• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:21
CEST 22:21
KST 05:21
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed4Weekly Cups (July 7-13): Classic continues to roll2Team TLMC #5 - Submission extension1Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Who will win EWC 2025? The GOAT ranking of GOAT rankings Esports World Cup 2025 - Brackets Revealed Esports World Cup 2025 - Final Player Roster RSL Revival patreon money discussion thread
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion A cwal.gg Extension - Easily keep track of anyone [Guide] MyStarcraft
Tourneys
CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China [Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 737 users

Improving mineral gathering rate in Brood War

Forum Index > BW General
Post a Reply
1 2 Next All
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
Last Edited: 2017-04-25 14:10:08
May 06 2015 22:33 GMT
#1
Improving mineral gathering rate in Brood War (using BWAPI)

As some of you may know, the default behaviour of worker units is not optimal.
The most common example is a worker unit that goes to a mineral field far away because the one it originally wanted to go to was occupied (even if it had only 1 millisecond remaining).

Techniques to overcome these problems require some APM and multi tasking, so they are only feasible for a human in the early game. But if you are developing a bot (with the BWAPI), you can turn some of these techniques into an algorithm such that your bot can gather more minerals per second.

For my master thesis I considered the following techniques:

- Built-In
- Mineral Lock
- Queue System
- Co-operative Pathfinding
- Co-operative Pathfinding + Queue System

Built-In:

This algorithm/technique describes the default behaviour of worker units.
In essence each worker unit gathering minerals works as follows:

- If a worker units arrives at a mineral field from which it wants to mine, but the mineral field is occupied. It will go to the nearest unoccupied mineral field (it will only check mineral fields nearby).
- If the worker unit has minerals, it will deliver them back to the nearest resource depot.
- Once the worker unit has delivered the resources, it will go back to the last mineral field it tried to mine from.

The technique/algorithm simply assigns each worker unit to the closest (unoccupied) mineral field and leaves the default technique to manage the worker unit.
This is the technique used by most humans. Most BWAPI bots also still use this.

Mineral Lock:

This technique/algorithm assigns a worker unit to a mineral field and assures that it stays there by continuously giving the worker unit a gather command to the mineral field every time that it tries to go to another mineral field.

Used sometimes by humans in the early stages of the game to gain a mineral lead on their opponent.
Used more often by several bots because they have the APM and multitasking capabilities to continuously do it for every worker for the entire game.
Example of bots that use it: LetaBot. (I have seen other bots that uses it as well, but I cannot remember which ones).

Queue System (Christensen et al.):

Instead of letting the worker unit return to the last mineral field it gathered from, the queue system calculates for each mineral field how long it will take before the worker unit will return again (with minerals of course).

This calculation is based on:

1. how long it takes to travel to the mineral field
2. How long the other worker units assigned to the mineral field will occupy the field
3. How long it takes to travel back to the resource depot

For the second calculation ,the queue system maintains a queue for each mineral field.
Given the travel time, the queue system can determine for how long the mineral field will still be occupied when the worker unit arrives.

Not used by any human that I know of.
Christensen et al. originally developed this system and experimented with it, but it hasn't been put in any BWAPI bot that I know of.

Co-operative Pathfinding:

[image loading]

Another trick that humans use (besides mineral lock) to increase the mineral gathering rate.
When a worker unit approaches a mineral field that it wants to gather from, it will start to brake when it comes close to the mineral field.

This behaviour can be prevented by telling the worker unit to move to a location beyond the mineral field and switching back to the mineral field when the SCV nearly touches the mineral field.
This way the SCV won't slowly break, but go full speed all the way to the mineral field.

Two examples are given in the picture above. In the first option, the worker unit want to get to the leftmost mineral field (indicated by a red circle with a square inside).
To arrive there faster, it gets an order to mine the mineral field beyond its original target (indicated by a green circle with a triangle inside). When close enough, it switches back to the original intended mineral field.

In the second option, the worker unit wants to get to the uppermost mineral field (indicated by a red circle with a filled circle inside). Instead of using another mineral field, it uses a move command that goes beyond the mineral field (indicated by a filled green circle above the mineral field).
When close enough, it switches back to the original indented mineral field.

