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Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
Last Edited: 2014-03-11 21:21:52
March 11 2014 21:15 GMT
#1
Hello everyone!

It's WALL OF TEXT AND PICTURES TIME

Forward TL;DR
What I've created thus far is just a hodge-podge of random stuff I've found I can garner from replays these days, as well as what what I think people could find useful with them.
This is meant to answer a set of questions about large numbers of games of StarCraft.

Before I go any further: Shoutouts to TLO for letting me use all his ladder games. What you're seeing is information from his last 380 ladder games.

Introduction (you could skip this bit I suppose!):
I've made a few posts in the past saying "HEY LOOK AT WHAT I'VE DONE!" only to have something come along and stop it working (see http://www.teamliquid.net/forum/starcraft-2/309211-starcraft-map-analysis-stargraphed).
So, naturally, I decided to do it again.

This time, with the 2.0.8 patch last year, I found out that a lot more information was stored in replays. In the past it was just raw user inputs that was simulated in the game when you ran the replay.
However, now this is not the case. You have seen with things like SCELight that you can get the buildings you created, upgrades made, etc. With tools like that giving you qualitative analysis of each of your games, and sites such as Aligulac giving you quantitative analysis of players and how they do in tournaments, I thought maybe I could combine the two. Turns out, I can!

I started out thinking that, if tournaments release their replays, I can grab all the games from all the players and use this to profile them. Create an overview of this player in a tournament setting. Could I use this to predict what they would do on any given map in a given matchup? Could I say "Ziggy says there's a 74% chance that MC will go quick stargate on this map vs Zerg"? Well, maybe, but as I was working on it and talking to some people about it, it turned out that we could turn this into a training tool, or in fact a tool that could actually do quite a few things.
Introduction over

Parsing Replays:
This tool uses Blizzard's S2 Protocol (https://github.com/Blizzard/s2protocol - Thanks, Blizzard!). I have not written my own replay parsing engine as of yet. I might do it I get the time and/or inclination to do so. As for now, this tool provides what I'm after doing!

It takes ~ 15-60 seconds to parse a replay based on time. Because of this, Replays are then stored off in a format that just keeps track of what I'm interested in. This means I can load replays much faster after they've been parsed. I do this because, unlike qualitative tools, I'm not interested in how you hotkey your army. I'm just here to give you STATS ABOUT ALL YOUR GAMES AT ONCE. RIGHT TO YOUR FACE.

Player Matchup Overviews:
You want to know how well you've been doing in each of your matchups? NO PROBLEM!
[image loading]
Obviously I have no real information from the last 2-7 days, because he's been at SSC
So far so Aligulac, but there's more!

Build Orders:
"What does a build look like?"

I have included the ability to configure build orders.
[image loading]
With this you can fill in any length of build, beginning and ending at any point. This is a build where Zerg goes onto 3 bases, at least one queen per base, gets a reasonably fast ling speed (7 minutes) and at least 24 drones.

When configuring the build, each section has its own start/end point. If you wanted to, you could add another 8 lings that start and end at a different point, it's all good.

Or you could use it to filter replays based on whether a roach warren was built at all:
[image loading]

Player Build Overviews:
"What do my games look like?"
A straight up look at how your games have been
[image loading]

Can be toggled to show upgrades/units, too!
[image loading]

I tried to add some extra information and functionality to this, so -
Want to see the times instead of food values for these, and group them up to the first 7:30? YOU SURE CAN!
[image loading]

It will also give you information in each grouped build item. You can see first/average/latest time they were placed:
[image loading]

As you can see, it gives you your overall win percentage, as well as the lengths of all the games you've played. On the right, you can see it copies that information. This is actually updated based on which of the replays you've selected, as such:
[image loading]

From this we can see that TLO's 3 post common builds up to the 7:30 mark actually give him a slightly higher win rate than anything else.
It is also possible to filter by map as well.

You can see a bunch of strings on the right under the filtered win percentages. Those are all the replays that correspond to the highlighted rows. If you have access to them and they are in the location from which they are parsed, you can copy them off to another folder for a closer look, if you so like.

Why would you do this? It's possible to filter, as you can see in the top right, based on your saved build order configurations. Useful if you want to practice a build and copy out your games where you've done them. You can tag replays, too, which will allow you to easily filter those replays in future.

Build Order Scoring:
"How good am I getting at this build?"
This one is very much a work in progress. Is it possible to rate how well you do a build? Still in the process of finding out, but this is what I have so far:
[image loading]

So, you can pick a player and a build and it'll show information on that build. You can see the best, average and worst times for any replay that fulfils the build order criteria. This extends to each element of the build.

