• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:48
CEST 19:48
KST 02:48
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! https://www.facebook.com/Eco.Fuel.Reviews/ Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
How to Watch RedNote Short Dramas in the United St Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory
Brood War
General
ASL22 General Discussion StarCraft 64 is coming to Philly at SC4ALL II BW General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6 KCM Race Survival 2026 Season 3 2v2v2v2 Tournament
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread Diablo 2 thread
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
European Politico-economics QA Mega-thread US Politics Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3833 users

BoxeR: "AlphaGo won't beat humans in StarCraft" - Page 26

Forum Index > SC2 General
568 CommentsPost a Reply
Prev 1 24 25 26 27 28 29 Next All
Ernaine
Profile Joined May 2017
60 Posts
May 28 2017 02:20 GMT
#501
On May 28 2017 11:08 Poopi wrote:
Show nested quote +
On May 28 2017 10:31 Ernaine wrote:
Your post starts with 'In chess, [...], but I am not allowed to talk about chess?

Most things you say here seem contradictory or just overall not very well thought out. Ok, so now you say you prefer not to play vs AI. Fine. But earlier you and other suggested that it is pointless to play a game when there is AI that is better than the best human.

You only registered in 2010, so maybe your way of posting is understandable. Especially after you admitted that you play to humiliate other people, the knowledge that they feel worse about themselves because of you, and that is where you find your satisfaction.

You can not tell if I am trolling? Maybe that is what happens when a scientist talks to an illiterate college kid? They don't know if they are hit with knowledge bombs, or being trolled?

What?
I said firstly to have fun with my opponent. Because that's exactly what is is. If you win you get to boast, while if you lose it's the opponent.


Again, let me point out how an immature, narrow-minded sense of what 'fun' is this is.


Everyone on TL knows what people mean when saying "mechanics", at least most people have a rough idea.
The fact that you seemingly don't know this and rather speak from an outside perspective is really weird on such a forum.


This all came from this claim of yours:

On May 28 2017 08:59 Poopi wrote:
In chess, mechanics don't matter, ...


Which I dispute. Mechanics are important in chess, in the sense I like how the word can be applied. But the issue is, it is poorly defined. And since you seem to know very little about either AI, chess, CS, algorithms, or anything else, I don't see a point in debating that with you.

The fact that you cherry pick what suits you best also increase the probability of trolling.



Sadly, you pick your own words.
Poopi
Profile Blog Joined November 2010
France13012 Posts
May 28 2017 02:28 GMT
#502
The fact that you attack my knowledge and the previous attack (scientist vs illetrist) confirms that you are trolling, since you are obviously trying to trigger me into being angry, which is what trolls do.

Sadly you tried to bait the worst candidate for this :x.
Hopefully you'll have more luck in your next troll attempts!
WriterMaru
t'iELhizHedt
Profile Blog Joined May 2017
2 Posts
May 28 2017 04:44 GMT
#503
There is no way humans beat AI. Is he talking about some form of handicap for the AI?
XenoX101
Profile Joined February 2011
Australia729 Posts
May 28 2017 06:44 GMT
#504
On May 28 2017 02:55 loginn wrote:
Show nested quote +
On May 28 2017 00:16 LetaBot wrote:
On May 27 2017 21:55 XenoX101 wrote:
One problem with AI learning a game like SC2 is that it can't speed up the learning process without access to the game code. (I.e. it cannot play 1,000,000,000 games against itself to learn optimal strategies). So it can only play games at the same pace as humans to gather information. The good part is that it can play 24/7 where a normal player can only play 12/7, and the amount of information it can gather per match is much higher than an AI. It could technically make more precise calculations about engagements than any player.

However it may also be possible for the AI to play games in its "head", if it plays enough games to be able to understand the game mechanics well enough. So then even if it can't physically play a lot of games, it can simulate them at a much faster rate than a human can play them. Technically if its mental model is accurate enough it could bypass playing games altogether, and rely solely on its understanding of the game to run "game experiments" in its head. But the flipside is that unlike Go there are too many possible outcomes for each game, such that you would need an incredibly powerful supercomputer to run through even a small fraction of them. So the AI would have to be very well optimized to only look at "worthwhile" simulations, and ignore the billions of not so valuable simulations (e.g. how to deal with mass reapers or a similarly weak startegy) that would only waste processing time.

