• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:26
CEST 18:26
KST 01:26
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)6Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!38Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles3
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Weekly Cups (August 24-30): Patches' balance mod takes over SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Which box art did your first copy of StarCraft 1 have? ASL22 General Discussion BW General Discussion New 3v3 BGH Ladder (and more) on ShieldBattery! XUN appreciation thread
Tourneys
[ASL22] Ro24 Group F Escore Tournament - Season 3 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6118 users

SC2 Ladder Analysis: Part 2 - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 19 20 21 Next All
kzn
Profile Blog Joined June 2007
United States1218 Posts
August 08 2010 05:08 GMT
#41
A short note/possible clarification:

On August 08 2010 08:59 Excalibur_Z wrote:
Note that this figure is taken from a TrueSkill presentation, and is copyright Microsoft. TrueSkill incorporates the possibility of a draw. More intuitively, it can be thought of as the “matchmaking sweet spot”, and something similar is likely used by SC2’s ladder to provide the system some wiggle room in matchmaking. When the system says “Expanding Search…” it is probably expanding this green stripe.


The bolded part doesn't really make sense, with reference to the graph - the green area is a function of the two MMR/sigma values, and cannot be "expanded" by the system without modifying those values (which it is not, obviously, doing).

However, in functional terms the description is correct. What the system is trying to do, initially, is to find a player whose MMR/sigma meshes with yours to make the likelihood of each player winning rather equal. In terms of the graph shown above what I quoted, the system is trying to pick a player with whom you will form a graph that is roughly (for instance) 45% red, 10% green, and 45% blue (although given how draws are impossible, more like 50/50 red/blue).

Obviously, this is impossible if certain players are not in the matchmaking queue. So, presumably, the system has some kind of threshold in which a game is "acceptable" as long as the balance is (again, an arbitrary pick) 40/60 (or 60/40).

In the interests of speed, however, the system will expand this threshold so that people can at least find a game in a reasonable timeframe - so, as the system expands a search, the likelihood of a wildly unbalanced game increases.

That wasn't as short as I expected it to be :x
Like a G6
brad drac
Profile Joined May 2010
Ireland202 Posts
August 08 2010 05:12 GMT
#42
Totally awesome post, excal. Really well explained. I do have one question though; do you know precisely how the MMR change is calculated after each match? In case I'm not being clear enough, what numbers does the system use to determine the increase or decrease of a player's MMR after each game? I scanned that WOW forum thread and couldn't see an obvious answer and I'm too rusty at maths(not to mention lazy) to figure it out for myself. Perhaps knowing exactly how this number changes over time might shed some light on the eternal platinum bug.
Saying what we think gives us a wider conversational range than saying what we know.
paralleluniverse
Profile Joined July 2010
4065 Posts
August 08 2010 05:15 GMT
#43
On August 08 2010 14:12 brad drac wrote:
Totally awesome post, excal. Really well explained. I do have one question though; do you know precisely how the MMR change is calculated after each match? In case I'm not being clear enough, what numbers does the system use to determine the increase or decrease of a player's MMR after each game? I scanned that WOW forum thread and couldn't see an obvious answer and I'm too rusty at maths(not to mention lazy) to figure it out for myself. Perhaps knowing exactly how this number changes over time might shed some light on the eternal platinum bug.

That would be impossible to know because MMR is hidden so we can't use regression to find a formula, nor will Blizzard tell us the formula.

It's probably like the formulas used for xbox true skill with modification for league and bonus pool.
kzn
Profile Blog Joined June 2007
United States1218 Posts
August 08 2010 05:17 GMT
#44
On August 08 2010 14:12 brad drac wrote:
Totally awesome post, excal. Really well explained. I do have one question though; do you know precisely how the MMR change is calculated after each match? In case I'm not being clear enough, what numbers does the system use to determine the increase or decrease of a player's MMR after each game? I scanned that WOW forum thread and couldn't see an obvious answer and I'm too rusty at maths(not to mention lazy) to figure it out for myself. Perhaps knowing exactly how this number changes over time might shed some light on the eternal platinum bug.


