your scv die .. no ?)
Yes, templar ? errr ... nothing [ je t ai casser la ]
paper
Profile Blog Joined September 2004
13196 Posts
April 18 2005 07:07 GMT
#52
On April 13 2003 05:00 Casper... wrote:
bw is about 1/100000th the game chess is.


I doubt it.

Chess has 6 pieces. Starcraft has 15 units per race.
Chess is limited to a 8x8 board, whereas SC's map ranges from 64x64 to 256x256, and even though some units take up more space than others, that's still a huge map.
Chess is turn-based. SC is real time strat.

SC has many, many more factors than chess has; more factors = more complex ;s
Hates Fun🤔
pirate cod
Profile Blog Joined August 2004
810 Posts
April 18 2005 07:33 GMT
#53
On April 18 2005 16:07 ryuGie wrote:
Show nested quote +
On April 13 2003 05:00 Casper... wrote:
bw is about 1/100000th the game chess is.


I doubt it.

Chess has 6 pieces. Starcraft has 15 units per race.
Chess is limited to a 8x8 board, whereas SC's map ranges from 64x64 to 256x256, and even though some units take up more space than others, that's still a huge map.
Chess is turn-based. SC is real time strat.

SC has many, many more factors than chess has; more factors = more complex ;s


And yet, in BW there are only a limited amount of VIABLE strategies at a professional level, while in Chess it's virtually infinite.
hasuwar
Profile Joined April 2003
7365 Posts
April 18 2005 07:33 GMT
#54
I vote to make new members take a test before being able to post. Something that will filter out the dumbasses who bring up two year old topics with nothing
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Wizzra
Profile Joined September 2002
Netherlands514 Posts
Last Edited: 2005-04-18 08:09:58
April 18 2005 08:09 GMT
#55
hehe.. didn't notice it was from 2003. But now I read it all, I'll clarify some things on the subject.

Nearly all the posts above are total nonsense. Especially the comparisons between BW and chess. The most important difference that everyone seems to overlook is that in chess each situation can be computed from the start, because the whole situation is known to both players, whereas in broodwar there is always some randomness. The Deep Blue computers have huge databases with played games and situations, which would be useless for starcraft because you don't know the situation you're in. Secondly, the way AI works in current games is by cheating. So imitating a players behaviour is extremely hard, or else the programmers would've created it differently in the first place. Another problem, is that players will in time always (ab)use aspects of the game that the programmers hadn't thought, resulting in superiour tactics. Then you also have the real-time aspect. Deep Blue has lots of times to see through its database and compute the 'best' move for a given situation. Which it doesn't have in Broodwar. Many decisions need to be made in a second.
The responsibility of tolerance lies in those who have the wider vision.
Wizzra
Profile Joined September 2002
Netherlands514 Posts
April 18 2005 08:14 GMT
#56
What would be more realistic is creating some kind of bot that helps you micromanaging your armies. Like pulling back the weaker and dodging lurkerspines.

This would require loads of time, but it would improve the level of gaming ;D Kinda like an aimbot for a FPS.
The responsibility of tolerance lies in those who have the wider vision.
Schnake
Profile Joined September 2003
Germany2819 Posts
April 18 2005 08:49 GMT
#57
*cleans the spider webs of this thread*
"Alán Shore" and "August Terran" @ LoL EUW - liquidparty
superpenguin
Profile Joined May 2004
France199 Posts
April 18 2005 08:55 GMT
#58
On April 11 2003 23:27 Ion)Positive wrote:
Acutally, its far from impossible.. Deep Blue is MUCH more complexe then AI in Star Craft.. Deep Blue is for chess, and chess players converted to star craft would own boxer with 2 fingers.. Chess master's have been playing for like 40 years.. Star Craft AI WAS written by Black Man to be nearly at Boxer's level. The micro was not up to par with boxer, but it did do basic mavourvers. And storming, cloning units, spliting workers, expanding only when safe, ect.