EDIT: Thinking about this more I see one way that humans can still win, and that is through "sub-optimal" play that the AI would not expect or would be willing to gamble losing to because most players wouldn't do it. This would be something like a DT rush against someone going Robo tech with observers, or a transition into mass Muta after Terran has gone viking. If the AI doesn't scout it, it would not expect this kind of play. On average it will still likely win most games because of the balance of probabilities, but it would not win 100% due to these kind of oddball games where it would have to predict stupidity. Though this is more reflective of the game itself than the AI, where there are always going to be games that lead to inevitable build order losses. So the real test isn't whether AI can always beat human players, or even if it can beat the best players, but whether it can do so with a higher winrate than any existing player, i.e. greater than Flash's 70% in all matchups.



Deepmind works closely together with Blizzard, so they will probably have some way to speed up the game. Sub-optimal play won't work either, since even in BW there are bots that can consider the possible build orders and unit compositions based purely on the time of the game (there are only so many minerals you can gather in a certain amount of time).

The main issue of bots right now is actually micromanagement. Even with unlimited apm you still have to make tactical decisions, which bots aren't good at yet.


Blizzard already confirmed that the API will allow AIs to play the game as slowly/fast as they want and obviously, unless someone is watching the game, there is no rendering necessary so that's a major part of the workload for every tick of the game that's removed. So now the only limit is computer power which we know google has heaps of.

Btw the API's expected functionalities have been documented here for anyone caring to take a look :
Specs

Update 1

Update 2

From the specs one of the most interesting parts is this : The ability to load a replay and examine the state of the game as it plays.

I'm counting on AIs to point mistakes in my play. Actually I'm actively working on that kind of system




Then I think we can classify this as "Assisted AI", since it is allowed to special privileges to the game (fast playback) that human players do not have. This makes it a bit of an easier problem, since it won't need to interpret monitor pixels or rely on ladder match-making to gather info. However this has the downside of making the AI dependent on the source code of SC2, and not transferable to other games, unless those other games also release their APIs to the AI developers.

I guess you can't really blame them since developing AI is hard enough, forcing it to learn with the same limited information that a human has (that is purely visual info) may be outside of reach. But eventually this should be the goal, because if this can be solved, then the AI will be able to learn games that don't readily disclose their source code, or even real-world scenarios that don't have any source code. Evidently this would be a much more powerful, as well as a much more fair AI, since it doesn't need any help from anyone (Blizzard or otherwise) to become good at the game.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
May 28 2017 14:02 GMT
#505
On May 28 2017 15:44 XenoX101 wrote:
Show nested quote +
On May 28 2017 02:55 loginn wrote:
On May 28 2017 00:16 LetaBot wrote:
On May 27 2017 21:55 XenoX101 wrote:
One problem with AI learning a game like SC2 is that it can't speed up the learning process without access to the game code. (I.e. it cannot play 1,000,000,000 games against itself to learn optimal strategies). So it can only play games at the same pace as humans to gather information. The good part is that it can play 24/7 where a normal player can only play 12/7, and the amount of information it can gather per match is much higher than an AI. It could technically make more precise calculations about engagements than any player.

However it may also be possible for the AI to play games in its "head", if it plays enough games to be able to understand the game mechanics well enough. So then even if it can't physically play a lot of games, it can simulate them at a much faster rate than a human can play them. Technically if its mental model is accurate enough it could bypass playing games altogether, and rely solely on its understanding of the game to run "game experiments" in its head. But the flipside is that unlike Go there are too many possible outcomes for each game, such that you would need an incredibly powerful supercomputer to run through even a small fraction of them. So the AI would have to be very well optimized to only look at "worthwhile" simulations, and ignore the billions of not so valuable simulations (e.g. how to deal with mass reapers or a similarly weak startegy) that would only waste processing time.