The graphs show:
1) The completion times and how often that time is hit, as well as how many of those games you win with.
2) The time at which you completed the build over... time. If you see what I mean.

On the right you can see the "best" values for each build. The bottom right allows you to compare an unparsed replay. If it contains the build you're filtering against it'll show you where it comes in relation to the already parsed replays. COMPARE YOURSELF TO THE PROS, YO.

Build Order Wars:
"What should I be doing against X?"
Something that is generally already known, but comparison of build orders.
Some basic ones: 3 base zerg (3 hatches before 8 minutes) vs 3 base Protoss (3 nexuses before 10 minutes):
[image loading]

Zerg wins 53 out of 85 of these games. you can see how the matchup swings back and forth over time. I have no idea why. This, I think, is just straight up for numbers. We never see enough numbers in StarCraft casts.
One thing you saw in the first link I showed was a heatmap. I bet you're all wondering where those are. FEAR NOT!

Heat Maps:
That's right. I have heat maps for two different kinds of things.
Buildings:
[image loading]

You can filter by map, matchup, spawn location, building type, replay filter.
You want to know where protoss builds proxy pylons before the 9 minute mark on Daedelus, when they spawn top left? I GOT YOU, BRO.
[image loading]

Obviously this is going to be a really small subset of games, hence there aren't many (it's all Protoss vs TLO games on this map!)
As well as being useful to know where people are building proxy pylons at you, you can see the glory that is where all the units have died.
[image loading]

This can, again, be filtered in the same way (except not by building, that would be odd).
Aspiring map makers may be able to use this to make sure that fights are varied and spread over the map, that all bases are taken where possible and that it's not just all focused on one area the whole time.
I'm basically just asking you not make Habitation Station
[image loading]
The "All Mid" of SC2 Maps

Anyway, that's all I've got so far:
Pre-Emptive Answers
It's rather ugly
Yes, I know it's not very pretty. I'm bad at art based stuff, and I basically learned WPF as I was making this, so it's a bit sloppy in places. However, it works!

Can I use this?
I'll be potentially releasing this for use in the next couple of weeks. I'll bundle everything that you would need to use to run it where I can. However, you will most likely need to install Python (2.7) yourself to make it work. This is to run S2Protocol. This requirement will possibly be removed in later iterations if I can get the time to write my own replay parsing engine.

That's a dumb name
I can't think fo a better one. I've already used StarGraphed. Maybe "StarGraphed: The Next Generation" and I could rename all the buttons that do things to "Make It So"

Feel free to hit me up here on a PM or grab me on Twitter @Gowerly if you have any questions or suggestions. I'll add the most common ones to the OP here.

Thanks for reading!
I will reduce you to a series of numbers.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
March 11 2014 21:21 GMT
#2
sick
Team Liquid
MrMedic
Profile Joined November 2010
Canada452 Posts
March 11 2014 21:27 GMT
#3
This is pretty sweet! nice work, I'd love to use this.
RHWY
Profile Blog Joined December 2011
Ireland43 Posts
March 11 2014 21:33 GMT
#4
Hi Dave, Robert here, I was wondering what you are going to do next? Do I have to use my own replays or can I use replays from pro players and tournaments too?

@es_performance @LiquidTLO @LiquidRet
MilLorD
Profile Joined September 2011
Germany36 Posts
March 11 2014 21:33 GMT
#5
Amazing work!
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 11 2014 21:40 GMT
#6
On March 12 2014 06:33 Yapa wrote:
Hi Dave, Robert here, I was wondering what you are going to do next? Do I have to use my own replays or can I use replays from pro players and tournaments too?


You can set it up to automatically parse any replays that are added to a folder, so it's always up to date with your laddering progress.

You can also get it to just parse a bunch of replays in a folder, too. They don't have to be yours (as you can see by me using TLO's) they just have to be replays.

I'm hoping to grab replays from SSC (if they're released) and/or IEM and doing some analysis on them.
I'm looking to get things like

Most common proxy locations (rax, pylons, etc)
From this I'm hoping to be able to figure out the best scouting routes to check for these things

Most used builds/Most successful builds
Which builds were used the most and which were the most successful? Which matchup outcomes changed the most over the duration of a game?

Anything that warrants discussion
Do we see that Zergs end up being defensive?
Maybe that Protoss vs Terran ends up with a slow push from the Terran base to Protoss'?