When using a move command, the collision detection for the worker unit is turned on again. So co-operative pathfinding is used to avoid collisions (details of this will be in my master thesis).

Used sometimes by humans in the early stages of the game to gain a mineral lead on their opponent.
Not used by any bot that I know of. It will be put in the next version of LetaBot.


Co-operative Pathfinding + Queue system:

Combination of the two techniques mentioned above.
The Queue System takes the reduced travel time resulting from the Co-operative Pathfinding into account.

Not used by any bot that I know of. Is on the TODO list for LetaBot.

Experiments:

The experimental setup is based on the paper “A Data-Driven Approach for Resource Gathering in Real-Time Strategy Games” written by Christensen et al.

In this setup the algorithm is given control of a Command Center with 4 SCV's on the top right starting location of the map "Astral Balance".
During the entire experiment, the command center will produce SCV's until the supply limit is reached.
The algorithm is in control of scheduling each SCV's.
After the supply counter reaches 9/10, 1 SCV is taken away to build a supply depot (which raises the supply limit to 18). Once this SCV finished building, it is given back to the algorithm.
So the algorithm eventually ends up with 18 SCV's to control.

Each algorithm is scored based on how many minerals it can collect in 8000 frames.

Final results at the 8000 frame mark:
Built-in: 4098
Mineral lock: 4578
Queue: 4634
Co-operative Pathfinding: 4666
Co-operative Pathfinding + Queue: 4706

A more detailed recording (excel table with data points at every 500 frames) of the experiment can be found here.

A video of the experiments in action (number on the mineral field indicates the default round trip times in #frames):

Note that the video shows the mineral count at 8005 frames instead of the 8000 mark above.

Future work:

- Besides going to the mineral field, it is also possible to go full speed when going back to the resource depot. I haven't figured out how to do that systematically though
- The Queue system schedules the worker units with a so called "greedy" algorithm because it doesn't look ahead. The queue system can be enhanced by a (tree) search technique.


Source code can be found here:



https://github.com/MartinRooijackers/LetaBot/tree/master/Research/MineralGatheringAlgorithm

P.S:
I was originally going to post this on broodwarai.com, but that site is unfortunately down

edit: changed Build-In to Built-In
If you cannot win with 100 apm, win with 100 cpm.
Shinrei
Profile Joined February 2007
United States236 Posts
Last Edited: 2015-05-06 22:46:15
May 06 2015 22:46 GMT
#2
This seems like an interesting way to make AIs more potent.
=^.^=
art_of_turtle
Profile Blog Joined September 2012
United States1183 Posts
May 07 2015 01:15 GMT
#3
Would there be a way to calculate it for all 3 races in terms of their standard best economic openings? for example for zerg the 12h, 14cc for terran and 12nex for toss?
Flash should fear Sacsri
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
May 07 2015 05:15 GMT
#4
wow hax
:D nice work
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
kogeT
Profile Joined September 2013
Poland2037 Posts
May 07 2015 08:28 GMT
#5
Great work. I'll look into that in details soon. I also as "human" have plenty of mineral mining tricks.
https://www.twitch.tv/kogetbw
wimpwimpwimp
Profile Joined May 2012
167 Posts
Last Edited: 2015-05-07 09:31:38
May 07 2015 08:51 GMT
#6
On May 07 2015 17:28 kogeT wrote:
Great work. I'll look into that in details soon. I also as "human" have plenty of mineral mining tricks.


Feel free to share

By the way, interesting work, OP.
2Pacalypse-
Profile Joined October 2006
Croatia9498 Posts
May 07 2015 13:06 GMT
#7
This seems like an awesome topic for master thesis

Can you just clarify how much time 8,000 frames is? Seems pretty short (a couple of minutes?), which makes it pretty impressive that the Co-operative Pathfinding + Queue algorithm manages to gather ~600 more minerals than the default one.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
May 07 2015 16:50 GMT
#8
Nice.