I'm fairly certain the formula for MMR change has never been determined or released. The old arena system used a zero-sum system which made it quite easy to determine the pre-match ratings from the rating change post-match, but for some reason that now escapes me Blizzard decided to keep the formula for the new system hidden.

One possible reason for the eternal platinum thing is that TrueSkill-esque systems (at least in some implementations) will severely overweight early performances. For instance, if you played your first 50 games against players who had lower MMRs than you, (at least by my understanding) your MMR would never actually change - only your sigma value would change. This sigma value change would make it much harder for the system to later increase your MMR rapidly in response to wins against players rated higher than you.

I know in Global Agenda they used a TrueSkill based system to determine "combat ratings" for players, and for the most part people had a tremendously difficult time getting the highest rating on their first character because they'd "ruined" their hidden rating when they were learning the game.
Like a G6
vanick
Profile Joined August 2010
United States53 Posts
Last Edited: 2010-08-08 05:24:51
August 08 2010 05:19 GMT
#45
kzn - you're right, that is inaccurate. It can be useful to think of how the system is expanding the search space by visualizing it with the green stripe starting at x=y (plus the draw probability) and slowly widening outwards which would allow for worse and worse matches. I must have got some wires crossed while writing.

edit: TrueSkill has some drawbacks for sure. Coping with rapid skill change in a player is a major one. I do think Blizzard has incorporated refinements to their system.
kzn
Profile Blog Joined June 2007
United States1218 Posts
Last Edited: 2010-08-08 05:34:11
August 08 2010 05:30 GMT
#46
Also, since I'm something of a WoW Arena expert, I'll try to add to this section.

Displayed Rating

Ok, how does all of this tie into displayed rating and the whole “favored” deal? If you remember back to WoW, ratings changed based on a direct comparison of your displayed rating to the other team’s MMR. So if your current rating was 500 and you were playing people with MMRs of 2000, your rating would jump significantly after every win because of the wide disparity. Now, we’ve identified that on the loading screen quite often players are seeing the other person as favored and the opponent (who is nominally “favored”) also sees his opponent as favored! How can this be? The theory put forth here is the system is again comparing your displayed rating to your opponent’s hidden MMR.


This is not, I believe, strictly correct as a description of how WoW's system worked. As it was explained when MMR was first introduced, there was actually no interaction between your team's rating and the opposing team's MMR.

How it works was like this: Say you've got a MMR of 2500, and you start a new team. It starts at 0 rating, but the matchmaking system will match you with other players of MMR 2500. If you lose a game, your team rating would not change at all. If you won, it would increase by 47 (a hard cap that was in place at least when I played). This was not explained as arising due to an interaction between the team rating and the opponent's MMR, however - it was explained as the system trying to get your team's rating as close as possible to your team's MMR rapidly. This is perhaps accomplished by a system such as that in the quote, but I'm not sure thats actually whats going on.

However, in SC2 we do not see the same sort of drastic jumps every time we beat a “favored” opponent. If we’re playing diamond-level players then their MMR must be way higher than our displayed rating, right? Or more to the point, if you were to lose and compare your small displayed rating to your opponent’s MMR, you would lose almost no points and clearly that is not how SC2 behaves.


In my experience, limited as it is, that is actually how SC2 has behaved. WoW's system was characterized by hard caps on the change that could be made to your displayed rating from any one match (-47 to +47), and this has matched my experience in SC2 (although its closer to the high 20s, I think). The matchmaking system also makes it extremely unlikely that you will be placed in a match that could possibly result in a significant rating loss (the only way you could manage it in WoW was to swap out a player with a high MMR for one with an extremely low one, thereby bringing your team's average MMR much lower than the displayed rating. In such a case, you would see minor gains for wins and extreme losses for defeats).

