• 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
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced11Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid20
StarCraft 2
General
2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail MaNa leaves Team Liquid Oliveira Would Have Returned If EWC Continued
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) $5,000 WardiTV TLMC tournament - Presented by Monster Energy
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Pros React To: Tulbo in Ro.16 Group A RepMastered™: replay sharing and analyzer site BW General Discussion
Tourneys
Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group A [ASL21] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1619 users

What are the best strategies for a StarCraft bot? - Page 2

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 All
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-08-08 02:28:37
August 08 2016 01:53 GMT
#21
On August 08 2016 05:31 imp42 wrote:
Show nested quote +
On August 07 2016 16:23 Probemicro wrote:
On August 06 2016 11:43 imp42 wrote:
The winner of the 2015 SSCAI tournament actually did quite decent macro. That is, expanding quickly and massing hydra (against a two-base protoss turtle attempting to max on carriers, easy 3-0 victory).

> What are the best strategies for a StarCraft bot?
> I don't think that the programmers who write bots for the StarCraft AI competitions ever asked this question.

You are mixing two different things here. Competitions like the SSCAI were created as a playing field for Artificial Intelligence students. A good Starcraft bot has probably very little Artificial Intelligence in it, rather it just follows a set of hard-coded rules.

In other words: programmers of AI competitions don't ask themselves that question because a real AI should find out a good strategy and not just execute one it has been fed. That is the whole point of AI.
Look at chess or go: programmers define the win condition, implement an optimized algorithm to find it, and let the program do the rest. They don't implement something like "go for a gambit because it is a good strat"

Now to actually answer your question on a more abstract level: What would be a good strat for a Starcraft bot?
blah blah
HTH


starcraft is a completely different genre compared to chess and go, for all their crazy mechanics the AI is stuck at D level even till now
ever wonder why? i bet the programmers who do not even have fundamental competitive understanding of the game will not.

all the crazy marine splitting will not help you if the AI cannot even do something "simple" and intuitive to humans like walling and using mineral walking to defend rushes.

also AI do need to at least start emulating human metagame by adopting standard macro BOs. for example in TvT AI should never ever go bio in midgame (which i shockingly see in the last AI TvT i witness). this is not sc2, marines are weaker, naturally clump together when engaging and no amount of splitting will offset the fact that mech is simply superior here.


the problem with your post is that you actually didn't read/understand the part that you bluntly replaced with "blabla" when quoting me. (hint: tips for creating a good Starcraft bot != tips for creating a good Artificial Intelligence). You don't know who you're talking to, so don't make any wrong assumptions.

And no, Starcraft is not a "completely different game". You'd be surprised how many challenges can be reduced to the same problem.
Maybe this helps you:
http://graphics.stanford.edu/~mdfisher/GeneralGameLearning.html



...and where are the bots now when it comes to actual results? thats right, Iccup D rank.
and you can come up with a lot of theoretical stuff but at the end of the day, where are the results? and this has been going for 6+ years! lmao. if im an investor i would be frightened as hell by this sort of ROI.

just like when programmers are using brute force principles that they use for chess to program weiqi AI and find that they cannot even beat amateur human players 10+ years ago. until google deepmind came up with a novel solution.

its obvious that current methods are not working and perhaps a novel approach is now needed.

it just shows that current theory is most likely inadequate and/or a lot more research needs to be done on how to make a good bot. CURRENT BOTS CANNOT EVEN MAKE A WALL OR DEFEND PROPERLY AGAINST RUSHES, thats like the most fundamental shit. how can you have a good bot when it cannot even grasp the concept and do it in any map? nonsense like 4 pool bots should not even be a threat or figure in the AI metagame at all, yet they are still often falling prey to them. After seeing Berkeley Overmind back in what...2010? so i guess AI development has actually taken a step back?
No funding? In essence I don't see any big developments coming anytime soon and it was a real shame Google choose to pick sc2 instead of BW for their Deepmind project.

if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. they are already there for 6+ years, whats another 5 years? maybe some of the research google did for sc2 can be transferred over to BW, thats a perk i guess.

