• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:25
CEST 13:25
KST 20:25
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou5Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
Is there anyway to get a private coach? BSL Season 21 OGN to release AI-upscaled StarLeague from Feb 24 BW caster Sayle BW General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL20] Semifinal B SC4ALL $1,500 Open Bracket LAN Azhi's Colosseum - Anonymous Tournament
Strategy
[I] TvZ Strategies and Builds [I] TvP Strategies and Build Roaring Currents ASL final Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Chess Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Certified Crazy
Hildegard
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1553 users

Help us test a strategy language

Forum Index > General Forum
Post a Reply
Normal
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2011-07-15 14:49:21
July 14 2011 15:08 GMT
#1
Hi everyone,

If you didn't know, starcraft (BW) has been used as test bed for several research publications within the field of artificial intelligence. On my master thesis, I'm supervised by Julian and Tobias - Julian wrote about generating Broodwar maps based on balance issues (publication). In my thesis we are developing challenging and human-like (hopefully) computer players playing on SGDL (Julian + Tobias) (Strategy Game Description Language)- a language describing games; starting minerals, bases position, units damage, units movements etc.

We would love if teamliquid showed interest in our ongoing project by playing some games against our computer players - the link for the game is here (it's a java applet, so no need for any download): http://game.itu.dk/sgdl/index.php.

Everything is explained within the game, and also in the tutorial on the site.

By playing the game, it allows us to figure out what makes our agents "human-like" and who knows? Perhaps Blizzard employees might pick up something for a future patch or Starcraft 3?

Thanks for participating.

Edit: The survey is divided into 2 games, after the 2 games there's 4-5 small fast questions.

- Qzy.

FAQ:
Can't move? Press enter to end the turn, once the opponent has moved you can move again!
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
AmericanUmlaut
Profile Blog Joined November 2010
Germany2579 Posts
July 14 2011 15:12 GMT
#2
This looks really cool. I'll definitely check it out when I get home.
The frumious Bandersnatch
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
July 14 2011 15:27 GMT
#3
Doesn't seem to work properly for me. I can't give my unit any order, when I click it, nothing happens.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2011-07-14 15:36:03
July 14 2011 15:35 GMT
#4
On July 15 2011 00:27 h3r1n6 wrote:
Doesn't seem to work properly for me. I can't give my unit any order, when I click it, nothing happens.


Try ending the turn (press enter). It's turn based .
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
aRyuujin
Profile Blog Joined January 2011
United States5049 Posts
July 14 2011 15:38 GMT
#5
It didn't load properly for me, I'll try it again in a bit
can i get my estro logo back pls
Ramuh
Profile Joined February 2011
Germany238 Posts
July 14 2011 15:45 GMT
#6
UI Is horrible. i'm sorry i cant continue playing that
Derez
Profile Blog Joined January 2011
Netherlands6068 Posts
Last Edited: 2011-07-14 15:55:47
July 14 2011 15:49 GMT
#7
I played the tutorial and both maps. Map 2 seems bugged, but more on that later.

If I'm understanding it right (mouseover tooltips bug out after a while):

Unit 0 works vs units 0 and 2, but is weak to 0, 1, 2.
Unit 1 works vs units 0 and 1, but is weak to 1.
Unit 2 works vs units 0 and 2, but is weak to 2 and 0.

Which means that units pretty much hardcounter themselves. The game favors the player that doesn't move into firing range, and if your goal is to win, you just sit back and do nothing and wait for the other guy to make the first move. It's seems pretty easy to code an AI that spawns its units and does nothing after that, which is the most assured way to achieve victory. The computer does pretty much this, and doesn't start attacking on its own. In order to test AI's, I'd say you need a more rock-paper-scissors set-up.

Also, on map 2, the AI never moved his 3rd unit from the 'spawn location', blocking all future spawns. Combine this with the mechanic where units can shoot the turn they spawn, if you were to play this game and really want to win it, you'd simply never spawn a unit, because spawning a unit on the first turn and immediately firing allows you to counter your opponents units perfectly, and trade more efficiently then your opponent will ever be capable of. The factory is a problem like this, you either need to lock units the turn they spawn or just remove the factory and spawn all units on the map.

I'm not sure if any results from the game in it's current state will have any meaning. Gonna replay it now to test my theory ;p.

(There's some minor issues with unit movement, where you click once and the unit moves in a random direction, but no big deal.)
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
July 14 2011 15:50 GMT
#8
On July 15 2011 00:35 Qzy wrote:
Show nested quote +
On July 15 2011 00:27 h3r1n6 wrote:
Doesn't seem to work properly for me. I can't give my unit any order, when I click it, nothing happens.


Try ending the turn (press enter). It's turn based .



