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Bot Fight: Examination of Starcraft AI

Forum Index > BW General
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Goosey
Profile Blog Joined September 2005
United States695 Posts
April 14 2008 22:35 GMT
#1
Found this pretty interesting. Guy sets up a UMS to let the bots just duke it out to see how the AI performs and if there are any races which do better than others (in the hands of AI).

http://www.shamusyoung.com/twentysidedtale/?p=1597

Turns out Protoss AI is imba! Nerf Nerf!
#1 Shuttle Fan.
ATeddyBear
Profile Blog Joined December 2005
Canada2843 Posts
April 14 2008 22:40 GMT
#2
the zeal rush the comp does is beast
Professional twice over - an analyst and a therapist. The world’s first analrapist.
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
April 14 2008 22:48 GMT
#3
big surprise, protoss is the easiest LOL?
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
April 14 2008 22:48 GMT
#4
When Terran AI gets into lategame, the simultaneous lockdown/nuke/flare/irradiate/dmatrix make me want to cry.
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Lemonwalrus
Profile Blog Joined August 2006
United States5465 Posts
Last Edited: 2008-04-14 22:53:14
April 14 2008 22:50 GMT
#5
Wow, that looks really interesting, I think I am going to dl his map and watch it once just to see. Although I suspect the having 3T 2Z 2P might have effects that throw off the numbers, like that terrans may be very poor at defending against other terrans, and therefore tend to take each other out when they are the majority of players in a game. I would like to do a bunch of 1v1s on some map known for being very balanced though, to see if the results are different.

Edit: Although I suppose balance on the human vs human level probably doesn't correlate to balance on the comp vs comp level.
DrywMz
Profile Blog Joined May 2007
United States394 Posts
April 14 2008 22:59 GMT
#6
Wow, that's weird, I was working on something just like this last night o.O Looks like I wont have to finish.
Hurricane
Profile Blog Joined October 2006
United States3939 Posts
April 14 2008 23:02 GMT
#7
The comp's zealot rush is too much for the other comps to handle :p
RIP CHARLIEMURPHY 11/25/10 NEVER FORGET | Hurricane#1183 @ B.net
hunter3
Profile Blog Joined January 2008
United States155 Posts
April 14 2008 23:15 GMT
#8
Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account.
ydg
Profile Blog Joined March 2008
United States690 Posts
April 14 2008 23:23 GMT
#9
yeah, sometimes the zerg quick pools you, or sometimes it sends hydras+lurkers.
terran usually always m&m rushes and then m&m and tanks
toss can do the zeal rush or a dt rush
The only courage that matters is the kind that gets you from one moment to the next.
grobo
Profile Blog Joined February 2007
Japan6199 Posts
April 14 2008 23:27 GMT
#10
I have seen the toss open up with a quick nexus, rare as hell but it does happen.
We make signature, then defense it.
Stegosaur
Profile Joined May 2007
Netherlands1231 Posts
April 14 2008 23:27 GMT
#11
On April 15 2008 08:15 hunter3 wrote:
Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account.


I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well.
O_o
8882
Profile Blog Joined December 2003
2718 Posts
Last Edited: 2008-04-14 23:36:42
April 14 2008 23:28 GMT
#12
Ive seen the computer's zealot rush kill human players too. Actually I once won a 2v2 game thanks to it (aka me+comp vs 2 bad players) :D

I remember one of my first battle.net games (it was like my 2nd game ever) - me+my friend vs two protoss comps on LT - we lost because we couldnt wall. I wonder if I would won vs the rush nowadays, if I did not expect it and without mines.

Generally I think the AI was nerfed somehow after BW came out - I think in stacracraft the zerg would 5 pool from time to time and now it's like 9, also in the past the computers used to siege the tanks as far as I remember.

On April 15 2008 08:27 Stegosaur wrote:
Show nested quote +
On April 15 2008 08:15 hunter3 wrote:
Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account.


I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well.


As far as I know there are like 4 types of computer opponents (easy, medium, hard and insane) and "campaign" computers who use semi scripted attacks (e.g. attack beacons with DTs) and there is one computer AI used for melee games (expansion). (well technically there is also the "area town" AI which means only mining)
These AIs use different units and I think the expansion AI is a bit better than the insane AI (insane means difficulty level, not stupidity ).