On August 07 2016 23:03 Simberto wrote:

I am pretty sure that that is not how SC AI works currently.
And no, AI does not need to adopt the standard human metagame, if it is unable to play in the way a human can.
BW AIs are currently very bad at understanding terrain and making (for humans) very easy decisions. "


then why is letabot constantly asking about how humans respond in certain ingame situatioons OF THE HUMAN METAGAME in the quick questions thread? borrowing BOs of HUMAN METAGAME. if they are really "unable to play in the way a human can." so why bother asking how humans play? hahaahaha. seriously joke post you.
Simberto
Profile Blog Joined July 2010
Germany11802 Posts
August 08 2016 09:08 GMT
#22
On August 08 2016 10:53 Probemicro wrote:
Show nested quote +
On August 08 2016 05:31 imp42 wrote:
On August 07 2016 16:23 Probemicro wrote:
On August 06 2016 11:43 imp42 wrote:
The winner of the 2015 SSCAI tournament actually did quite decent macro. That is, expanding quickly and massing hydra (against a two-base protoss turtle attempting to max on carriers, easy 3-0 victory).

> What are the best strategies for a StarCraft bot?
> I don't think that the programmers who write bots for the StarCraft AI competitions ever asked this question.

You are mixing two different things here. Competitions like the SSCAI were created as a playing field for Artificial Intelligence students. A good Starcraft bot has probably very little Artificial Intelligence in it, rather it just follows a set of hard-coded rules.

In other words: programmers of AI competitions don't ask themselves that question because a real AI should find out a good strategy and not just execute one it has been fed. That is the whole point of AI.
Look at chess or go: programmers define the win condition, implement an optimized algorithm to find it, and let the program do the rest. They don't implement something like "go for a gambit because it is a good strat"

Now to actually answer your question on a more abstract level: What would be a good strat for a Starcraft bot?
blah blah
HTH


starcraft is a completely different genre compared to chess and go, for all their crazy mechanics the AI is stuck at D level even till now
ever wonder why? i bet the programmers who do not even have fundamental competitive understanding of the game will not.

all the crazy marine splitting will not help you if the AI cannot even do something "simple" and intuitive to humans like walling and using mineral walking to defend rushes.

also AI do need to at least start emulating human metagame by adopting standard macro BOs. for example in TvT AI should never ever go bio in midgame (which i shockingly see in the last AI TvT i witness). this is not sc2, marines are weaker, naturally clump together when engaging and no amount of splitting will offset the fact that mech is simply superior here.


the problem with your post is that you actually didn't read/understand the part that you bluntly replaced with "blabla" when quoting me. (hint: tips for creating a good Starcraft bot != tips for creating a good Artificial Intelligence). You don't know who you're talking to, so don't make any wrong assumptions.

And no, Starcraft is not a "completely different game". You'd be surprised how many challenges can be reduced to the same problem.
Maybe this helps you:
http://graphics.stanford.edu/~mdfisher/GeneralGameLearning.html



...and where are the bots now when it comes to actual results? thats right, Iccup D rank.
and you can come up with a lot of theoretical stuff but at the end of the day, where are the results? and this has been going for 6+ years! lmao. if im an investor i would be frightened as hell by this sort of ROI.

just like when programmers are using brute force principles that they use for chess to program weiqi AI and find that they cannot even beat amateur human players 10+ years ago. until google deepmind came up with a novel solution.

its obvious that current methods are not working and perhaps a novel approach is now needed.

it just shows that current theory is most likely inadequate and/or a lot more research needs to be done on how to make a good bot. CURRENT BOTS CANNOT EVEN MAKE A WALL OR DEFEND PROPERLY AGAINST RUSHES, thats like the most fundamental shit. how can you have a good bot when it cannot even grasp the concept and do it in any map? nonsense like 4 pool bots should not even be a threat or figure in the AI metagame at all, yet they are still often falling prey to them. After seeing Berkeley Overmind back in what...2010? so i guess AI development has actually taken a step back?
No funding? In essence I don't see any big developments coming anytime soon and it was a real shame Google choose to pick sc2 instead of BW for their Deepmind project.

if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. they are already there for 6+ years, whats another 5 years? maybe some of the research google did for sc2 can be transferred over to BW, thats a perk i guess.