I think there's a lot that can be discussed by looking at a lot of replays. I'm hoping to get the chance to do that!

Go Take, release replays! :D:D
I will reduce you to a series of numbers.
BronzElite
Profile Joined November 2011
Germany29 Posts
March 12 2014 08:58 GMT
#7
Oh my God! All of TLO's secrets out in the Open!!!!111eleven

Seriously, great work! Nice to hear that even Blizz themselves are now giving some official attention to data mining SC2 replays. But just as with StarGraphed, all credit goes to you for turning raw data into insight. Beautiful!
AchillesStarcraft
Profile Joined March 2014
United States1 Post
March 12 2014 15:52 GMT
#8
This is awesome!! Very informative read
great work man.
https://www.youtube.com/user/AchillesStarcraft
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-03-12 16:09:04
March 12 2014 16:07 GMT
#9
I am .... speechless.... this is so beautiful I need a minute ...............................................................

Ok, just 1 question why can't I have this now? and will I have to purchase?
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 12 2014 16:11 GMT
#10
I need to finish up some steps:
- I don't have pictures for all the maps and it's tedious using the map editor to get them all
- I need to make sure I can't make it crash by doing things like mashing buttons or something. I'd like to make sure that when it's released I don't get 50% of the people using it saying "My PC exploded and now there's metal in my face" or something.

Also, it'll be free. I'm not looking to make any money from this. I just thought it was something cool to do.
I will reduce you to a series of numbers.
Grovbolle
Profile Blog Joined July 2011
Denmark3805 Posts
Last Edited: 2014-03-12 16:49:43
March 12 2014 16:22 GMT
#11
I just came.

Also, I approve of the phrase: "So far so Aligulac"
Lies, damned lies and statistics: http://aligulac.com
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
March 12 2014 16:24 GMT
#12
Well Gowerly if there is anything I can do to help like try do the beta for you or anything else you need just let me know
Sikian
Profile Blog Joined September 2011
Spain177 Posts
March 12 2014 16:34 GMT
#13
This tickles my statistical representation hormones.
Helping Starbow :: a.k.a. SoaH
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 12 2014 23:31 GMT
#14
Thanks to iHiro for this one:
I should be able to have this work for Starbow maps as well. It should take a little bit of modification to work with the new unit types.
There was an invitational that was done recently with it, so I will try to do some small analysis on those games.
I'll post more when it's done.
I will reduce you to a series of numbers.
vult
Profile Blog Joined February 2012
United States9400 Posts
March 12 2014 23:44 GMT
#15
This is so sick, thank you for this!
I used to play random, but for you I play very specifically.
Valeranth
Profile Joined August 2010
United States100 Posts
March 15 2014 01:52 GMT
#16
This looks really cool. Cant wait to try it out. Will you ever try and support things like macro mechanics (IE: larvae injections, avg energy on CC / nexus) and screens switches per minute like scelite?
Xorphene
Profile Joined January 2011
United Kingdom492 Posts
March 15 2014 02:05 GMT
#17
This is ridiculously cool, talk about a fantastic tool to monitor personal performance and improve.

Great work.
T: Polt, Fantasy, Flash, Jjakji. P: HerO, Rain, Grubby, SoS. Z: Jaedong, Scarlett, Snute, Life. Casters: ToD, Apollo, MrBitter, Artosis, Day[9].
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 15 2014 15:39 GMT
#18
On March 15 2014 10:52 Valeranth wrote:
This looks really cool. Cant wait to try it out. Will you ever try and support things like macro mechanics (IE: larvae injections, avg energy on CC / nexus) and screens switches per minute like scelite?

Potentially. At the moment, I'm more interested in high level analysis, such as builds, building placements, engagement locations, etc.

