• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:13
CEST 14:13
KST 21:13
  • 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
ByuL, and the Limitations of Standard Play0Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)53ZeroSpace at Steam NextFest - Last free demo26Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) HackErIsTop take on Patch 5.0.16 Possible bug in the new patch? ByuL, and the Limitations of Standard Play Daily SC2 Player Grid - feedback wanted
Tourneys
INu's Battles#17 <BO.9> RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
[BSL22] Non-Korean Championship from 13 to 28 June ASL 22 Proposed Map Pool BSL Season 22 BW General Discussion STARCRAFT MOVIE - Last Night at the Command center
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Stormgate/Frost Giant Megathread Games for Kids Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo The Perfect Game
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7189 users

SC2 Ladder Analysis: Part 2 - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 21 Next All
catamorphist
Profile Joined May 2010
United States297 Posts
Last Edited: 2010-08-09 19:28:32
August 09 2010 19:24 GMT
#101
monad: http://www.teamliquid.net/forum/viewmessage.php?topic_id=142211&currentpage=2#26

"No mined data. We don't have that for SC2. It is based on what we know about WoW Arena, what we know about SC2 ladder, and how Bayesian inference ranking systems work. This isn't necessarily how it works, though obviously I believe this is close to the truth."

So yeah, it's not particularly rigorous, to say the least. What I took away from the post were basically the hypotheses about how different observed behavior might be implemented in a Glicko- or TrueSkill-style system; i.e. a threshold rating for each division that takes into account ratings deviation, and the idea that the "favored" might be bugged for people who have a different real rating from their displayed rating.

I think the post was intended primarily as an introduction for people who haven't previously been exposed to the concept of a rating being paired with a certainty that improves or deteriorates over time.

I look forward to someone collecting some data regarding wins, losses, rating changes, and promotions, and making a model.
http://us.battle.net/sc2/en/profile/281144/1/catamorphist/
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 09 2010 19:28 GMT
#102
On August 10 2010 00:07 Glacierz wrote:
Assuming this is what blizz have, it's probably reasonable to assume people with win/loss ratio that differ significantly from 50% (lets assume 90%) will have a very high sigma, the system will keep matching these guys to players with much higher MMR, and they will keep beating them, causing further inflation in the sigma until they reach a point where their MMR peaks at the top of the pack. This could partially be a reason why people with these win records are stuck in a certain league.


Well, yes and no, I think. We'll use CauthonLuck as an example. His MMR is pretty clearly at the very top, matching him against the best players on the ladder. Say he maintains his 85% win ratio against those top players, causing sigma to decrease because those players are below his MMR. However, because he occasionally loses against players who have a lower MMR, sigma increases and offsets each decrease. Sigma never decreases below the threshold required for promotion.

In an upset, sigma will increase for both players, but that's not universally true. If sigma is large enough, it can decrease instead. How large that is, we don't know. I'll edit that into the OP.
Moderator
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 09 2010 19:37 GMT
#103
On August 10 2010 04:24 catamorphist wrote:
monad: http://www.teamliquid.net/forum/viewmessage.php?topic_id=142211&currentpage=2#26

"No mined data. We don't have that for SC2. It is based on what we know about WoW Arena, what we know about SC2 ladder, and how Bayesian inference ranking systems work. This isn't necessarily how it works, though obviously I believe this is close to the truth."

So yeah, it's not particularly rigorous, to say the least. What I took away from the post were basically the hypotheses about how different observed behavior might be implemented in a Glicko- or TrueSkill-style system; i.e. a threshold rating for each division that takes into account ratings deviation, and the idea that the "favored" might be bugged for people who have a different real rating from their displayed rating.

I think the post was intended primarily as an introduction for people who haven't previously been exposed to the concept of a rating being paired with a certainty that improves or deteriorates over time.

I look forward to someone collecting some data regarding wins, losses, rating changes, and promotions, and making a model.