I think you mistake different "tribes" with the randomness of the AI - e.g. you can do something, save a game and say in two minutes the computer will attack you. Load the game - and he will not attack you. I used it to abuse the campaign when I really sucked. However the "expansion" AI has more of a scripted attack and usually will make one of the standard build orders (consisting of like 3-5 attack waves?) and then starts behaving more randomly.
I have returned
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
April 14 2008 23:30 GMT
#13
in older patches if you played a 1 human 7 comp games like 4v4 in my newbie days chances were high of atleast one toss going nex/cannon and then doing nothing the whole game, and in even older versions if a zerg was near they wouldnt wait for 12 zlots to attack but would hit them with 6 and the zerg never stood a chance... so ya.. i used to play a lot of 4v4 with comps before my net days
A weak will coupled with delusions of grandeur
xmShake
Profile Blog Joined February 2007
United States1100 Posts
April 14 2008 23:30 GMT
#14
I've won team games with protoss computer allies.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
Last Edited: 2008-04-14 23:44:41
April 14 2008 23:32 GMT
#15
On April 15 2008 08:27 Stegosaur wrote:
Show nested quote +
On April 15 2008 08:15 hunter3 wrote:
Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account.


I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well.


Yeah, 90% sure this is true. The AI can definitely do different things.

For Zerg:
-4 pool
-12 hatch expo *I think
-9 pool, hatch in base, mass sunken

For protoss:
-3 gate, save up zealots till 12, attack.
-cannons, and 14? nexus
-DT rush

For Terran:
-marines and medics
-Anything else????

also, the computer will pretty much always time its attacks together if there are more than one and they are allied. Pretty sure they wont delay 4 pool or dt rush, but every other attack is delayed until both are done first cycle attack.

I should point out that bw ai work off 3 basic cycles.

Basically they follow a preset build order (like 12 zealots)
execute it, and then when those units die, it moves to the next cycle.
When the 2nd cycle is done it attacks again, when those units die it moves to third cycle, and then stays on third cycle for the rest of the game.

The Terran wave is:
       * 12 Marines, 3 Medics vs. Terrans OR 10 Marines, 4 Firebats, 3 Medics vs. Protoss or Zerg
       * 5 Tanks, 12 Marines, 3 Medics
       * 4 Battlecruisers, 6 Wraiths, 2 Valkyries, 3 Tanks, 2 Goliaths, 3 Ghosts, 10 Marines, 2 Medics, and a Partridge in a Pear Tree.

Zerg:
Zerg AI:
The Zerg AI uses only one general strategy regardless of map and enemy race. There is a random chance of using a pool first 6 zergling rush. If used, nothing else changes except that their later attacks take longer to prepare.

The attack waves are as follows:

       *initial lings/build
       * 20 Hydralisks, 2 Lurkers
       * 9 Mutalisks, 4 Devourers, 4 Guardians, 8 Scourge
       * 60 Zerglings

The final attack loop is variable. The AI will pick one of the following for each attack:

       * 12 Mutalisks, 4 Devourers, 4 Guardians
       * 6 Fully Upgraded Ultralisks, 12 Hydralisks
       * 20 Hydralisks
       * 20 Hydralisks, 20 Zergling
       * 40 Zerglings with the Adrenal Glands upgrade


Protoss:

Protoss AI:
The Protoss AI has 4 basic attack methods: Normal, Dark Templar Attack, Dark Templar Defense, and Double Nexus. The Dark Templar Attack method is used if the scouting unit sees the enemy may not be ready with detectors. Dark Templar Defense is used if a scouting unit sees an enemy Protoss player possibly making Dark Templars. Double Nexus is used if the map seems to provide a close, guardable expansion. Normal is used in all other cases.

The attack waves on land maps are as follows:

* 12 Zealots if using Normal OR 12 Zealots and 1 Dark Templar if using Dark Templar Attack
* 12 Zealots, 6 Dragoons, 2 Dark Templar
* 12 Zealots, 8 Scouts, 4 Corsairs
* 10 Scouts, 8 Corsairs, 5 Carriers


See: http://www.battle.net/scc/faq/aiscripts.shtml

SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
April 14 2008 23:37 GMT
#16
ive been mass marined a few times, no medics, but what used to surprise me when i played before was how the terran computer can play like crap sometimes, and sometimes be super hard to beat. Lol the protoss computer came up with 14 nex before todays pvz, gosu.
A weak will coupled with delusions of grandeur
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 14 2008 23:45 GMT
#17
yeah, I have no idea how they anticipated that, but didnt anticipate marines would be useless in 2 of 3 matchups lol
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
April 14 2008 23:54 GMT
#18
maybe we just havent discovered how to use them in tvp tvt yet ^^ one day blizzard shall reveal to us all of the secrets.
A weak will coupled with delusions of grandeur
GTR
Profile Blog Joined September 2004
51507 Posts
April 15 2008 00:04 GMT
#19
You guys should start playing vs the Ahzz AI, I have troubles with it sometimes with TvP (Spirit Toss anyone?)
Commentator
Sean.G
Profile Joined October 2004
Spain889 Posts
April 15 2008 00:24 GMT
#20
What I hate about the custom made AIs is that when they drop, units just pop up in your main etc, and their expansions just "pop" up out of nowhere... changes the gameplay comepletely.
"He is fighting in this match like we've never seen a terran player fight before. He is fighting as hard as Orlando Bloom fights for the affections of Keira Knightly in Pirates of the Caribbean 3, and hopefully he'll have more success" - Klazart
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
April 15 2008 00:25 GMT
#21
What you've posted is actually really interesting fusionsdf- I didn'trealize computers worked off of waves like that. The first wave always seemed the same, but I didn't realize the way it looped into two and three.