However, all the information is available from the replays, as you said. If I can find a way to make that easily viewable over a large number of matches, I'll definitely be getting that in there, too.
I will reduce you to a series of numbers.
-HuShang-
Profile Joined December 2012
Canada393 Posts
March 18 2014 02:00 GMT
#19
Can i copy paste the build order :D? It'd be wicked cool if I could play through a game and then upload it into here and grab the build order.
Professional Starcraft 2 Coach & Caster | Message me for more info or business proposals
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 18 2014 16:15 GMT
#20
Nice idea. I'll can't see why not.
I will reduce you to a series of numbers.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
March 20 2014 12:28 GMT
#21
ohhh, that would be fun data to data mine.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
March 20 2014 12:56 GMT
#22
Very impressive
Defessus
Profile Joined July 2011
United States164 Posts
March 20 2014 12:59 GMT
#23
Great work Gowerly, you are an inspiration to other creators in the community.
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 20 2014 13:35 GMT
#24
I'm adding all of the upgrade icons (parsing the replays is hilarious: Did you know that the upgrade "hydraliskspeed" is the range upgrade for them? And that "HighCapacityBarrels" is Blue Flame?) and Starbow's data as well and then I'm pretty much ready to do a first release.
I will reduce you to a series of numbers.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
March 20 2014 14:33 GMT
#25
I really can't wait for this release I have been dying to see it so I can be more consistent....
RedHoodlum
Profile Joined December 2013
United States9 Posts
March 30 2014 00:41 GMT
#26
I am also eagerly awaiting this release. I have python installed already, so if you have the current version available that would be greatly appreciated!
DeathSoror
Profile Joined March 2010
United States122 Posts
April 01 2014 02:08 GMT
#27
Neat! It looks like the screenshots are from Windows. Will it be available for OSX as well?
Spawningtoolhttp://spawningtool.com - browse replays by players, maps, build orders, and upload your replays to see build orders
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
April 06 2014 14:00 GMT
#28
I'll look into it. It's mainly all .NET/WPF related at the moment, so OSX will have to be a complete port. Java makes me sad, but maybe a port to Qt would be possible.

It turns out I'm dumb and SC2Reader exists (so many random things available!) so I'm investigating as to whether that will make getting information from replays easier for me.

Stay tuned, I really do hope to get this out and usable within a week.
I will reduce you to a series of numbers.
And G
Profile Joined May 2012
Germany491 Posts
April 06 2014 16:24 GMT
#29
In the "show" drop-down list of the heat map window, what else is there available apart from "buildings" and "unit deaths"? As a mapmaker, I think it's not only interesting where fights occured, but also what the common harass routes are and so on. Basically, if a heat map would show just where units generally are (e.g. captured in 10-second intervals) that would be very helpful. If possible, showing only specific kinds of units would be even more awesome, e.g.:
  • Ground army units on move (or a-move) command
  • Air units
  • Overlords
  • Observers
  • Burrowed banelings
  • Units that have just killed a worker
Not sure how feasible any of that is. Ideally, when grouping several unit types together, they would also be weighted by supply or cost, and maybe in addition to the "up to" slider you'd also have an analogous "up from" slider, since on most maps the early game will focus on certain "mid lanes". I think for example HS will look much better when excluding the first 10 or 15 minutes.

Just some crazy ideas here...
not a community mapmaker
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
April 06 2014 17:30 GMT
#30
On April 07 2014 01:24 And G wrote:
In the "show" drop-down list of the heat map window, what else is there available apart from "buildings" and "unit deaths"? As a mapmaker, I think it's not only interesting where fights occured, but also what the common harass routes are and so on. Basically, if a heat map would show just where units generally are (e.g. captured in 10-second intervals) that would be very helpful. If possible, showing only specific kinds of units would be even more awesome, e.g.:
  • Ground army units on move (or a-move) command
  • Air units
  • Overlords
  • Observers
  • Burrowed banelings
  • Units that have just killed a worker
Not sure how feasible any of that is. Ideally, when grouping several unit types together, they would also be weighted by supply or cost, and maybe in addition to the "up to" slider you'd also have an analogous "up from" slider, since on most maps the early game will focus on certain "mid lanes". I think for example HS will look much better when excluding the first 10 or 15 minutes.

Just some crazy ideas here...

Unsure about this one as of yet.
The problem with this is that unit positions aren't really stored in snapshots of game (for some reason, unless they're damaged), so finding out where units are doesn't seem doable. I could be wrong, however, and I'll keep looking.

The reason this doesn't exist is because it doesn't need to. The game re-simulates the replay from the data that's saved (which is generally just user input), so unit positions don't need to be saved, as they'll be worked out when the game is simulated.

This is the reason why you can't really just jump forward in a replay, the game simulates at x8 - x16 speed to get to that point.
I will reduce you to a series of numbers.
_Epi_
Profile Joined February 2014
Germany158 Posts
April 09 2014 14:56 GMT
#31
When is this going to be released?
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
April 22 2014 08:58 GMT
#32
I'm still porting some of the information over to SC2 reader and getting unit statistics from it.
It's taking a bit longer than I'd hoped because I'm slow and easily distracted.