Show nested quote +
On August 07 2016 23:03 Simberto wrote:

I am pretty sure that that is not how SC AI works currently.
And no, AI does not need to adopt the standard human metagame, if it is unable to play in the way a human can.
BW AIs are currently very bad at understanding terrain and making (for humans) very easy decisions. "


then why is letabot constantly asking about how humans respond in certain ingame situatioons OF THE HUMAN METAGAME in the quick questions thread? borrowing BOs of HUMAN METAGAME. if they are really "unable to play in the way a human can." so why bother asking how humans play? hahaahaha. seriously joke post you.


I was under the impression that we were having a polite discussion. Apparently you see this differently and think it is reasonable to be completely impolite instead of formulating an argument. I do not think i want to continue debating with you.
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
August 08 2016 11:05 GMT
#23
On August 08 2016 10:53 Probemicro wrote:
Show nested quote +
On August 08 2016 05:31 imp42 wrote:
On August 07 2016 16:23 Probemicro wrote:
On August 06 2016 11:43 imp42 wrote:
The winner of the 2015 SSCAI tournament actually did quite decent macro. That is, expanding quickly and massing hydra (against a two-base protoss turtle attempting to max on carriers, easy 3-0 victory).

> What are the best strategies for a StarCraft bot?
> I don't think that the programmers who write bots for the StarCraft AI competitions ever asked this question.

You are mixing two different things here. Competitions like the SSCAI were created as a playing field for Artificial Intelligence students. A good Starcraft bot has probably very little Artificial Intelligence in it, rather it just follows a set of hard-coded rules.

In other words: programmers of AI competitions don't ask themselves that question because a real AI should find out a good strategy and not just execute one it has been fed. That is the whole point of AI.
Look at chess or go: programmers define the win condition, implement an optimized algorithm to find it, and let the program do the rest. They don't implement something like "go for a gambit because it is a good strat"

Now to actually answer your question on a more abstract level: What would be a good strat for a Starcraft bot?
blah blah
HTH


starcraft is a completely different genre compared to chess and go, for all their crazy mechanics the AI is stuck at D level even till now
ever wonder why? i bet the programmers who do not even have fundamental competitive understanding of the game will not.

all the crazy marine splitting will not help you if the AI cannot even do something "simple" and intuitive to humans like walling and using mineral walking to defend rushes.

also AI do need to at least start emulating human metagame by adopting standard macro BOs. for example in TvT AI should never ever go bio in midgame (which i shockingly see in the last AI TvT i witness). this is not sc2, marines are weaker, naturally clump together when engaging and no amount of splitting will offset the fact that mech is simply superior here.


the problem with your post is that you actually didn't read/understand the part that you bluntly replaced with "blabla" when quoting me. (hint: tips for creating a good Starcraft bot != tips for creating a good Artificial Intelligence). You don't know who you're talking to, so don't make any wrong assumptions.

And no, Starcraft is not a "completely different game". You'd be surprised how many challenges can be reduced to the same problem.
Maybe this helps you:
http://graphics.stanford.edu/~mdfisher/GeneralGameLearning.html



...and where are the bots now when it comes to actual results? thats right, Iccup D rank.
and you can come up with a lot of theoretical stuff but at the end of the day, where are the results? and this has been going for 6+ years! lmao. if im an investor i would be frightened as hell by this sort of ROI.

just like when programmers are using brute force principles that they use for chess to program weiqi AI and find that they cannot even beat amateur human players 10+ years ago. until google deepmind came up with a novel solution.

its obvious that current methods are not working and perhaps a novel approach is now needed.

it just shows that current theory is most likely inadequate and/or a lot more research needs to be done on how to make a good bot. CURRENT BOTS CANNOT EVEN MAKE A WALL OR DEFEND PROPERLY AGAINST RUSHES, thats like the most fundamental shit. how can you have a good bot when it cannot even grasp the concept and do it in any map? nonsense like 4 pool bots should not even be a threat or figure in the AI metagame at all, yet they are still often falling prey to them. After seeing Berkeley Overmind back in what...2010? so i guess AI development has actually taken a step back?
No funding? In essence I don't see any big developments coming anytime soon and it was a real shame Google choose to pick sc2 instead of BW for their Deepmind project.

if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. they are already there for 6+ years, whats another 5 years? maybe some of the research google did for sc2 can be transferred over to BW, thats a perk i guess.