I guess that's why after the first attack most computers are pretty much useless.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Luddite
Profile Blog Joined April 2007
United States2315 Posts
April 15 2008 01:22 GMT
#22
Well, this proves it- protoss is the noob race.
+ Show Spoiler +

Assuming that your playing on hunters, with the dumbest possible strategies, in an 8 player free for all, with unlimited resources.
Can't believe I'm still here playing this same game
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 15 2008 01:49 GMT
#23
On April 15 2008 09:25 mikeymoo wrote:
What you've posted is actually really interesting fusionsdf- I didn'trealize computers worked off of waves like that. The first wave always seemed the same, but I didn't realize the way it looped into two and three.

I guess that's why after the first attack most computers are pretty much useless.


thanks
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Vin{MBL}
Profile Blog Joined September 2006
5185 Posts
April 15 2008 04:13 GMT
#24
I HATE that zerg 4pool it makes me want to cry

and it's like the comp KNOWS where you are and doesnt scout

HAX
Newbistic
Profile Blog Joined August 2006
China2912 Posts
April 15 2008 04:16 GMT
#25
On April 15 2008 13:13 Vin{MBL} wrote:
I HATE that zerg 4pool it makes me want to cry

and it's like the comp KNOWS where you are and doesnt scout

HAX


I think it's just throw in to discourage people from playing too many compstomps.

But yeah, its a bitch if you want to train vs comps. For whatever reason, the worker stack + attack doesn't work as well vs the computer either, I can never trap their lings :/
Logic is Overrated
B1nary
Profile Blog Joined January 2008
Canada1267 Posts
April 15 2008 04:22 GMT
#26
I remember the days when the comp's 4 pool or 12 zealot rush meant instant death. I'm curious, how often would a 12 zealot rush work in a human vs human game?
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 15 2008 04:24 GMT
#27
always practice against terran if you are just practicing builds, they attack later than everything but zerg hydra attack, and they have no early attacks....I think it takes terran something like 7 minutes to attack, which is a really long time.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
April 15 2008 04:32 GMT
#28
On April 15 2008 09:04 GTR-2-Go wrote:
You guys should start playing vs the Ahzz AI, I have troubles with it sometimes with TvP (Spirit Toss anyone?)


what is the ahzz AI?
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Physician *
Profile Blog Joined January 2004
United States4146 Posts
Last Edited: 2008-04-15 05:14:53
April 15 2008 04:40 GMT
#29
On April 15 2008 13:32 Polyphasic wrote:
Show nested quote +
On April 15 2008 09:04 GTR-2-Go wrote:
You guys should start playing vs the Ahzz AI, I have troubles with it sometimes with TvP (Spirit Toss anyone?)
what is the ahzz AI?


http://www.broodwarai.com/pages/BWAIWarII.html

jeje his experiment has been done years ago and came up with the same inevitable truth -the original toss AI script is simply the best out of the three. gone off to recruit another to our band of brothers, thanks for the find op : )

(brood war thread btw)
"I have beheld the births of negative-suns and borne witness to the entropy of entire realities...."
jimminy_kriket
Profile Blog Joined February 2007
Canada5523 Posts
April 15 2008 06:38 GMT
#30
God ive lost to that rush so many times...
life of lively to live to life of full life thx to shield battery
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
April 15 2008 06:57 GMT
#31
Ara tribe is the gosuest comp period
Nak Allstar.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
April 22 2008 03:26 GMT
#32
"execute it, and then when those units die, it moves to the next cycle.
When the 2nd cycle is done it attacks again, when those units die it moves to third cycle, and then stays on third cycle for the rest of the game."

So basically horrible multitask macroing while attacking? No wonder they're nub.
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!
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 22 2008 04:13 GMT
#33
It only proves that whoever designed the AI is better at writing scripts for one race than the others. Bit obvious :S

I cannot comprehend how can it be "fun" to watch and analise AI created by others O.o You're just studying the person who wrote it, if you didn't notice...
Great people talk about ideas. Average people talk about things. Small people talk about other people.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
April 22 2008 13:52 GMT
#34
triple zeal rush can be somewhat hard to stop for toss or zerg when playing vs 3 cpus. I mean, it's not THAT easy to stop 36 zealots with 8 dragoons.
You want 20 good men, but you need a bad pussy.
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
April 22 2008 14:01 GMT
#35
On April 15 2008 08:32 fusionsdf wrote:
Show nested quote +
On April 15 2008 08:27 Stegosaur wrote:
On April 15 2008 08:15 hunter3 wrote:
Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account.