I've been tracking my 1v1 matches since I started playing yesterday (from 0 games). Once I get enough information I'll post it here.
Moderator
Calidus
Profile Joined April 2010
150 Posts
Last Edited: 2010-08-09 19:40:09
August 09 2010 19:39 GMT
#104
ExcaIibur(or anyone for that matter) can your model explain this interesting situation that i can't figure out: Player A is 39 and 27 and has 460 points in plat while Player B is 38-28 and has 420 points in plat. Player A is 5 in his division while player B is 1st in a different division. Player B get promoted to diamond before player A. Both players have had the the game for the same amount of time so their bonus pools should be about that same(if that has any effect on it, i doubt it).
Note:1100 Diamond take everything with a grain of salt.
catamorphist
Profile Joined May 2010
United States297 Posts
August 09 2010 19:50 GMT
#105
On August 10 2010 04:39 Calidus wrote:
ExcaIibur(or anyone for that matter) can your model explain this interesting situation that i can't figure out: Player A is 39 and 27 and has 460 points in plat while Player B is 38-28 and has 420 points in plat. Player A is 5 in his division while player B is 1st in a different division. Player B get promoted to diamond before player A. Both players have had the the game for the same amount of time so their bonus pools should be about that same(if that has any effect on it, i doubt it).


If we're assuming there's a hidden rating, that's trivial. Displayed points don't necessarily have much connection to real rating, and obviously win/loss record doesn't give a good perception of rating either, so for all you know, player B hit the threshold and player A didn't.
http://us.battle.net/sc2/en/profile/281144/1/catamorphist/
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 09 2010 19:59 GMT
#106
On August 10 2010 04:39 Calidus wrote:
ExcaIibur(or anyone for that matter) can your model explain this interesting situation that i can't figure out: Player A is 39 and 27 and has 460 points in plat while Player B is 38-28 and has 420 points in plat. Player A is 5 in his division while player B is 1st in a different division. Player B get promoted to diamond before player A. Both players have had the the game for the same amount of time so their bonus pools should be about that same(if that has any effect on it, i doubt it).


Completely dependent upon their match history and opponents. Was Player A more volatile in match outcome (did he lose matches he was expected to win and vice versa)? Did he go on a long losing streak followed by a win streak? Was Player B, by contrast, more stable and predictable in performance? Their MMRs -- and equally as important, their sigmas -- may be drastically different which we expect to be a prime factor in promotion.
Moderator
Calidus
Profile Joined April 2010
150 Posts
August 09 2010 20:13 GMT
#107
Ok, ty for your quick and elegant response.

Side note:i think you would make an excellent proffessor lol
Note:1100 Diamond take everything with a grain of salt.
vanick
Profile Joined August 2010
United States53 Posts
Last Edited: 2010-08-09 20:58:00
August 09 2010 20:53 GMT
#108
On August 10 2010 04:06 monad wrote:
Not trying to downplay your work here, but I don't see any evidence anywhere that it actually works this way. I know you said it's just speculative, but your speculation should be based on some sort of evidence right? That led you to believe it works this way? Right now all I see is "I'm about to describe one of many possible ranking systems that SC2 may or may not use with equal probability".

This is a theory that attempts to explain the behavior seen on battle net. It attempts to provide a model with which we can understand how the ladder works. A major problem here is we don't have the data with which to verify this conjecture. Unless we are given access to more data much of this theory cannot be definitively proven. Even still a decent working theory can be quite useful, despite its speculative nature. I think I have been clear about what evidence I am basing this off of: blizzard's own statements about wow, the available materials on a bayesian system in a videogame, the observations about the sc2 ladder, and blizzards track record in polishing existing systems instead of creating new ones from while cloth. As a result I would not think that the system detailed here is one of many and is unlikely to be true. On the contrary, I think it is highly likely that sc2 uses a system very much like this one.

So, this theory may be incorrect in parts, and I would be quite interested in reading a different theory not based on bayesian inference with gaussian skill distributions if one exists.
catamorphist
Profile Joined May 2010
United States297 Posts
Last Edited: 2010-08-09 22:16:02
August 09 2010 22:15 GMT
#109
On August 10 2010 05:53 vanick wrote:So, this theory may be incorrect in parts, and I would be quite interested in reading a different theory not based on bayesian inference with gaussian skill distributions if one exists.