Show nested quote +
On August 07 2016 23:03 Simberto wrote:

I am pretty sure that that is not how SC AI works currently.
And no, AI does not need to adopt the standard human metagame, if it is unable to play in the way a human can.
BW AIs are currently very bad at understanding terrain and making (for humans) very easy decisions. "


then why is letabot constantly asking about how humans respond in certain ingame situatioons OF THE HUMAN METAGAME in the quick questions thread? borrowing BOs of HUMAN METAGAME. if they are really "unable to play in the way a human can." so why bother asking how humans play? hahaahaha. seriously joke post you.



You obviously never seen LetaBot play, because if you did you would know that it was able to build a wall even in early 2014. Anyway watch this video of LetaBot vs fischei ( C+ player):




If that is not a wall at the 1 minute mark then what is it?
If you cannot win with 100 apm, win with 100 cpm.
Zedd
Profile Joined January 2010
Czech Republic107 Posts
August 08 2016 13:08 GMT
#24
Any bot that wants to truly beat a Starcraft player should have serious limitations on APM, micro and control groups to make sure that it havent gained advatage by micro usage but by pure strategy/tactics.
imp42
Profile Blog Joined November 2010
398 Posts
August 08 2016 14:59 GMT
#25
On August 08 2016 22:08 Zedd wrote:
Any bot that wants to truly beat a Starcraft player should have serious limitations on APM, micro and control groups to make sure that it havent gained advatage by micro usage but by pure strategy/tactics.


Zedd, I would have agreed if you had said "Artificial Intelligence" instead of "bot".

At the current stage, if you want a bot to win against a human player, you need to abuse mechanisms like APM.
Note that a strong bot, especially if working the way I advocate (executing one or more solid timing pushes), does not contain a lot of AI.

Artosis wrote an article on why SC is not suited for a Google AI due to the APM issue.
http://www.espn.com/esports/story/_/id/14971219/infinite-apm-artosis-deepmind-starcraft-part-1

In this case, I absolutely agree that a limitation on APM to what is humanly possible makes absolutely sense. That is, limit actions per minute at 300-350 and introduce some delay for "clicks" to simulate the distance on screen the mouse has to cover.
For AI vs AI games these limitations do not really matter (although they will alter the metagame). It just makes it much more easy to compare AI decision making to human decision making.

50 pts Copper League
imp42
Profile Blog Joined November 2010
398 Posts
August 08 2016 15:07 GMT
#26
On August 08 2016 10:53 Probemicro wrote:
if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. [...]


The problem is not your lack of knowledge. I think you know more than enough to contribute meaningfully to the discussion.
the problem is that you do not seem to appreciate that there are others here, who also might be very qualified. This coupled with a slightly aggressive/ignorant tone is just not as constructive as it could be.
50 pts Copper League
Zedd
Profile Joined January 2010
Czech Republic107 Posts
August 08 2016 16:35 GMT
#27
On August 08 2016 23:59 imp42 wrote:
Show nested quote +
On August 08 2016 22:08 Zedd wrote:
Any bot that wants to truly beat a Starcraft player should have serious limitations on APM, micro and control groups to make sure that it havent gained advatage by micro usage but by pure strategy/tactics.


Zedd, I would have agreed if you had said "Artificial Intelligence" instead of "bot".

At the current stage, if you want a bot to win against a human player, you need to abuse mechanisms like APM.
Note that a strong bot, especially if working the way I advocate (executing one or more solid timing pushes), does not contain a lot of AI.

Artosis wrote an article on why SC is not suited for a Google AI due to the APM issue.
http://www.espn.com/esports/story/_/id/14971219/infinite-apm-artosis-deepmind-starcraft-part-1

In this case, I absolutely agree that a limitation on APM to what is humanly possible makes absolutely sense. That is, limit actions per minute at 300-350 and introduce some delay for "clicks" to simulate the distance on screen the mouse has to cover.
For AI vs AI games these limitations do not really matter (although they will alter the metagame). It just makes it much more easy to compare AI decision making to human decision making.