[edit] The eternal platinum phenomenon actually reminds me of how the arena rating system behaved when you were at the very top end of the displayed rating scales. I played with some of the first players to ever legitimately hit a displayed rating of 3000, and their runup to that rating was dominated by hugely punishing losses, such that they had to maintain a win ratio in excess of 80% to actually make it to 3000 (which was a hard cap at the time).
Like a G6
brad drac
Profile Joined May 2010
Ireland202 Posts
August 08 2010 05:32 GMT
#47
kzn: Bliz probably just have the formula patented(retardedly).

I see your point with the bug. The more games you play, the lower your sigma gets, the more likely you are to be matched with someone with an extremely similar MMR and thus your MMR presumably changes by a much smaller amount each match. Some numbers on that MMR change calculation sure would be nice. Aren't there any math buffs here who would be able to roughly extrapolate from the numbers in this thread?
Saying what we think gives us a wider conversational range than saying what we know.
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
August 08 2010 05:35 GMT
#48
This is why I love math. All this analytical stuff can be applied to even video games! =D
I like haikus and / I can not lie. You other / brothers can't deny
paralleluniverse
Profile Joined July 2010
4065 Posts
August 08 2010 05:36 GMT
#49
On August 08 2010 14:32 brad drac wrote:
kzn: Bliz probably just have the formula patented(retardedly).

I see your point with the bug. The more games you play, the lower your sigma gets, the more likely you are to be matched with someone with an extremely similar MMR and thus your MMR presumably changes by a much smaller amount each match. Some numbers on that MMR change calculation sure would be nice. Aren't there any math buffs here who would be able to roughly extrapolate from the numbers in this thread?

There are no numbers to extrapolate from. MMR is hidden.
kzn
Profile Blog Joined June 2007
United States1218 Posts
Last Edited: 2010-08-08 05:41:13
August 08 2010 05:38 GMT
#50
The link he gives has MMR numbers for WoW (and indeed personal MMR is not hidden in WoW). I don't think the extrapolation is possible, however, as the link gives us no numbers for sigma and I believe I am correct in thinking that there is an infinite number of sigma/function combinations that could satisfy the given MMR numbers.

[edit] Not to mention there's no guarantee that the MMR operates on the same scale in SC2 as it does in WoW. The displayed ratings certainly don't seem to.
Like a G6
Excalibur_Z
Profile Joined October 2002
United States12252 Posts
August 08 2010 05:42 GMT
#51
On August 08 2010 14:30 kzn wrote:
Also, since I'm something of a WoW Arena expert, I'll try to add to this section.

Show nested quote +
Displayed Rating

Ok, how does all of this tie into displayed rating and the whole “favored” deal? If you remember back to WoW, ratings changed based on a direct comparison of your displayed rating to the other team’s MMR. So if your current rating was 500 and you were playing people with MMRs of 2000, your rating would jump significantly after every win because of the wide disparity. Now, we’ve identified that on the loading screen quite often players are seeing the other person as favored and the opponent (who is nominally “favored”) also sees his opponent as favored! How can this be? The theory put forth here is the system is again comparing your displayed rating to your opponent’s hidden MMR.


This is not, I believe, strictly correct as a description of how WoW's system worked. As it was explained when MMR was first introduced, there was actually no interaction between your team's rating and the opposing team's MMR.

How it works was like this: Say you've got a MMR of 2500, and you start a new team. It starts at 0 rating, but the matchmaking system will match you with other players of MMR 2500. If you lose a game, your team rating would not change at all. If you won, it would increase by 47 (a hard cap that was in place at least when I played). This was not explained as arising due to an interaction between the team rating and the opponent's MMR, however - it was explained as the system trying to get your team's rating as close as possible to your team's MMR rapidly. This is perhaps accomplished by a system such as that in the quote, but I'm not sure thats actually whats going on.

Show nested quote +
However, in SC2 we do not see the same sort of drastic jumps every time we beat a “favored” opponent. If we’re playing diamond-level players then their MMR must be way higher than our displayed rating, right? Or more to the point, if you were to lose and compare your small displayed rating to your opponent’s MMR, you would lose almost no points and clearly that is not how SC2 behaves.