What observations have you made about the ladder that would lead you to think that, for example, it can't be just a plain zero-sum Elo system? Or perhaps, as in chess, there's a big "provisional" period where the system amplifies rating changes as it tries to place you, and then your rating changes much less with each game after that; that could help explain people's wildly variable experience with getting promoted or not promoted, depending on how long the provisional period is. I mean, there are lots of different rating systems in place somewhere, and I don't really see any public data about the ladder that seems to disqualify any reasonable system.

I'm not really saying that you're likely to be wrong. I think it's reasonable to expect that they've carried over a system very similar to WoW's system, since they spent a lot of time and effort learning from their experiences with that. I wouldn't be shocked if it were different, though; you know programmers love to reinvent wheels.
http://us.battle.net/sc2/en/profile/281144/1/catamorphist/
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 10 2010 00:10 GMT
#110
On August 10 2010 07:15 catamorphist wrote:
Show nested quote +
On August 10 2010 05:53 vanick wrote:So, this theory may be incorrect in parts, and I would be quite interested in reading a different theory not based on bayesian inference with gaussian skill distributions if one exists.


What observations have you made about the ladder that would lead you to think that, for example, it can't be just a plain zero-sum Elo system? Or perhaps, as in chess, there's a big "provisional" period where the system amplifies rating changes as it tries to place you, and then your rating changes much less with each game after that; that could help explain people's wildly variable experience with getting promoted or not promoted, depending on how long the provisional period is. I mean, there are lots of different rating systems in place somewhere, and I don't really see any public data about the ladder that seems to disqualify any reasonable system.

I'm not really saying that you're likely to be wrong. I think it's reasonable to expect that they've carried over a system very similar to WoW's system, since they spent a lot of time and effort learning from their experiences with that. I wouldn't be shocked if it were different, though; you know programmers love to reinvent wheels.


It's definitely not zero sum/Elo because players receive and lose different point amounts.

WoW's system used to use Elo. Teams used to start at 1500 and that was their only rating. They changed to a Bayesian inference system when they realized it didn't have the problems that the Elo system did, and they explained the change over several forum posts and FAQs. Is the SC2 system an exact mirror of WoW's system? No, very clearly not, because there are parts of the SC2 system that are unique, such as promotions. However, it's similar enough fundamentally that it makes the system easier to understand.
Moderator
vanick
Profile Joined August 2010
United States53 Posts
August 10 2010 01:37 GMT
#111
On August 10 2010 07:15 catamorphist wrote:
Show nested quote +
On August 10 2010 05:53 vanick wrote:So, this theory may be incorrect in parts, and I would be quite interested in reading a different theory not based on bayesian inference with gaussian skill distributions if one exists.

I'm not really saying that you're likely to be wrong. I think it's reasonable to expect that they've carried over a system very similar to WoW's system, since they spent a lot of time and effort learning from their experiences with that. I wouldn't be shocked if it were different, though; you know programmers love to reinvent wheels.


There's also the mantra that good programmers write good code, great programmers steal great code. Not saying it's one or the other because I know a lot about reinventing the wheel

As a followup to Excal's post, some of the problems Elo suffers from is it gives players incentive to change how they play, instead of giving them a pure incentive to win. Going back to the chess example, it often creates the incentive to play to a draw, not a win. In addition, Elo has a problem with streaks, win or lose. The system proposed here, and the one used by Arena, buffers against that.
VanGarde
Profile Joined July 2010
Sweden755 Posts
August 10 2010 02:05 GMT
#112
I don't know how the system is set up but I won't actually ever get a good flow of games. I will either go on 15 game winning streaks or 15 game loosing streaks and just alternate between the two. Either I get to play people who are insanely ahead of me or I get to play scrubs and there is no inbetween.
War does not determine who is right - only who is left.
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
August 10 2010 03:26 GMT
#113
O.O are you a Wizard? this is truly an amazing post, props to you for all the effort, just wish my brain could comprehend it better.
https://soundcloud.com/bbols
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 10 2010 16:22 GMT
#114
On August 10 2010 11:05 VanGarde wrote:
I don't know how the system is set up but I won't actually ever get a good flow of games. I will either go on 15 game winning streaks or 15 game loosing streaks and just alternate between the two. Either I get to play people who are insanely ahead of me or I get to play scrubs and there is no inbetween.