I'm sure there's people using a variation of the "Queue system".
If I understood correctly what you mean, I'm using it (when I'm not lazy) - I cycle 3 workers on 2 minerals. When I'm feeling uber-wannabe, I do it with 6 workers. You can cycle them this way, and there's still a small time when the minerals are unoccupied, until there's more workers to cover it.

BW runs in 25 FPS, so 8000 frames is 5:20 min.

You might want to edit/change the "Build-In" to "Built-In", if I understood you correctly. Built-in refers to something being already a part of the product from the start, whereas build-in doesn't really have any special meaning as far as I know.
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
May 07 2015 16:54 GMT
#9
On May 07 2015 10:15 art_of_turtle wrote:
Would there be a way to calculate it for all 3 races in terms of their standard best economic openings? for example for zerg the 12h, 14cc for terran and 12nex for toss?


Currently the experimental setup is only for one base. Doing it for multiple bases is possible, but that will involve calculating the optimal worker units to maynard from the main to the natural. An interesting project/idea for future work.

On May 07 2015 22:06 2Pacalypse- wrote:
This seems like an awesome topic for master thesis

Can you just clarify how much time 8,000 frames is? Seems pretty short (a couple of minutes?), which makes it pretty impressive that the Co-operative Pathfinding + Queue algorithm manages to gather ~600 more minerals than the default one.


On the fastest game speed setting (the default game speed for most multi-player games) the game runs 24 frames per second.
So 8000/24 = +- 333 seconds = +- 5 minutes and 33 seconds

Do keep in mind that the SCV production stops at 18/18 in the experiment. In a normal game with constant supply depot and SCV production, there will be less of a difference (but still a significant one).
If you cannot win with 100 apm, win with 100 cpm.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
Last Edited: 2015-05-08 09:44:35
May 08 2015 09:35 GMT
#10
Master on starcraft? :o
Which department is letting you do that?

Cool work btw, well done.

Btw, suggestion on improvement you could do to the queue system:
Sometimes a worker will decide to go to an occupied close-by patch and wait a short while, rather than going to an open patch further away, because it'll still come back faster than going to the slow patch. And this is all good. But if there is another scv arriving to the cc just after (), it'll be better for the first one to go to the far patch, and let the second one take the closer patch with less waiting time. So instead of optimising for each scv, you can optimise for two scvs after each other. I guess you'd do the same calculations (1 to 3) for the next incoming scv, and then optimise based on 1 to 3 of both scvs. In principle you could continue to do 3 or more scvs as well, but not sure how much further that'd improve it.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
May 08 2015 10:25 GMT
#11
On May 08 2015 18:35 Cascade wrote:
Master on starcraft? :o
Which department is letting you do that?

Cool work btw, well done.


Artificial intelligence I presume?
robots are going to take over the world with BWAPI!! nooo
I'm interested in letabot's reply haha
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
AleXoundOS
Profile Joined January 2011
Georgia457 Posts
May 08 2015 11:56 GMT
#12
On May 08 2015 01:50 quirinus wrote:
BW runs in 25 FPS, so 8000 frames is 5:20 min.


BW (Fastest) runs at 23.81 FPS (1000ms/s ÷ 42ms/frame).
https://bwapi.github.io - An API for interacting with Starcraft: Broodwar (1.16.1)
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2015-05-08 17:20:10
May 08 2015 17:14 GMT
#13
Interesting.

I agree that what you mean is definitely "built-in". "Build-In" actually reads as if you'd want to "build it in" yourself, which is exactly the opposite of what you mean.

I also agree that (necessarily tuned-down) variations of the "queue" system (i.e. active reassignment of workers to free mineral patches) are probably used by many players in the early game (probably even the most common method of economy mircro).

Other things to keep in mind:
Can your algorithm actually determine accurately how long a certain worker trip would take? Because minimizing both, average waiting and travelling times, is necessary to really get the optimal outcome.
Does your algorithm take different mining rates from different patches into consideration? Are splits always optimal (i.e. can the 6th worker be produced at the earliest feasible time)? These are not necessarily the same, as the four patches with the highest theoretical income rates over prolonged periods are not necessarily the fastest four patches to split to (because they may be further away from the initial position of the workers at game start).