In my experience, limited as it is, that is actually how SC2 has behaved. WoW's system was characterized by hard caps on the change that could be made to your displayed rating from any one match (-47 to +47), and this has matched my experience in SC2 (although its closer to the high 20s, I think). The matchmaking system also makes it extremely unlikely that you will be placed in a match that could possibly result in a significant rating loss (the only way you could manage it in WoW was to swap out a player with a high MMR for one with an extremely low one, thereby bringing your team's average MMR much lower than the displayed rating. In such a case, you would see minor gains for wins and extreme losses for defeats).

[edit] The eternal platinum phenomenon actually reminds me of how the arena rating system behaved when you were at the very top end of the displayed rating scales. I played with some of the first players to ever legitimately hit a displayed rating of 3000, and their runup to that rating was dominated by hugely punishing losses, such that they had to maintain a win ratio in excess of 80% to actually make it to 3000 (which was a hard cap at the time).


kzn you're exactly right. I think the passage you quoted is something that I missed in my initial proofread, because the way the system operates does mirror the WoW system. I'll make the appropriate edits.
Moderator
vanick
Profile Joined August 2010
United States53 Posts
August 08 2010 05:47 GMT
#52
kzn, regarding the interaction of the team's rating and opponent's MMR I was under the impression that was how it worked. In any case, what I mean by the drastic rating changes in SC2 is that it is indeed only +22ish points not counting bonus pool on beating a "favored" team. However, when you were at very low WoW arena ratings playing people 2k+ you would lose 0 points on a loss. In SC2 you will lose display rating on a loss even if the other team was favored. Does that make sense?
kzn
Profile Blog Joined June 2007
United States1218 Posts
Last Edited: 2010-08-08 06:04:52
August 08 2010 05:59 GMT
#53
On August 08 2010 14:47 vanick wrote:
kzn, regarding the interaction of the team's rating and opponent's MMR I was under the impression that was how it worked. In any case, what I mean by the drastic rating changes in SC2 is that it is indeed only +22ish points not counting bonus pool on beating a "favored" team. However, when you were at very low WoW arena ratings playing people 2k+ you would lose 0 points on a loss. In SC2 you will lose display rating on a loss even if the other team was favored. Does that make sense?


I'm not professing to understand how SC2 is determining when to display "favored" notices - if matches are indeed starting with both players being told they're favored, I can't think of anything from the WoW system that would explain that (not least because there was no such indicator in WoW). If it really is doing it, I think the best explanation is that its just fucked, and we shouldn't be reading anything into it.

I haven't played many games past placement in SC2 yet, so my experience is quite severely limited, but I certainly see indications that it is the same as WoW's system in how it determines displayed rating changes.

One of the major differences between SC2 and WoW's arena system is that we're only shortly out of release, and WoW's MMR system actually never had a "release" time on the live realms (Tournament realms, however, are a different story. More on this later). Because of this, every single player was basically assigned a default MMR.

Now, to digress to Tournament Realms. These essentially create a "release" situation in WoW's arena system, because the realm is entirely populated by new players with no history whatsoever. Thus, all players start at a default MMR (which I believe was 0, although this is getting into 2 years ago, so I'm not entirely sure). Thus, obviously, in the very first game that was played on a Tournament Realm, you had two players (teams, really, but its irrelevant) with an MMR of 0 and a displayed rating of 0. The team which won gained identical amounts on both scales, and the team which lost lost nothing (because it was at 0). This resulted in a player's MMR being identical to his team's rating for as long as that player played 100% of the games.

In these early stages, losses and wins were pretty much equal in value. The system acted approximately like the old zero-sum system, except that, since it started at 0, some inflation was guaranteed from the outset. However, as teams started to diverge and the matchmaking started to get less equal, the system started to operate more as was familiar from live realms.

Coming back to SC2, I suspect a lot of the "odd" behavior we're seeing is odd only because we are comparing a release-environment behavior with the behavior of a system that has been running for 2+ years now (I think).