I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well.


Yeah, 90% sure this is true. The AI can definitely do different things.

For Zerg:
-4 pool
-12 hatch expo *I think
-9 pool, hatch in base, mass sunken

For protoss:
-3 gate, save up zealots till 12, attack.
-cannons, and 14? nexus
-DT rush

For Terran:
-marines and medics
-Anything else????

also, the computer will pretty much always time its attacks together if there are more than one and they are allied. Pretty sure they wont delay 4 pool or dt rush, but every other attack is delayed until both are done first cycle attack.

I should point out that bw ai work off 3 basic cycles.

Basically they follow a preset build order (like 12 zealots)
execute it, and then when those units die, it moves to the next cycle.
When the 2nd cycle is done it attacks again, when those units die it moves to third cycle, and then stays on third cycle for the rest of the game.

The Terran wave is:
       * 12 Marines, 3 Medics vs. Terrans OR 10 Marines, 4 Firebats, 3 Medics vs. Protoss or Zerg
       * 5 Tanks, 12 Marines, 3 Medics
       * 4 Battlecruisers, 6 Wraiths, 2 Valkyries, 3 Tanks, 2 Goliaths, 3 Ghosts, 10 Marines, 2 Medics, and a Partridge in a Pear Tree.

Zerg:
Zerg AI:
The Zerg AI uses only one general strategy regardless of map and enemy race. There is a random chance of using a pool first 6 zergling rush. If used, nothing else changes except that their later attacks take longer to prepare.

The attack waves are as follows:

       *initial lings/build
       * 20 Hydralisks, 2 Lurkers
       * 9 Mutalisks, 4 Devourers, 4 Guardians, 8 Scourge
       * 60 Zerglings

The final attack loop is variable. The AI will pick one of the following for each attack:

       * 12 Mutalisks, 4 Devourers, 4 Guardians
       * 6 Fully Upgraded Ultralisks, 12 Hydralisks
       * 20 Hydralisks
       * 20 Hydralisks, 20 Zergling
       * 40 Zerglings with the Adrenal Glands upgrade


Protoss:

Protoss AI:
The Protoss AI has 4 basic attack methods: Normal, Dark Templar Attack, Dark Templar Defense, and Double Nexus. The Dark Templar Attack method is used if the scouting unit sees the enemy may not be ready with detectors. Dark Templar Defense is used if a scouting unit sees an enemy Protoss player possibly making Dark Templars. Double Nexus is used if the map seems to provide a close, guardable expansion. Normal is used in all other cases.

The attack waves on land maps are as follows:

* 12 Zealots if using Normal OR 12 Zealots and 1 Dark Templar if using Dark Templar Attack
* 12 Zealots, 6 Dragoons, 2 Dark Templar
* 12 Zealots, 8 Scouts, 4 Corsairs
* 10 Scouts, 8 Corsairs, 5 Carriers


See: http://www.battle.net/scc/faq/aiscripts.shtml


most of this sounds accurate, however the comp doesnt 9 pool.
it either uses 4 pool or goes hatch pool (sometimes hatch in main, sometimes at exp)
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GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
April 22 2008 14:27 GMT
#36
A familiar battle: Siege Tank vs. Mutalisk. Also popular is the Valkyrie vs. Dragoon fight. The Terran AI always seems to have the wrong unit, at the wrong time, in the wrong place, doing the wrong thing, and not nearly enough of them.

That made me laugh xD
What fun is it being cool if you can’t wear a sombrero?
kovarex
Profile Joined December 2007
Czech Republic65 Posts
Last Edited: 2008-04-22 14:52:54
April 22 2008 14:47 GMT
#37
I believe that the bot competition uses some simple and very limited scripts, so you can't define micro etc, but anyway evolution programming could be nice (and funny) way how to find very good scrips (My firend was making half life bots using evolution programming)

Much more interesting would be to make some way (library) to control units with computer program, so it would have (almost) limitless posibilities (same as player) and could also micro, and if the library was standardised, it could also ensure that the code itself doesn't maphack.

I would not like to do the hard work with the library to control bw, but if it was done, I would really !!ENJOY!! making bot playing bw, it is very challenging task and even small modules to play for example just micro (so bots could compete in some micro maps) would be interesting enough.

It would be funny to see for example bots playing on iccup, getting ranks, so one would be pushed to be able to beat at least computer (like in go).