Can you verify? Can you post your in-game match history along with the profiles of people you've played, their rating and league, and the number of points lost or gained?
Moderator
Hekmat
Profile Joined August 2010
4 Posts
August 10 2010 23:58 GMT
#115
So I have a question, would it become harder to be promoted if you've played lots of games? Assuming someone was in silver for instance, having played a large amount of games (say a 100 with a 50% win/loss ratio). If he were to start winning 70%(an arbitrary amount) of his games, would it be harder for him to get to gold than someone with similar percentages but only 15 games played?

Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 11 2010 00:18 GMT
#116
On August 11 2010 08:58 Hekmat wrote:
So I have a question, would it become harder to be promoted if you've played lots of games? Assuming someone was in silver for instance, having played a large amount of games (say a 100 with a 50% win/loss ratio). If he were to start winning 70%(an arbitrary amount) of his games, would it be harder for him to get to gold than someone with similar percentages but only 15 games played?



It would take longer, yes. If you've played 100 games and gone 50-50, your sigma is probably fairly small because the system feels confident that it's put you where you belong. If someone else has played 16 games and gone 8-8, that person's sigma is going to be larger. The exact scale is something that we don't know, but we do know that your MMR never truly gets "locked" in place (it's always changing to some degree after each win or loss). Depending on where you are in the ladder, you may need to play quite a few more games to increase your sigma before you can decrease it again within the threshold of a higher league, which would make you eligible for promotion.
Moderator
ThunderGod
Profile Blog Joined February 2009
New Zealand897 Posts
August 11 2010 14:00 GMT
#117
One thing to think about which I have not seen explicitly explained.

Player A is very good against Terran and Zerg, but almost always loses to Protoss.
Player B is consistently good against all three races.
Players A and B play 20 games and both go 15-5. The matchmaking system sets both players against 10 players of even 'skill' (i.e. MMR) and 10 of higher skill.
Player B lost to 5 opponents of higher skill, beat 5 opponents of higher skill and all 10 of even skill. His sigma has decreased enough such that he is promoted.
Meanwhile Player A beats all ten highly skilled Players (which by chance are all Terran and Zerg) and loses to 5 of even skill (all Protoss), the sigma remains high as beating players of higher MMR whilst going 50/50 at even MMR makes the 'correct' MMR uncertain. Player A is not promoted.
As a caveat, because of the bonus pool Player A could additionally have a higher displayed rating than Player B [For example A gets (10+10) x 5 for his even match wins - 10 x 5 for even match losses and (15+15) x 10 = 350pts. B gets (10+10) x 10 for his even match wins - 5 x 5 for even match losses and (15+15) x 5 = 325pts.]

Or both players are equally good against all 3 race distributions and the matchmaking system puts them against equal amounts of the races. However Player A is susceptible to cheese and happens to lose a few games to lower MMR players cheesing him thus keeping a high sigma. Player B is also susceptible to cheese but fortunately none of his opponents cheese him and he only loses to players of high MMR. Still they both go 15-5 and Player B gets promoted whilst A does not.

Because the matchmaking system does not take into account race, or buildorder, or anything else except wins and losses this may go someway towards explaining how people get 'stuck' in Platinum with records like 30-6.
"Certain forms of popular music nowadays, namely rap and hip hop styles, are just irritating gangsters bragging about their illegal exploits and short-sighted lifestyles." - Shiverfish ~2009
papaz
Profile Joined December 2009
Sweden4149 Posts
Last Edited: 2010-08-11 14:50:24
August 11 2010 14:48 GMT
#118
On August 11 2010 23:00 ThunderGod wrote:

Because the matchmaking system does not take into account race, or buildorder, or anything else except wins and losses this may go someway towards explaining how people get 'stuck' in Platinum with records like 30-6.


The obvious downside of this system is that it ONLY takes in account win/lose ratio. If you read the TrueSkill system in the Microsoft paper it says:

it merely assumes that the outcome is due to some unobserved performance that varies around the skill of a player. If one is playing a point based game and the winner beats all the other players by a factor of ten, that player’s victory will be scored no differently than if they had only won by a single point.