[edit] Also, the league system in SC2 has no analog in WoW. The threshold values being added to displayed rating makes some sense, but strictly that would suggest that negative displayed ratings would be possible in all leagues above Bronze.

One thing I do wonder about with regards to the league system is whether or not players experience jumps or falls in the quality of their opposition after a promotion or demotion, respectively. If the quality of opposition is continuous, we could conclude that MMR is operating completely separately from the league system and displayed ratings - but if it experienced discontinuities, that would suggest that MMR itself was interacting with the league system (which I doubt, but might explain some of the weirdness).
Like a G6
Synwave
Profile Joined July 2009
United States2803 Posts
August 08 2010 06:04 GMT
#54
No, I think you are. Call me simple but your the only one doing this.
Nice massive paragraph info to basically say "Im right until Im not and if Im not I dont have enough info"

Awesome use of semantics.
♞Nerdrage is the cause of global warming♞
kzn
Profile Blog Joined June 2007
United States1218 Posts
August 08 2010 06:06 GMT
#55
No, I'm really not.

There's basically no way to explain how the favored notices are given out, unless we guess that it has to do with displayed rating and we're correct - which is doubtful, just based on what that kind of notice is supposed to do.

If you have a point, you're welcome to make it, but if you're just going to bitch do it in a thread thats less worth reading.
Like a G6
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2010-08-08 06:12:34
August 08 2010 06:12 GMT
#56
Being favored is almost certainly based on comparing your displayed rating to your opponents MMR.

Yes, this is meaningless and deceptive, and doesn't actually tell us who is really favored to win.

Yes, it *should* compare your MMR to your opponents MMR.

And no, there is no discontinuity in skill level, as you move up leagues. Matchmaking is great and is purely based on MMR, and is separate from the disastrous ranking system.
brad drac
Profile Joined May 2010
Ireland202 Posts
August 08 2010 06:32 GMT
#57
On August 08 2010 15:12 paralleluniverse wrote:
Being favored is almost certainly based on comparing your displayed rating to your opponents MMR.

Yes, this is meaningless and deceptive, and doesn't actually tell us who is really favored to win.

Yes, it *should* compare your MMR to your opponents MMR.

And no, there is no discontinuity in skill level, as you move up leagues. Matchmaking is great and is purely based on MMR, and is separate from the disastrous ranking system.

Do we have evidence for this? Isn't it possible that a player is displayed favoured if his MMR is greater than your own minus a factor based on sigma? Or something along those lines. I don't really see how you could directly compare displayed rating to MMR considering displayed ratings are division independent, not to mention league independent, while MMR is an absolute measure of a player's success in the system.
Saying what we think gives us a wider conversational range than saying what we know.
Excalibur_Z
Profile Joined October 2002
United States12252 Posts
August 08 2010 06:39 GMT
#58
kzn, about starting MMR, I'm almost completely positive that everyone starts at 1500. If you remember, when the system was first introduced, everyone's rating (and also their MMR) started at 1500. After the first few seasons, they changed it so that new teams and players start at 0 rating but they still start at 1500 MMR. The reason for the change was that under the old system, it was common for people to create new teams whenever the old one fell below 1500, thereby cluttering up the 1500 range which was supposed to be the average value on the scale (from 0-3000). Under the new system, teams still rapidly gained rating even if they had never played a single game in their history because their MMR was so far from their new rating of 0. The average was still 1500 under the new system, but the key difference was that you had to work -- and more importantly, win -- to get there. The decision to start everyone at 0 rather than a default value was also done in the early stages of the SC2 beta, where everyone went from starting at 1000 to starting at 0, presumably for similar reasons (though complicated by the fact that you can't reset your stats).
Moderator
Excalibur_Z
Profile Joined October 2002
United States12252 Posts
August 08 2010 06:47 GMT
#59
On August 08 2010 15:32 brad drac wrote:
Show nested quote +
On August 08 2010 15:12 paralleluniverse wrote:
Being favored is almost certainly based on comparing your displayed rating to your opponents MMR.