I really got cought by the idea, so if there are any programmers around who would like to do something like that I would like to know, it is also possible that the "library" I'm talking about already exists, I will google a bit.
Goosey
Profile Blog Joined September 2005
United States695 Posts
April 22 2008 15:25 GMT
#38
On April 22 2008 23:47 kovarex wrote:
+ Show Spoiler +

I believe that the bot competition uses some simple and very limited scripts, so you can't define micro etc, but anyway evolution programming could be nice (and funny) way how to find very good scrips (My firend was making half life bots using evolution programming)

Much more interesting would be to make some way (library) to control units with computer program, so it would have (almost) limitless posibilities (same as player) and could also micro, and if the library was standardised, it could also ensure that the code itself doesn't maphack.

I would not like to do the hard work with the library to control bw, but if it was done, I would really !!ENJOY!! making bot playing bw, it is very challenging task and even small modules to play for example just micro (so bots could compete in some micro maps) would be interesting enough.

It would be funny to see for example bots playing on iccup, getting ranks, so one would be pushed to be able to beat at least computer (like in go).

I really got cought by the idea, so if there are any programmers around who would like to do something like that I would like to know, it is also possible that the "library" I'm talking about already exists, I will google a bit.


I was thinking about this the other day, of trying to use a BWL plugin to create an AI which operates based on the information the human has and uses the human's controls (actually generating mouse moves, clicks, keyboard events).

I have not looked into how much information the BWL library has access to. To do this you would need to be able to access the data for fog of war, all visible unit positions, resource count, etc etc. If this is possible through their API it sounds like a potentially interesting project to me. I am a programmer in games industry, but have never done a complex AI, so it would be a fun learning experience..
#1 Shuttle Fan.
omnigol
Profile Joined April 2008
United States166 Posts
April 22 2008 17:59 GMT
#39
Why isn't this guy testing 1v1 AI match-ups on normal maps?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 22 2008 18:40 GMT
#40
On April 23 2008 00:25 Goosey wrote:
Show nested quote +
On April 22 2008 23:47 kovarex wrote:
+ Show Spoiler +

I believe that the bot competition uses some simple and very limited scripts, so you can't define micro etc, but anyway evolution programming could be nice (and funny) way how to find very good scrips (My firend was making half life bots using evolution programming)

Much more interesting would be to make some way (library) to control units with computer program, so it would have (almost) limitless posibilities (same as player) and could also micro, and if the library was standardised, it could also ensure that the code itself doesn't maphack.

I would not like to do the hard work with the library to control bw, but if it was done, I would really !!ENJOY!! making bot playing bw, it is very challenging task and even small modules to play for example just micro (so bots could compete in some micro maps) would be interesting enough.

It would be funny to see for example bots playing on iccup, getting ranks, so one would be pushed to be able to beat at least computer (like in go).

I really got cought by the idea, so if there are any programmers around who would like to do something like that I would like to know, it is also possible that the "library" I'm talking about already exists, I will google a bit.


I was thinking about this the other day, of trying to use a BWL plugin to create an AI which operates based on the information the human has and uses the human's controls (actually generating mouse moves, clicks, keyboard events).

I have not looked into how much information the BWL library has access to. To do this you would need to be able to access the data for fog of war, all visible unit positions, resource count, etc etc. If this is possible through their API it sounds like a potentially interesting project to me. I am a programmer in games industry, but have never done a complex AI, so it would be a fun learning experience..
I have plenty of experience with AI and I always loved the idea of creating one for sc/wc since I ever started playing it many years ago. But now I finally got the c++ knowledge to actually make a program that could do it. Mimicking key and mouse strokes would be easy. I just don't know anything about where/how the variables unit position / fog of war are stored. Any idea of how I can get started to find that information? I'm sure many people done this before (finding those variables).
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Bajadulce
Profile Joined October 2004
United States322 Posts
April 22 2008 19:29 GMT
#41
VIB, Goosey, kovarex:
Your interest in improving the computers behaviour is always a welcome sight for the dream that Entropy and Racine started almost a half-decade ago. Considering how dynamic Starcraft is and how limited the internal Ai engine and how it deals with scripts are, Starcraft Ai is actually quite good. The UMS scene and recent Micro grid challenges such as Star's vulture Ai and the Muta Challenge here at TL.net have proven that with some decent micro, a computer can be quite difficult... and fun!

Few ppl have experimented with controlling the Ai outside of UMS triggers and the simple ai scripts, but there have been some attempts. What kinds of things are necessary to accomplish this, I do not know, but our small family @ Broodwarai.com might be a good place to snoop around as we have some very gosu programmers lurking there and we would love to have more!

*** as for the "bot contest" in first post ***
Interesting study, but a bit skewed. I would agree with omnigol in that "why isn't this guy testing 1v1 Ai matchups on normal maps?" We have been running the Ai vs. Ai War that Entropy linked to for nearly 4 years and different races fair better on different maps even as computers. Furthermore the "insane" Ai's that were used in his challenge are junk despite their cheating. In fact our non-cheating scripts blew them away on nearly every map in our BWAIWar II. The Protoss insane being the exception.