+ Show Spoiler +
http://research.microsoft.com/en-us/projects/trueskill/details.aspx


Normally a player isn't good with all three races and all matchups. One step in the right direction from blizz would be to give something like you can have one character per race if you feel that your skill isn't equal in different races.

Also say that my TvP win ratio is 70% and my TvZ ratio for some reason is 30% the system won't take this in account in my matchmaking and could (and possibly would?!) hold me as favourite in too many TvZ matchups despite my win/lose ratio says otherwise.

I am by no means an expert in matchmaking systems but reading/seeing how the laddering behaves I think there is a lot of room for improvement.
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 12 2010 05:15 GMT
#119
Made an important edit to the Matchmaking section per Vanick's post on the Battle.net forums:

In an upset sigma does not always increase. That is, if a lower-MMR player wins then what happens depends a lot more on their precise equations they are using. If a player's sigma is large in an upset (whether he's the winner or loser) it can decrease. That is because given the right MMR and sigma values it's possible in theory for the system to learn about that player's skill and rate him more accurately. If a player's sigma is small, however, it can become larger after an upset if that upset was truly unexpected.
Moderator
hihu
Profile Joined March 2010
France64 Posts
August 12 2010 20:25 GMT
#120
On August 08 2010 12:41 SnakeChomp wrote:
I don't think the displayed rating value has any bearing on match making at all.


Totally agree, from as low as 250 silver league I was matched against 450 diamonds.
As 500 gold I was matched against "slightly favorite" 550+ diamonds, and then I was promoted straight from gold to diamond after a bunch of games against only diamonds.

all this time I was gaining at least 20 points for each win (40 with bonus) and losing 1 - 3 points for any loss..
Prev 1 4 5 6 7 8 21 Next All
Please log in or register to reply.
Live Events Refresh
INu's Battles
11:30
INu's Battles#17
ByuN vs SHIN
IntoTheiNu 838
LiquipediaDiscussion
The PondCast
10:00
Episode 98
CranKy Ducklings47
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko447
LamboSC2 331
StateSC2 224
Ryung 153
SHIN 60
Rex 51
StarCraft: Brood War
Calm 15579
Horang2 1396
Jaedong 670
Hyuk 399
Mini 354
Light 288
EffOrt 209
Soma 176
Last 173
Zeus 160
[ Show more ]
actioN 149
Soulkey 141
Snow 114
Leta 94
ggaemo 91
Pusan 80
Killer 76
Rush 64
Hyun 57
Liquid`Ret 47
ToSsGirL 45
[sc1f]eonzerg 38
Free 32
scan(afreeca) 29
JYJ 27
Sharp 23
Aegong 20
JulyZerg 18
Hm[arnc] 18
yabsab 13
Shine 8
Sacsri 8
Icarus 7
ajuk12(nOOB) 6
Terrorterran 5
Dota 2
Dendi696
XcaliburYe54
League of Legends
Reynor57
Counter-Strike
shoxiejesuss1090
byalli401
kRYSTAL_6
Other Games
singsing1806
B2W.Neo768
crisheroes250
Sick214
DeMusliM162
Pyrionflax123
Mew2King93
hiko77
QueenE35
MindelVK3
Organizations
Dota 2
PGL Dota 2 - Main Stream7837
StarCraft: Brood War
UltimateBattle 40
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH279
• StrangeGG 65
• CranKy Ducklings SOOP8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1807
Upcoming Events
OSC
4h 47m
MaxPax vs Percival
Solar vs ShoWTimE
Lambo vs Arrogfire
YoungYakov vs GgMaChine
Krystianer vs ArT
NightMare vs Iba
Douyu Cup 2020
16h 47m
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 3h
Douyu Cup 2020
1d 16h
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
2 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
3 days
BSL22 NKC (BSL vs China)
4 days
Online Event
4 days
[ Show More ]
RSL Revival
4 days
RSL Revival
4 days
WardiTV Weekly
4 days
RSL Revival
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.