Yes, this is meaningless and deceptive, and doesn't actually tell us who is really favored to win.

Yes, it *should* compare your MMR to your opponents MMR.

And no, there is no discontinuity in skill level, as you move up leagues. Matchmaking is great and is purely based on MMR, and is separate from the disastrous ranking system.

Do we have evidence for this? Isn't it possible that a player is displayed favoured if his MMR is greater than your own minus a factor based on sigma? Or something along those lines. I don't really see how you could directly compare displayed rating to MMR considering displayed ratings are division independent, not to mention league independent, while MMR is an absolute measure of a player's success in the system.


We don't have direct evidence for that, but it would make sense if each league had a threshold (and we could think of this as essentially a "rating boost" for the purposes of point calculation). The original post attempts to cover this in more detail, but just to throw out some arbitrary numbers as an example, if we said it was something like:

Bronze -- 0
Silver -- 1000
Gold -- 1500
Platinum -- 2000
Diamond -- 2500

The theory we're tinkering with now is that if you're 300 in Diamond, your "global rating" is 2800. To go even further out on a limb, these points don't include anything gained from the bonus pool. This is our attempt to prove some kind of bridge or relationship between league point values, which are so far impossible to quantify.

For the record, though, displayed ratings are not division independent -- they're comparable across all divisions in a league because everyone in that league is playing against (mostly) the same player pool. I'm going to be careful about taking this too far because there's little evidence to support it, but it's an idea to throw out there that makes rating values translatable across leagues.
Moderator
kzn
Profile Blog Joined June 2007
United States1218 Posts
August 08 2010 06:48 GMT
#60
Entirely possible. Its been a long time since I played WoW, and even longer since the TR I played. That TR might have been before the 1500->0 change happened. I just remember that the rating system started acting very much like the old zero-sum system when everyone's MMR's matched the displayed rating.
Like a G6
Prev 1 2 3 4 5 19 20 21 Next All
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #261
EmpressLilyy79
Liquipedia
GSL
11:00
2026 GSTL: Main Stage Day 4
IntoTheiNu 1097
CranKy Ducklings SOOP226
Rex27
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 103
SHIN 92
Maru 91
IndyStarCraft 57
herO (SOOP) 43
ProTech32
Zoun (SOOP) 31
Rex 27
StarCraft: Brood War
Britney 30485
Shuttle 3152
Bisu 2149
EffOrt 623
Light 475
Soulkey 421
BeSt 403
Larva 377
Rush 319
Horang2 237
[ Show more ]
Snow 192
Dewaltoss 113
Liquid`Ret 56
Pusan 43
Leta 42
Zeus 36
ToSsGirL 25
PianO 24
Aegong 22
soO 21
Terrorterran 17
Rock 16
zelot 15
sSak 14
ajuk12(nOOB) 11
SilentControl 10
Sacsri 9
Dota 2
Gorgc6200
qojqva3398
Dendi1649
420jenkins198
Counter-Strike
edward70
Other Games
singsing1206
hiko950
Liquid`RaSZi805
Beastyqt674
XaKoH 151
ArmadaUGS120
TKL 70
Mew2King61
Trikslyr49
QueenE41
C9.Mang020
mouzStarbuck0
Organizations
Other Games
WardiTV279
BasetradeTV36
[ Show 13 non-featured ]
StarCraft 2
• mYiSmile142
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3117
• TFBlade993
Other Games
• Shiphtur258
• WagamamaTV254
Upcoming Events
PiGosaur Cup
7h 34m
Kung Fu Cup
18h 34m
Replay Cast
1d 7h
The PondCast
1d 17h
IntoTheTV X SOOP
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
OSC
4 days
Afreeca Starleague
5 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
5 days
[ Show More ]
Afreeca Starleague
6 days
Leta vs ggaemo
Jaedong vs Queen
GSL
6 days
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.