Still it's fun to see ppl interested in something as old and simple as Starcraft Ai. ... here's looking forward to Starcraft2!
Planar Erratus: (www.broodwarai.com/mods/peai) Where the worlds of Baldur’s Gate, Arcanum, Diablo, Icewind Dale, Torment, and Warcraft collide with Starcraft. Don't question, just play! ... Dedicated to all my TL.net friends and old schoolers!
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-04-22 20:11:15
April 22 2008 20:09 GMT
#42
Thanks a lot Bajadulce, I'll surely take a look at that and hope we can help each other. I'm really really glad to see I'm not the only one so interested in the subject. TSL #16 winner = my bot >D
Great people talk about ideas. Average people talk about things. Small people talk about other people.
misterroboto
Profile Joined March 2008
Canada27 Posts
April 22 2008 21:00 GMT
#43
Actually, I think that being able to modify the starcraft/BW AI would give the community yet another great learning tool. One would be able to practice against one particular strategy without having to rely exclusively on training partners. In modern chess, the computer has been fully integrated in the learning process and is even helping finding new counters to popular strategies. If only the people that made deepblue were starcraft enthusiasts
*beep*
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-04-22 21:10:27
April 22 2008 21:10 GMT
#44
On April 23 2008 06:00 misterroboto wrote:
Actually, I think that being able to modify the starcraft/BW AI would give the community yet another great learning tool. One would be able to practice against one particular strategy without having to rely exclusively on training partners. In modern chess, the computer has been fully integrated in the learning process and is even helping finding new counters to popular strategies. If only the people that made deepblue were starcraft enthusiasts
Select AI Race: Protoss
Select AI Skill: A+
Select AI APM: 350
Select AI BO: Bisu FE Fast-Sair

that would be fun
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Deleted User 30223
Profile Blog Joined August 2007
3104 Posts
Last Edited: 2008-04-22 21:26:19
April 22 2008 21:25 GMT
#45
computer templars are fuckin scary. >:O


when they actually have AI, that is
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
Last Edited: 2008-04-22 21:28:27
April 22 2008 21:27 GMT
#46
I've done some 1:1 AI tests on normal AI and if I remember correctly T was the best unless it got cheesed with dt or 4pool. Zerg is ofcourse the worst. Not 100% sure on te TvP issue.

EDIT:I did this many years ago so my memory is kinda shady.
I have the best fucking lawyers in the country including the man they call the Malmis.
kovarex
Profile Joined December 2007
Czech Republic65 Posts
April 22 2008 21:54 GMT
#47
Bajace: Ok I moved the discussion to the broodwarai forums, the problem is that they concentrate 99% of the time on script programing, but I hope I can get some help there, I'm more and more decided to work on that, and after all I could use it as school work.

PS. I already made program that solves L&D go problems quite well (similar to bw micro but in different game), so bw could be another challenge.

I would also want to ask if anyone made program that will make this:
You insert: what is the fastest way to get 24 speed zerglins?
Answer: some BO

This should be quite easy to do, all you need to know is the effectivness table for mining and some estimations like - time to go with probe to build pylon etc.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-04-22 22:02:38
April 22 2008 22:00 GMT
#48
On April 23 2008 06:54 kovarex wrote:
I would also want to ask if anyone made program that will make this:
You insert: what is the fastest way to get 24 speed zerglins?
Answer: some BO
Doubt it, doesn't think it's as easy as you make it sound. It would depend so heavily on the map (changes mining speed, possible expo timing) and some hard-coded game mechanics (building placement, worker movement/collisions) that to estimate anything with a reasonable error margin you would need to actually simulate it many times with an AI and learn from the results. Of course you could make some very rough estimation for all of those but it's so many little errors that after multiplying them all you'll actually have a big error margin and the final result would be very very unreliable.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
PrincessLeila
Profile Joined October 2004
France170 Posts
Last Edited: 2008-04-22 22:44:47
April 22 2008 22:43 GMT
#49
On April 23 2008 06:54 kovarex wrote:
Bajace: Ok I moved the discussion to the broodwarai forums, the problem is that they concentrate 99% of the time on script programing, but I hope I can get some help there, I'm more and more decided to work on that, and after all I could use it as school work.

PS. I already made program that solves L&D go problems quite well (similar to bw micro but in different game), so bw could be another challenge.

I would also want to ask if anyone made program that will make this:
You insert: what is the fastest way to get 24 speed zerglins?
Answer: some BO

This should be quite easy to do, all you need to know is the effectivness table for mining and some estimations like - time to go with probe to build pylon etc.


Yeah it exists and i've used it some years ago. The version 2.0 was very cool, but it was slow. And there was no 'permanent SCV production' option, so the fastest BO was with minimum SCV. I guess its ok for hardcore cheese.