But what is a purpose of a bot that get its advatage by micro?

I think most people creating bots are hoping that eventually, their bot will be semi-intelligent in terms of understanding the game or that it will behave like human so it will be nearly impossible to differentiate between human and such bot for unbiased spectator.

Creating bot that will win by abusing its mechanical skills is like cheating in school. It is small short term gain but you screw yourself even more in long term.

Btw there is many things that one can imagine as a limitation to bot. For example if you create a delay as you mentioned, it would be very hard for bot to do perfect kite or if you limit minimum selection size, then it will be impossible for a bot to do things like avoiding splash damage.
Simberto
Profile Blog Joined July 2010
Germany11802 Posts
August 08 2016 18:22 GMT
#28
On August 09 2016 00:07 imp42 wrote:
Show nested quote +
On August 08 2016 10:53 Probemicro wrote:
if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. [...]


The problem is not your lack of knowledge. I think you know more than enough to contribute meaningfully to the discussion.
the problem is that you do not seem to appreciate that there are others here, who also might be very qualified. This coupled with a slightly aggressive/ignorant tone is just not as constructive as it could be.



And the main reason that bots continue to be at D level is that bots are currently mostly something that IT students do when writing their masters thesis. That means that there is not a lot of money in it, and the people write a bot over two years, after which they disappear into oblivion.

Quite obviously, this is not the best way to actually do science and push the boundaries.
imp42
Profile Blog Joined November 2010
398 Posts
August 08 2016 22:35 GMT
#29
On August 09 2016 01:35 Zedd wrote:

But what is a purpose of a bot that get its advatage by micro?


I was trying to disentangle "strategy for a bot" from "Artificial Intelligence" in order to better answer the original question, which was "what is a good strategy for a bot?".

The answer to the OP heavily depends on what his intentions are. If he wants to push the boundaries of AI, yes absolutely, don't take advantage of the micro possibilities. But if you just want a challenging bot to practice or win a bot tournament, I would advice differently.
That is, the application and consequently imposed limitations affect the recommended strategy.
50 pts Copper League
fezvez
Profile Blog Joined January 2011
France3021 Posts
August 09 2016 01:50 GMT
#30
It's hilarious to read statements such as : "these dumb programmers don't even know what the game is about"

Please, keep going on
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 40m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1753
IndyStarCraft 205
UpATreeSC 119
StarCraft: Brood War
Dewaltoss 103
Aegong 66
firebathero 50
ggaemo 42
Dota 2
febbydoto11
Heroes of the Storm
Liquid`Hasu394
Other Games
summit1g7280
fl0m3618
Grubby3595
FrodaN1208
Beastyqt745
KnowMe214
ArmadaUGS192
Pyrionflax175
Trikslyr172
Mew2King46
PPMD27
Organizations
Other Games
BasetradeTV304
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 110
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• 80smullet 23
• HerbMon 23
• FirePhoenix14
• blackmanpl 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV714
League of Legends
• TFBlade2272
Other Games
• imaqtpie1149
• Shiphtur202
Upcoming Events
Korean StarCraft League
6h 40m
CranKy Ducklings
13h 40m
WardiTV Map Contest Tou…
14h 40m
IPSL
19h 40m
WolFix vs nOmaD
dxtr13 vs Razz
BSL
22h 40m
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
Patches Events
1d 1h
CranKy Ducklings
1d 3h
Sparkling Tuna Cup
1d 13h
WardiTV Map Contest Tou…
1d 14h
Ladder Legends
1d 18h
[ Show More ]
BSL
1d 22h
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
IPSL
1d 22h
JDConan vs TBD
Aegong vs rasowy
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
2 days
RSL Revival
3 days
Afreeca Starleague
3 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
3 days
RSL Revival
4 days
Replay Cast
5 days
The PondCast
5 days
KCM Race Survival
5 days
WardiTV Map Contest Tou…
5 days
Replay Cast
6 days
Escore
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-04-16
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Escore Tournament S2: W3
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.