It's in the tutorial, where it tells me to click my yellow unit and move it. Pressing enter does nothing
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
July 14 2011 15:53 GMT
#9
Just curious... Is this for ITU or DTU or what?
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2011-07-14 15:57:59
July 14 2011 15:54 GMT
#10
On July 15 2011 00:49 Derez wrote:
I played the tutorial and both maps. Map 2 seems bugged, but more on that later.

If I'm understanding it right (mouseover tooltips bug out after a while):

Unit 0 works vs units 0 and 2, but is weak to 0, 1, 2.
Unit 1 works vs units 0 and 1, but is weak to 1.
Unit 2 works vs units 0 and 2, but is weak to 2 and 0.

Which means that units pretty much hardcounter themselves. The game favors the player that doesn't move into firing range, and if your goal is to win, you just sit back and do nothing and wait for the other guy to make the first move. It's seems pretty easy to code an AI that spawns its units and does nothing after that, which is the most assured way to achieve victory. The computer does pretty much this, and doesn't start attacking on its own. In order to test AI's, I'd say you need a more rock-paper-scissors set-up.

Also, on map 2, the AI never moved his 3rd unit from the 'spawn location', blocking all future spawns. Combine this with the mechanic where units can shoot the turn they spawn, if you were to play this game and really want to win it, you'd simply never spawn a unit, because spawning a unit on the first turn and immediately firing allows you to counter your opponents units perfectly. The factory is a problem like this, you either need to lock units the turn they spawn or just remove the factory and spawn all units on the map.

I'm not sure if any results from the game in it's current state will have any meaning. Gonna replay it now to test my theory ;p.

(There's some minor issues with unit movement, where you click once and the unit moves in a random direction, but no big deal.)


I believe the rules in the game is constantly changed . Cost of units, range, damage, etc. Yes there's still a lot of bugs with the UI - but it's a simple UI put on a pretty extensive language (I haven't developed the language, I'm just building agents for it).

Edit: funny note; I told the Ph.d.'s who supervise me, that TL would try to solve the game . Good job man.

On July 15 2011 00:53 Mentalizor wrote:
Just curious... Is this for ITU or DTU or what?


ITU, sir!
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 15:55 GMT
#11
On July 15 2011 00:50 h3r1n6 wrote:
Show nested quote +
On July 15 2011 00:35 Qzy wrote:
On July 15 2011 00:27 h3r1n6 wrote:
Doesn't seem to work properly for me. I can't give my unit any order, when I click it, nothing happens.


Try ending the turn (press enter). It's turn based .



It's in the tutorial, where it tells me to click my yellow unit and move it. Pressing enter does nothing


Strange, can you press the "end turn" button? It should turn your units yellow again and allow you to move them again. There might be some bugs with the UI :/.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Derez
Profile Blog Joined January 2011
Netherlands6068 Posts
Last Edited: 2011-07-14 16:10:39
July 14 2011 16:03 GMT
#12
On July 15 2011 00:54 Qzy wrote:
Show nested quote +
On July 15 2011 00:49 Derez wrote:
I played the tutorial and both maps. Map 2 seems bugged, but more on that later.

If I'm understanding it right (mouseover tooltips bug out after a while):

Unit 0 works vs units 0 and 2, but is weak to 0, 1, 2.
Unit 1 works vs units 0 and 1, but is weak to 1.
Unit 2 works vs units 0 and 2, but is weak to 2 and 0.

Which means that units pretty much hardcounter themselves. The game favors the player that doesn't move into firing range, and if your goal is to win, you just sit back and do nothing and wait for the other guy to make the first move. It's seems pretty easy to code an AI that spawns its units and does nothing after that, which is the most assured way to achieve victory. The computer does pretty much this, and doesn't start attacking on its own. In order to test AI's, I'd say you need a more rock-paper-scissors set-up.

Also, on map 2, the AI never moved his 3rd unit from the 'spawn location', blocking all future spawns. Combine this with the mechanic where units can shoot the turn they spawn, if you were to play this game and really want to win it, you'd simply never spawn a unit, because spawning a unit on the first turn and immediately firing allows you to counter your opponents units perfectly. The factory is a problem like this, you either need to lock units the turn they spawn or just remove the factory and spawn all units on the map.

I'm not sure if any results from the game in it's current state will have any meaning. Gonna replay it now to test my theory ;p.

(There's some minor issues with unit movement, where you click once and the unit moves in a random direction, but no big deal.)


I believe the rules in the game is constantly changed . Cost of units, range, damage, etc. Yes there's still a lot of bugs with the UI - but it's a simple UI put on a pretty extensive language (I haven't developed the language, I'm just building agents for it).

Show nested quote +
On July 15 2011 00:53 Mentalizor wrote:
Just curious... Is this for ITU or DTU or what?


ITU, sir!