More importantly, though, does your algorithm take into account that some mineral patches (and also gas geysers) are actually buggy and workers will sometimes take the weirdest detours on their trips (instead of travelling along the shortest, straight line between resource depot and geyser/mineral patch), and even for non-bugged patches, the pathfinding is often not optimal. If your algorithm is to yield optimal results, fixing these kinds of worker behaviours is pretty much a requirement (I guess cooperative pathfinding may, as a by-product, take care of some of this).

Another known issue is terran specific (and therefore very relevant for letabot, I guess): Comsat stations actually screw up worker pathfinding a lot, making mining trips (worker traveling times) a lot longer. Some of it, with correct mineral setup even most of it, can be mitigated with good building placement (supply depot below CC to limit worker paths), but an AI that can actually control all workers individually should be able to avoid this effect almost entirely.
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
May 09 2015 14:55 GMT
#14
Build-In renamed to Built-In

On May 08 2015 18:35 Cascade wrote:
Master on starcraft? :o
Which department is letting you do that?

Cool work btw, well done.

Btw, suggestion on improvement you could do to the queue system:
Sometimes a worker will decide to go to an occupied close-by patch and wait a short while, rather than going to an open patch further away, because it'll still come back faster than going to the slow patch. And this is all good. But if there is another scv arriving to the cc just after (), it'll be better for the first one to go to the far patch, and let the second one take the closer patch with less waiting time. So instead of optimising for each scv, you can optimise for two scvs after each other. I guess you'd do the same calculations (1 to 3) for the next incoming scv, and then optimise based on 1 to 3 of both scvs. In principle you could continue to do 3 or more scvs as well, but not sure how much further that'd improve it.


The research is done at the Games and AI group of Maastricht University.

The improvement that you mentioned is exactly what the search technique mentioned in the future work does. Due to the real time constraint it will have a limit in its lookahead capabilities. But it is possible to generate an optimized schedule offline (as in before the game starts).

On May 09 2015 02:14 Freakling wrote:
Interesting.

I agree that what you mean is definitely "built-in". "Build-In" actually reads as if you'd want to "build it in" yourself, which is exactly the opposite of what you mean.

I also agree that (necessarily tuned-down) variations of the "queue" system (i.e. active reassignment of workers to free mineral patches) are probably used by many players in the early game (probably even the most common method of economy mircro).

Other things to keep in mind:
Can your algorithm actually determine accurately how long a certain worker trip would take? Because minimizing both, average waiting and travelling times, is necessary to really get the optimal outcome.
Does your algorithm take different mining rates from different patches into consideration? Are splits always optimal (i.e. can the 6th worker be produced at the earliest feasible time)? These are not necessarily the same, as the four patches with the highest theoretical income rates over prolonged periods are not necessarily the fastest four patches to split to (because they may be further away from the initial position of the workers at game start).

More importantly, though, does your algorithm take into account that some mineral patches (and also gas geysers) are actually buggy and workers will sometimes take the weirdest detours on their trips (instead of travelling along the shortest, straight line between resource depot and geyser/mineral patch), and even for non-bugged patches, the pathfinding is often not optimal. If your algorithm is to yield optimal results, fixing these kinds of worker behaviours is pretty much a requirement (I guess cooperative pathfinding may, as a by-product, take care of some of this).

Another known issue is terran specific (and therefore very relevant for letabot, I guess): Comsat stations actually screw up worker pathfinding a lot, making mining trips (worker traveling times) a lot longer. Some of it, with correct mineral setup even most of it, can be mitigated with good building placement (supply depot below CC to limit worker paths), but an AI that can actually control all workers individually should be able to avoid this effect almost entirely.


In the experiment I record for each SCV its starting position and the mineral patch/resource depot it wants to go to. So in the next iteration of the experiment, this data can be loaded to determine the time it takes for a SCV to get to a certain mineral patch given its location. From the initial 4 mineral patches that get assigned, there is usually 1 SCV that will take a different one after the first resource delivery.

I mainly build the Co-operative Pathfinding so that worker units go full speed to a mineral patch. Calculating the optimal path requires some more in depth knowledge on how the worker units work when gathering minerals/gas.