This infos cant be accurate technicaly. There are 2 possible way to program some ai for SC :

AI scripts
Change the ai by using a particular editor, you put some commands in a text file, and after they are processed, bw can use them
- easy to learn, easy to start geting something working, you can start with blizzard AI scripts so you have by default the same level than blizzard
- like what is done in the bwai project, you can do much better than blizzard.
- you can define BO (+ order expand) and what units are produced depending on : the timing, the closest enemy race, the fact the map is island or not, your mineral count, the fact the enemy has at least 1 unit/building of a particular type
- you can use the give_money command to cheat and pretend that the computer has a "god" eco.

- you cant do anything else on the output : you cant give any specific commands to the units, you give hints to the ai about what you want him to do and the ai do whatever he wants with that. The list of hints you can give him is very very limited
- you cant get anything else on the input : you cant "see" anything for the game, if the enemy is making 50 vultures and 1 goliath or 1 vulture and 50 goliath, you cant know that, it's the most frustrating, you cant counter the enemy build.
- as a result of the 2 previous : you cant change the micro, you cant change the strategy except randomly or based on incomplete knowledge
- it will allways maphack
- It will never act like a real player
- It will never be become as good as the average C6 player on wgtour/tlt/pgtour (except by abusing the give_money and making 4 baracks at the first second of the game or any thing else with give_money), just because it cant be anything except simple.


modifying starcraft.exe in memory
It would works like any 3rd party program
- you could give the same command as the player, the actions you see in bwchart, but you have to give them 1 by 1
- you could read anything that a normal player would read, and even more (by default, all the map, but if you are good you could make a non maphacking IA)
- you could control anything, and i could imagine crazy micro, like the 3 marines that are kicking lurckers without loosing 1 hp in the Pimpest Plays 2004, or everytime a reaver fire on a zerg unit, the computer burrow instantly only the targeted unit (would be too cheatingly good)
- it could have any APM you want him to have... it could move 200 zerglings at the same time without hotkeys, lock 20 BC with 20 ghosts, and no need to clone, it can clic all at the same time, it could detect any nuke red dot at the first second it apears on the screen... while still having perfect timings on it's bo & the rest of the eco

- there is no public project about that, it doesnt exists
- input / output is illimited but you have to program everything yoruself
- it's very hard just to make a program to move the drones to the mineral patchs... anything else would be 3x to 100x harder to program
- if you do a programming mistake, the game crash either instantly, randomly, or in any way that could be hard to detect
- while microing you as an human have some "fleelings" about what to do, you can guess if a zerg is going for muta or lurcker on some particular conditions that are hard to describe and almost impossible to write in a computer program
- if it existed, it will never be as good as a C6 player, just because it would be too complicated



i can sum up that by saying :
- ai scripts are like programming a chess game without beeing able to move your king and knowing where the enemy one is.
- ai memory programming is like programming a chess game played by a robot that must maniplate the pawns of random and different size with an electric arm.
There is no noob map, only noob players
rel
Profile Blog Joined January 2005
Guam3521 Posts
April 18 2005 09:38 GMT
#59
Why do people replay to threads that are over 2 years old? lol...
I'll tank push my way into her heart. ☮♥&$!
dronebabo
Profile Blog Joined December 2003
10866 Posts
April 18 2005 09:57 GMT
#60
--- Nuked ---
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
April 18 2005 10:12 GMT
#61
On April 18 2005 18:57 dronebabo wrote:
Show nested quote +
On April 18 2005 18:38 hatedbymany wrote:
Why do people replay to threads that are over 2 years old? lol...

lol... u want fast forward?


Shut up?

OR U WANT DAMAGED?
Moderator<:3-/-<
Cygnus
Profile Joined February 2004
United States845 Posts
Last Edited: 2005-04-18 11:57:19
April 18 2005 10:23 GMT
#62
On April 18 2005 18:38 hatedbymany wrote:
Why do people replay to threads that are over 2 years old? lol...


I was like "wow ilnp made a post 6 days ago?"


...then noticed it was 2003...
Normal
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