It doesn't matter much if the properties are switched around. The basic principle seems to be that for every unit there excists a (perfect) counter (both times I tried it so far, all units could be 'oneshot' with a perfect counter), you can always trade your units most efficiently by not spawning them until your opponent is in range of the unit spawned at the factory, just as you will always trade more efficiently if you don't move yourself.

My point is: This makes the 'survey' at the end irrelevant, because if 2 humans were to play this game seriously, it would never end (and in it's current state, never even start). You can't ask things like 'does the AI feel like playing a human?' if a rational human would never do anything in this game in the first place.

(Not bashing, trying to help. Nothing sucks as much as conducting a survey and then finding out the results can be invalidated by the survey tools.)

(I also realize now that the maps are randomly generated, which makes my first map 2 experience a very rare one.)
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 16:08 GMT
#13
Well, it's true - but compare it to starcraft. Some units are better than others and the objective is simply to use every units for the best . Sure if 2 humans were to play it, and there's no ressource gathering, no one would approach the other - hopefully it'll come in a future patch . For now see if you can counter the unit-composition of the enemy and smaaaash him!
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2011-07-14 16:37:40
July 14 2011 16:36 GMT
#14
The first AI was hard to kill because of all the rocks protecting his base (and he kept all his units in the bottom corner so I couldn't approach), while the second one was much easier where rocks were evenly spread out (who charged at me with 1-2 units at a time
Survival is winning, everything else is bullshit.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 16:49 GMT
#15
On July 15 2011 01:36 57 Corvette wrote:
The first AI was hard to kill because of all the rocks protecting his base (and he kept all his units in the bottom corner so I couldn't approach), while the second one was much easier where rocks were evenly spread out (who charged at me with 1-2 units at a time


Yes, the rocks are placed at random locations . Sounds like the players did show some sort of intelligence.

If you notice a unit that does not shoot you, but moves towards you, it might not be the fault of the agent but simply the rules does not allow that specific unit to shoot at anything (rules are randomized). The unit simply hopes you create a unit it can shoot .
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
StateSC2
Profile Joined September 2010
Korea (South)621 Posts
July 14 2011 16:57 GMT
#16
Won't load for me, tried using Firefox and Chrome. Any idea why?
Fireblast!: "This guy is pointless and wonderful"
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 17:02 GMT
#17
On July 15 2011 01:57 State wrote:
Won't load for me, tried using Firefox and Chrome. Any idea why?


There are some minimums requirements on the site..

Requires: minimum screen resolution of 1024x768. A graphics card that supports OpenGL 2.0 (might work under 1.4+ as well). Operating systems Windows, MacOS and Linux are supported. A Java enabled browser, both in reasonable current versions (if your Java VM doesn't load the JOGL library, please consult their homepage).
Please give the applet some time to start. Depending on your system's performance, it may take up to 30 seconds.

Does this help you?
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
StateSC2
Profile Joined September 2010
Korea (South)621 Posts
July 14 2011 17:06 GMT
#18
Yeah, I read over that and gave the game over 30 seconds. Still didn't work, even though I meet the requirements. Oh well, best of luck!
Fireblast!: "This guy is pointless and wonderful"
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 17:11 GMT
#19
On July 15 2011 02:06 State wrote:
Yeah, I read over that and gave the game over 30 seconds. Still didn't work, even though I meet the requirements. Oh well, best of luck!


It's an experimental UI Try again later - I had some problems loading it as well a week ago.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
July 14 2011 17:15 GMT
#20
Interesting experiment.
BW pros training sc2 is like kiss making a dub step album.
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
July 14 2011 17:41 GMT
#21
select piece, move with arrow keys. if the piece has no chance to fire. End turn. would make this game about 1000x better. Do you have source available on SVN?
Everyone loves Milano cookies.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 17:47 GMT
#22
On July 15 2011 02:41 Iwbhs wrote:
select piece, move with arrow keys. if the piece has no chance to fire. End turn. would make this game about 1000x better. Do you have source available on SVN?


It's a simple test case, the UI is only used to represent the language. I don't believe the source is available yet.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Anthodeus
Profile Joined February 2011
Romania17 Posts
July 14 2011 17:58 GMT
#23
Is it just me or the range 0 unit doesn't attack at all? Won't really put out a valid result if the unit is useless.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 18:01 GMT
#24
On July 15 2011 02:58 Anthodeus wrote:
Is it just me or the range 0 unit doesn't attack at all? Won't really put out a valid result if the unit is useless.