But, really, i can't recall its name
kovarex
Profile Joined December 2007
Czech Republic65 Posts
April 22 2008 22:50 GMT
#50
When I don't use the building placement into consideration and just estimate, that it takes x time to make building in main, y time to go to expansion etc it will be accurate enough.

I believe that error don't multiply, the error will be the smaller the more probes will be already mining, and building producing, and I believe it will be really small.

I believe it can get to like 95% or so of accuracy which is far good enough, the purpose would be to use it as tool when making new bo's.

I will try to make it in the next week/month and I can show the results
Bajadulce
Profile Joined October 2004
United States322 Posts
April 22 2008 22:57 GMT
#51
If only the people that made deepblue were starcraft enthusiasts
Chess is a static game on a static board and so there are limited permutations of possible scenarios. An rts such as Starcraft would be almost impossible to account for even a fraction of the possible scenarios. But DeepBlueStarcraft would be sweet!

I would also want to ask if anyone made program that will make this:
You insert: what is the fastest way to get 24 speed zerglins?
Answer: some BO
We have a program in our database called "evolution forge" basically you plug in what you want to build say 12 hydralisks and it calculates the fastest build order. It's an interesting program, but a bit of a novelty more than anything else. Here is the program if you are interested in checking it out regardless: EvolutionForge v1.62

Planar Erratus: (www.broodwarai.com/mods/peai) Where the worlds of Baldur’s Gate, Arcanum, Diablo, Icewind Dale, Torment, and Warcraft collide with Starcraft. Don't question, just play! ... Dedicated to all my TL.net friends and old schoolers!
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
April 22 2008 23:31 GMT
#52
ZBATH is all i remeber of ai that cheater ai
I have ass for brains so,
even when I shit I'm droping knowledge.
t_co
Profile Blog Joined July 2007
United States702 Posts
April 22 2008 23:53 GMT
#53
I remember one memorable game a few years back I dropped a pair of tanks and four gols on a ledge on Arctic Station and somehow the tanks accumulated 50 kills each.
"Look, don't congratulate us when we buy a company, congratulate us when we sell it. Because any fool can overpay and buy a company, so long as there is money to buy it." --Henry Kravis
Bajadulce
Profile Joined October 2004
United States322 Posts
April 23 2008 00:17 GMT
#54
+ Show Spoiler +
Zbath's original idea was a script that contained nothing but endless zerglings w/ eventual defiler/dark swarm and very little else. It was meant to be a funny little script designed for my 12yr old nephew and some of his friends to play team melee TvZ on a normal map. Here the excitement was in the first 10 minutes as you desperately fought back wave after wave of ever increasing zerglings (upwards of 100) by bunkering down/firebats/medics etc. Eventually you would manage to scrape by and work your way towards comps base.
Zbath was meant to be gay. It was always intended as somewhat of a joke, but my nephew sure loved it. The Fa$te$t community also got a hold of it and seemed to enjoy it's wackyness. ... Ya it was/is a pretty wacky Ai.


ZBATH_AIWar_v1.0.zip
Oddly enough there's actually a newer version. The version you know of was heavily nerfed!. Here is the Ai vs. Ai version w/ a just as obnoxious Protoss. Basically it would wipe out about 7 Blizzard Insane Ai's without much problem. ... ya it's gay as all hell, but that's the point!.. MUST KILL ALL OTHER AI'S!
Planar Erratus: (www.broodwarai.com/mods/peai) Where the worlds of Baldur’s Gate, Arcanum, Diablo, Icewind Dale, Torment, and Warcraft collide with Starcraft. Don't question, just play! ... Dedicated to all my TL.net friends and old schoolers!
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
Last Edited: 2008-04-23 00:33:04
April 23 2008 00:27 GMT
#55
Tried some PvT 1:1 games and it was 4-2 in favour for the toss. The games terran won was maps with ramps. Most of the games were long and the protoss managed to MC terran units in two if them. I'd say that P has a slight edge and then it is some map balance ect.
Anyway the ai ranks 1 : P 2 : T 3 : Z.
The Insane ai conclusion is due to that they have strict build orders and apparently the terran has a very lousy one compared to the other ai scripts.

The most ideal thing one shuld do when it comes to ai scrips is to make one that does a normal "rush" build really well, like a 9pool speedling-->all lings with cut gas or a 7z-->goons so they could be used as a ok teammate when you are a friend short. Atleast thats the scenario most of the times when I have to use the ai playing bw.

EDIT:Damn smileys.
I have the best fucking lawyers in the country including the man they call the Malmis.
LonelyMargarita
Profile Blog Joined August 2007
1845 Posts
April 23 2008 02:04 GMT
#56
Double 4 pool in a 2v2 is pretty crazy. I only saw it once, and luckily it wasn't me getting rushed (it was actually a 2v2v2v2c).
I <3 서지훈
thunk
Profile Blog Joined March 2008
United States6233 Posts
April 23 2008 03:39 GMT
#57
Casy seemed to figure out how to use Marines in all three matchups.