I haven't looked into Comsat related problems yet. The experiment is more of a general approach that works with the other two races as well.
If you cannot win with 100 apm, win with 100 cpm.
neteX
Profile Joined April 2015
Sweden285 Posts
May 09 2015 17:32 GMT
#15
On May 07 2015 17:28 kogeT wrote:
Great work. I'll look into that in details soon. I also as "human" have plenty of mineral mining tricks.

ya share sum with us if its something we don't know yet
http://www.twitter.com/neteXLoL flw pls
nepeta
Profile Blog Joined May 2008
1872 Posts
May 09 2015 19:12 GMT
#16
Awesome stuff, LetaBot! If you take this approach to all aspects of your bot, it will win the sonic starleague. + Show Spoiler +
in 2099 :p


But: Progress!
Broodwar AI :) http://sscaitournament.com http://www.starcraftai.com/wiki/Main_Page
nbaker
Profile Joined July 2009
United States1341 Posts
May 09 2015 19:54 GMT
#17
Thanks for sharing this! Really interesting to read from both a scientific and starcraft perspective.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6771 Posts
May 10 2015 15:07 GMT
#18
This is awesome Love how bw ai is growing into an interesting field!
Graphics
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
May 11 2015 05:55 GMT
#19
How good is the very best bot/AI in the world compared to human players right now?

I dunno... for me, it would be kind of disappointing if there were a 'Deep Blue' of BW out there, better than any human player could ever possibly be, even Flash or JD at their peaks.

I mean, yah, interesting, but you still gotta root for your home team, i.e. humans. Unless you're a bot reading this.


User was warned for being hilarious
nepeta
Profile Blog Joined May 2008
1872 Posts
Last Edited: 2015-05-11 11:52:42
May 11 2015 09:23 GMT
#20
On May 11 2015 14:55 [[Starlight]] wrote:
How good is the very best bot/AI in the world compared to human players right now?

I dunno... for me, it would be kind of disappointing if there were a 'Deep Blue' of BW out there, better than any human player could ever possibly be, even Flash or JD at their peaks.

I mean, yah, interesting, but you still gotta root for your home team, i.e. humans. Unless you're a bot reading this.




LetaBot just won the Student StarCracft Artificial Intelligence Tournament SSCAIT2014) 2014, beating 40-ish other bots. Versus humans I think at the moment tscmoo would be the best pick, as it is better rounded. Other good picks would be the Japanese team effort ICEBot or Florian Richoux' bot.

Check live bot games @ http://sscaitournament.com/
Broodwar AI :) http://sscaitournament.com http://www.starcraftai.com/wiki/Main_Page
1 2 Next All
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
16:00
Rotti Stream Rumble 5k Edition
RotterdaM890
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 890
ZombieGrub94
Nathanias 93
JuggernautJason86
ProTech57
StarCraft: Brood War
Larva 667
firebathero 436
sas.Sziky 42
IntoTheRainbow 11
Stormgate
NightEnD8
League of Legends
Grubby4538
Counter-Strike
fl0m1295
pashabiceps753
Stewie2K342
Foxcn328
Super Smash Bros
Mew2King91
PPMD0
Heroes of the Storm
Liquid`Hasu453
Khaldor269
Other Games
summit1g5420
mouzStarbuck218
KnowMe178
C9.Mang0164
Pyrionflax87
QueenE68
Trikslyr68
Sick53
FunKaTv 49
Organizations
Other Games
gamesdonequick5125
StarCraft 2
angryscii 33
Other Games
BasetradeTV6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• kabyraGe 216
• Adnapsc2 14
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• 80smullet 29
• Eskiya23 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21378
Other Games
• imaqtpie1928
• Shiphtur529
Upcoming Events
Replay Cast
3h 40m
Replay Cast
13h 40m
WardiTV European League
19h 40m
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
1d 3h
uThermal 2v2 Circuit
1d 19h
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
Epic.LAN
3 days
CranKy Ducklings
4 days
[ Show More ]
Epic.LAN
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
5 days
Online Event
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.