On the plus side it's helping me get the tool to differentiate between HotS games and Starbow games, which means I can release the tool for both games at the same time!
I will reduce you to a series of numbers.
Kiaph
Profile Blog Joined July 2012
112 Posts
May 27 2014 21:39 GMT
#33
Just wondering if there will be an update for this soon.

I am considering subscribing to a replay analysiser program, but none of them have near as much to offer as yours, in terms of positional / depth of multiple replay anaylsis.

GG tracker is amazing.. indvidually

sc2replaystats... also amazing but more so for more improvement over time

and yours gives this raw data of whats working, and whats not working, where pylons are, and the ability to filter threw and find key timings that are causing greef.

im not really sure what to get.. with their was trails lol, but you should really get a simulaa website up and running, cause as i said.. i really like how the depth of your analyzer :D

.. anyways just checking in on the status.. of whether or not you will release this :D
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
June 04 2014 12:28 GMT
#34
Yeah, I've been awful, I'm sorry.

I've successfully ported it to use SC2reader to give me the data from the replays. I'm now adding what I hope to be a player overview, which I think could be cool, as a quick look at a player, effectively grading them at aspects of the game.
I'm having trouble making the SC2reader python code into a standalone executable, but I can just thrust python at you until then.

But it runs again now so I'll be hunkering down at it over the next week.
I will reduce you to a series of numbers.
FanaHOVA
Profile Joined June 2014
Italy4 Posts
June 04 2014 13:19 GMT
#35
This looks sick. I know Python and I also have experience in design, hit me up if you need some help in the future!
"How do you transition from a 6 pool?" "You transition into loosin' all ya f*in base."
Valeranth
Profile Joined August 2010
United States100 Posts
July 14 2014 06:58 GMT
#36
Are you still planing on releasing this? Would be awesome.
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
July 14 2014 09:28 GMT
#37
Yeah, I'll be posting a blog today about the progress and plans for release.

I've been trying to put in a rudimentary search system so that you can plot X against Y for a bunch of things, e.g. "Number of Marines made in a game vs Winrate", to see if correlations happen.

A lot of that has become how to present the data and how to make it useful. However, my data science knowledge is terrible, so I'm making it up as I go along, which is slowing me down!
I will reduce you to a series of numbers.
Valeranth
Profile Joined August 2010
United States100 Posts
July 15 2014 00:51 GMT
#38
Ahh, its fine. Take your time. Its going to be a very cool project.
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
July 15 2014 07:42 GMT
#39
Okay I didn't finish the feature. Apparently I can't math any more.
TONIGHT, MAYBE.
I will reduce you to a series of numbers.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 16 2014 13:21 GMT
#40
Math overrated. Just get some pretty colours and we will be happy. :p
kalstrams
Profile Joined July 2011
33 Posts
August 09 2014 23:02 GMT
#41
On July 15 2014 09:51 Valeranth wrote:
Ahh, its fine. Take your time. Its going to be a very cool project.

Want to second this. I'm looking forward to StarGraphed.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2014-09-08 17:32:14
September 08 2014 17:07 GMT
#42
Any update on this program? There is no download link right? I cant seem to find it anyway.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Valeranth
Profile Joined August 2010
United States100 Posts
September 10 2014 21:50 GMT
#43
On September 09 2014 02:07 Liquid`Jinro wrote:
Any update on this program? There is no download link right? I cant seem to find it anyway.

Don't think there has been anything. Been checking this page out every week or so.
Hoping its not a dead project.
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
September 11 2014 07:32 GMT
#44
Hello, hello.
I was having trouble getting useful comparators for the actual graphing section. I'll update tonight with the garbage I'd managed to put on the screen.

I will probably see if I can package what I have up for people to try out this weekend. Sorry it's been taking so long, I've been rather distracted.
I will reduce you to a series of numbers.
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
September 11 2014 23:39 GMT
#45
Alright, so updates!

Changes
- Added league filtering
- Added custom/ladder filtering
All that standard stuff one would expect from a replay searching tool

Also:
I have most of the graphing done. Quite important when writing something called StarGraphed.

Everything was looking pretty good, and then I got 8000 replays. Suddenly, things weren't looking so good:

[image loading]
Useful, right? nice to know when you're winning or losing

I've been trying to add multiple things that can be searched against... well, other things. I haven't gotten as far as effective SQL-type queries (although it's something I've considered doing, and really want to).

So, what I've been experimenting with is adding some sort of granularity to the graphs. Average values over small timeframes to make sure that I don't just have 3000 data points smooshed into 600 pixels.