Is it on the first map? It's a tutorial map, the opponent wont attack on that one. If it's on the 2nd or 3rd map, it's the SGDL creating a random rule that is a bit.... bad .
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Anthodeus
Profile Joined February 2011
Romania17 Posts
July 14 2011 18:11 GMT
#25
It's on the third map. The second one i just got lucky because i didn't make too many of the non-attacking units.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2579 Posts
July 14 2011 18:34 GMT
#26
I've taken a look at the game. The UI is a nightmare, and it's really hard to figure out which unit is which type. As near as I can tell, the popup tooltip for units doesn't actually say what number the unit is, so even if I remember that 1 beats 2 or whatever, I can't tell which face corresponds to which number.

I would change the menus to just show pictures of the units instead of their numbers. Also allowing the use of arrow keys would be vastly superior to the menu selection you're using now.

I understand that this is just for a study, but the UI is so infuriating that I gave up after just a few minutes. I think you're going to have a hard time getting enough people to play several rounds of this to get the data you need without a bit of improvement.
The frumious Bandersnatch
Derez
Profile Blog Joined January 2011
Netherlands6068 Posts
July 14 2011 18:38 GMT
#27
On July 15 2011 03:34 AmericanUmlaut wrote:
I've taken a look at the game. The UI is a nightmare, and it's really hard to figure out which unit is which type. As near as I can tell, the popup tooltip for units doesn't actually say what number the unit is, so even if I remember that 1 beats 2 or whatever, I can't tell which face corresponds to which number.

I would change the menus to just show pictures of the units instead of their numbers. Also allowing the use of arrow keys would be vastly superior to the menu selection you're using now.

I understand that this is just for a study, but the UI is so infuriating that I gave up after just a few minutes. I think you're going to have a hard time getting enough people to play several rounds of this to get the data you need without a bit of improvement.


Saluting unit = 0
Smiling unit = 1
Black unit = 2

;p
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 14 2011 18:40 GMT
#28
It could one day make game AI intelligent. Count me in.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 14 2011 18:40 GMT
#29
On July 15 2011 03:34 AmericanUmlaut wrote:
I've taken a look at the game. The UI is a nightmare, and it's really hard to figure out which unit is which type. As near as I can tell, the popup tooltip for units doesn't actually say what number the unit is, so even if I remember that 1 beats 2 or whatever, I can't tell which face corresponds to which number.

I would change the menus to just show pictures of the units instead of their numbers. Also allowing the use of arrow keys would be vastly superior to the menu selection you're using now.

I understand that this is just for a study, but the UI is so infuriating that I gave up after just a few minutes. I think you're going to have a hard time getting enough people to play several rounds of this to get the data you need without a bit of improvement.


Yes it was one of our fears that the UI were too bad for user testing. Thanks for trying to game anyhow .
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
July 15 2011 13:51 GMT
#30
Thanks to those who made it through the game, we have about 40 entries in the database .
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Probe1
Profile Blog Joined August 2010
United States17920 Posts
July 15 2011 13:58 GMT
#31
Pretty awesome, outsourcing testing to the interworld :D
I can't wait to try it when I get home in a few days!
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Normal
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
October Qualifier #1
WardiTV401
IndyStarCraft 6
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 358
Lowko101
Rex 97
IndyStarCraft 6
StarCraft: Brood War
Britney 24545
Calm 5316
Rain 2837
Hyuk 1934
Horang2 1441
Flash 1083
Bisu 1033
firebathero 613
Jaedong 505
Larva 333
[ Show more ]
actioN 306
Soma 214
ZerO 208
Light 201
sSak 172
Stork 162
Pusan 152
Killer 126
PianO 123
BeSt 123
EffOrt 115
Hyun 97
Mini 72
Snow 68
TY 51
ggaemo 44
Rush 43
soO 32
Shinee 30
Free 25
Movie 23
sorry 22
Sharp 22
Liquid`Ret 20
Bale 19
Noble 19
Sea.KH 18
Sacsri 15
Yoon 12
HiyA 10
Shine 8
Hm[arnc] 2
Mong 1
Dota 2
XaKoH 433
XcaliburYe192
Fuzer 112
Counter-Strike
shoxiejesuss908
zeus340
allub286
oskar62
Other Games
summit1g7543
olofmeister1888
singsing1785
B2W.Neo523
Mew2King89
Trikslyr30
ZerO(Twitch)9
Liquid`LucifroN1
Organizations
Other Games
gamesdonequick656
Counter-Strike
PGL430
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 36
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV328
League of Legends
• Jankos2710
Upcoming Events
Wardi Open
3h 5m
PiGosaur Monday
12h 35m
Replay Cast
22h 35m
Tenacious Turtle Tussle
1d 11h
The PondCast
1d 22h
OSC
2 days
WardiTV Invitational
2 days
Online Event
3 days
RSL Revival
3 days
RSL Revival
3 days
[ Show More ]
WardiTV Invitational
3 days
Afreeca Starleague
4 days
Snow vs Soma
Sparkling Tuna Cup
4 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
6 days
CrankTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.