GTR is right; the Ahizz AI is crazy. They're first wave of units is unbelieveable. And it's crazy how they build factories ALL OVER THE PLACE.

I think that the AI would be 10x better if they were told to aim for a few unit combos for each race.

Zerg:
zerglings -> muta/ling -> lurker/ling -> ultra/ling

Protoss
zeal -> zeal/goon into adding random support units

Terran
mmf/tanks or vult/tank/gol.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 23 2008 03:47 GMT
#58
On April 23 2008 12:39 thunk wrote:
Terran
mmf/tanks or vult/tank/gol.


actually Racine AI Terran goes MnM TvZ and Metal TvP
I'm not sure how they do it but it works
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 23 2008 09:40 GMT
#59
Does any of those AI using scripts + triggers deal correctly with worker harass? (like when you send 1 scouting probe to attack the AI before they get anything useful and they send in all workers to defend and literally stops all mining for chasing 1 worker across the map)

On April 23 2008 07:50 kovarex wrote:
I will try to make it in the next week/month and I can show the results
Hope it works ^^ make sure you post it here when it's done, I would love to know.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
April 23 2008 10:07 GMT
#60
lol it's gay when zerg AI gets 6o'clock or 9o'clock position on bgh and sits there mining all game and making no units
Oh no
EvoChamber
Profile Blog Joined February 2008
France2505 Posts
April 23 2008 11:51 GMT
#61
Sometimes in 1vX matches, the AIs just say fuck the normal build order and just send an endless stream of units around 4-5 minutes in. It might have something to do with worker baiting.
That's not awful writing, DAMMIT. It's perfectly sensical english construction.
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
April 23 2008 12:38 GMT
#62
Well, I agree with most of what it says.

But sometimes, Terran will tend to go for Battlecruisers like 20 minutes into the game, but it's also stupid enough to send Valkyries into my Goliaths.

And yeah, the High Templar of the AI kicks ass, it tears my mnm setup with deadly accuracy, but it never was good against other AIs.

I just don't like the way AI handle Terran, the mnm rush it makes gets slaughtered easily unless you give the AI time to get the medic to heal the drugged marines.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
kovarex
Profile Joined December 2007
Czech Republic65 Posts
April 23 2008 15:50 GMT
#63
On April 23 2008 07:57 Bajadulce wrote:
Show nested quote +
I would also want to ask if anyone made program that will make this:
You insert: what is the fastest way to get 24 speed zerglins?
Answer: some BO
We have a program in our database called "evolution forge" basically you plug in what you want to build say 12 hydralisks and it calculates the fastest build order. It's an interesting program, but a bit of a novelty more than anything else. Here is the program if you are interested in checking it out regardless: EvolutionForge v1.62



How could I not know about such a program, it uses both evolution programming (my subject in school that I really like) to find bo's in bw.

I will thest the program soon, is there a way how to get source codes?
Kingsp4de20
Profile Blog Joined February 2007
United States716 Posts
April 23 2008 17:37 GMT
#64
On April 24 2008 00:50 kovarex wrote:
Show nested quote +
On April 23 2008 07:57 Bajadulce wrote:
I would also want to ask if anyone made program that will make this:
You insert: what is the fastest way to get 24 speed zerglins?
Answer: some BO
We have a program in our database called "evolution forge" basically you plug in what you want to build say 12 hydralisks and it calculates the fastest build order. It's an interesting program, but a bit of a novelty more than anything else. Here is the program if you are interested in checking it out regardless: EvolutionForge v1.62



How could I not know about such a program, it uses both evolution programming (my subject in school that I really like) to find bo's in bw.

I will thest the program soon, is there a way how to get source codes?



wow I just tested this program, its AWSOME!
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
Last Edited: 2008-04-23 19:23:28
April 23 2008 19:22 GMT
#65
On April 23 2008 07:57 Bajadulce wrote:
EvolutionForge v1.62
Wow just tried that, told it to make 12 mutas, been over 30 min and it's still trying to find a build better than his currently 4hatch build which leads to building 2 spires, 2 lairs and sending 9 drones to gas on 1 extractor.

Even if he does find a good build after a couple of hours, this is absolutely not viable for our (at least my) needs. I need to estimate it in real time. What if a scouting worker come to harass and forces his drones to defend, changing his mineral/sec rate. Or even worse, gets to actually kill a drone or get a manner pylon somehow. "oh shit wait a bit I need to recalculate this, no rush 2 hour kk?"
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Chau
Profile Blog Joined March 2008
Canada408 Posts
April 24 2008 00:54 GMT
#66
Is the AI limited to just those scripts? Cause I just finished a game where the Zerg AI 12 hatched at MY natural, then just kept building sunkens outside my main.

It was wierd.
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