This seems to be working reasonably well, but means that some areas of the graph have more data points packed into one than others. However, considering the alternative is to potentially have half of the X Axis as one data point, it makes a lot of sense to do it this way.

What does that look like? Well, let's take Snute's question of "Mutas in ZvT - Show me how many and when vs winrate".
Okay:

[image loading]
Earlier mutas seems to be better

[image loading]
Also more mutas seems to be better

My Data Science studies continues (thanks, coursera!) so I hope to be able to understand enough to create more impressive data to show in the near future.

As it stands, I'm looking to release something within a couple of weekends (before I head off to DH Stockholm to get humiliated). I get fibre internet on the 18th (after a FOUR AND A HALF YEAR DELAY), so that should help with me getting an upload!
I will reduce you to a series of numbers.
RedHoodlum
Profile Joined December 2013
United States9 Posts
October 26 2014 11:59 GMT
#46
So Mr Gowerly, how's the work coming along on this program???
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
October 27 2014 10:13 GMT
#47
Fixed a bunch of crashes and updated the way you enter a filter. I am now deep in working on a parsing engine so people who want to use it don't have to go through the crappy process of installing python, setuptools, s2protocol, etc.
Would rather people just downloaded it and used it!
I will reduce you to a series of numbers.
propagare
Profile Joined April 2013
Germany93 Posts
Last Edited: 2014-12-14 21:03:33
December 14 2014 21:03 GMT
#48
I am very excited to install it after it is finished.

Great work Sir!

gl hf gg
„Great men are forged in fire. It is the privilege of lesser men to bring the flame, whatever the cost.” ~
Basic
Profile Blog Joined June 2010
Canada288 Posts
December 15 2014 02:36 GMT
#49
This looks amazing
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 02 2015 00:38 GMT
#50
It works!

I got off my ass (or onto my ass, pick one) and made it go.
It's not pretty and some of the stuff doesn't work properly right now, but you can put it on your machine and it'll load your replays and give you some stats.

I'll see about getting a trial version out imminently.
I'm sorry for the hilarious lag on doing this.
I will reduce you to a series of numbers.
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
March 08 2015 17:06 GMT
#51
Hello Hello!
Double post so sue me.

I am at the point where I think I can get some people to test some of the features for me.
Bear i mind that this will be a pretty new thing, so the UI is ass and expect standard issues, etc.

If you are interested, please PM me and I'll set you up with what you need to run it.

Thanks!
Gowerly.
I will reduce you to a series of numbers.
bigengel
Profile Blog Joined December 2012
United States5 Posts
March 10 2015 22:53 GMT
#52
Hey Gowerly,

Sent you a PM, this is really cool stuff! Excited to see what I can uncover!
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
April 19 2015 13:53 GMT
#53
Hooray! I am at a release. I am excited to see what peope can do with it!
Here's what's available at the moment:

Configurations:
[image loading]
Select what folder(s) from which to load replays.
Tag your replays - Create multiple tags for extra filtering when exploring builds.
Build orders - Set up builds (some included) to filter games. Examples below.

Build Matchups:
[image loading]
Compare builds. Here is any protoss vs any zerg. However, any build you can create in the configuration pane can be applied here. Find hidden counters in here!

Build Overview:
[image loading]
The first page I ever made for this. What builds are the most popular? Can be shown by time or supply.
Adjustable slider at the top to help show when different builds diverge. Figure out when is best the best time to scout!
Filtered replays can also be copied out of the massive amount of replays you have. Easily grab those replays.

Heat Maps:
[image loading]
The pretty page. See where your units are dying most. Here's all Protoss games where they spawn bottom left on Overgrowth.

[image loading]
Where are you hiding those raxes, Terrans?!

Matchups
[image loading]
See how you're doing in all the matchups over time. Are you getting better at your vs T? Are you improving in general? A really general view for you here.
I don't have any recent replays here, so you just get Life's play in the latter half of 2014's competitions.

If you're interested in helping me check this out, please let me know. I'm excited to hopefully get some more eyes on it before I just do a general release, so it's not me going "Hey look at this" and everyone saying "IT CRASHES AND NOW MY PC IS A DONUT WHY WOULD YOU DO THIS".

Thanks!


I will reduce you to a series of numbers.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
April 19 2015 14:02 GMT
#54
sexy
Team Liquid
Rescawen
Profile Joined April 2010
Finland1028 Posts
April 19 2015 14:21 GMT
#55
programming is hard, you are a hero!
nB)Bouh
Profile Joined July 2011
France35 Posts
April 19 2015 15:06 GMT
#56
Very impressive work !
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