EDIT: Thinking about this more I see one way that humans can still win, and that is through "sub-optimal" play that the AI would not expect or would be willing to gamble losing to because most players wouldn't do it. This would be something like a DT rush against someone going Robo tech with observers, or a transition into mass Muta after Terran has gone viking. If the AI doesn't scout it, it would not expect this kind of play. On average it will still likely win most games because of the balance of probabilities, but it would not win 100% due to these kind of oddball games where it would have to predict stupidity. Though this is more reflective of the game itself than the AI, where there are always going to be games that lead to inevitable build order losses. So the real test isn't whether AI can always beat human players, or even if it can beat the best players, but whether it can do so with a higher winrate than any existing player, i.e. greater than Flash's 70% in all matchups.



Deepmind works closely together with Blizzard, so they will probably have some way to speed up the game. Sub-optimal play won't work either, since even in BW there are bots that can consider the possible build orders and unit compositions based purely on the time of the game (there are only so many minerals you can gather in a certain amount of time).

The main issue of bots right now is actually micromanagement. Even with unlimited apm you still have to make tactical decisions, which bots aren't good at yet.


Blizzard already confirmed that the API will allow AIs to play the game as slowly/fast as they want and obviously, unless someone is watching the game, there is no rendering necessary so that's a major part of the workload for every tick of the game that's removed. So now the only limit is computer power which we know google has heaps of.

Btw the API's expected functionalities have been documented here for anyone caring to take a look :
Specs

Update 1

Update 2

From the specs one of the most interesting parts is this : The ability to load a replay and examine the state of the game as it plays.

I'm counting on AIs to point mistakes in my play. Actually I'm actively working on that kind of system




Then I think we can classify this as "Assisted AI", since it is allowed to special privileges to the game (fast playback) that human players do not have. This makes it a bit of an easier problem, since it won't need to interpret monitor pixels or rely on ladder match-making to gather info. However this has the downside of making the AI dependent on the source code of SC2, and not transferable to other games, unless those other games also release their APIs to the AI developers.

I guess you can't really blame them since developing AI is hard enough, forcing it to learn with the same limited information that a human has (that is purely visual info) may be outside of reach. But eventually this should be the goal, because if this can be solved, then the AI will be able to learn games that don't readily disclose their source code, or even real-world scenarios that don't have any source code. Evidently this would be a much more powerful, as well as a much more fair AI, since it doesn't need any help from anyone (Blizzard or otherwise) to become good at the game.


Yeah, I see this kind of assistance kind of necessary. Strictly speaking, even with the API's help, the AI itself, making the strategic decisions, is still realized fairly in my opinion, because it doesn't have access to more information than humans do, it just gathers said information in a different way. Creating an AI that can interpret all the information purely (audio)visually as humans do is not strictly a "strategic" task so to say, and I imagine it would be significantly harder to realize than the already impressive goal set for AlphaGo right now (not sure if it would be possible at all currently). It would be closer to a fully functional human AI than to a StarCraft bot, in my opinion.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
December 06 2017 13:59 GMT
#506
Dang! The newest breed of Deepmind's AI, AlphaZero, defeated the top chess engine stockfish after training for only 4 hours!

https://www.theverge.com/2017/12/6/16741106/deepmind-ai-chess-alphazero-shogi-go
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
December 06 2017 14:31 GMT
#507
This was pretty much the "logical" next step after they created Alphago zero. By going "full reinforcement learning" and nothing else, the rules of each games are only new parameters to pass to the program and are not hardcoded into the program anymore. So making the same program play different game was pretty logical.

It's still damn impressive though. Especially since it (allegedly) runs on lighter hardware than all previous Alphago iterations !

However I don't believe they could just "plug" that same program into sc2. All the previous games are kinda similar in structure (perfect information, turn based system, etc), and sc2 is pretty far from that.

Still, by going with a full reinforcement learning approach, AlphaSC2 would evolve with his own meta and not by affected by our meta at all. Looking at that would be super interesting !
AbouSV
Profile Joined October 2014
Germany1278 Posts
December 06 2017 17:37 GMT
#508
I though one of the basic idea was to train in actual matches, not against itself?
sjh
Profile Joined April 2010
Canada136 Posts
December 06 2017 18:17 GMT
#509
On December 07 2017 02:37 AbouSV wrote:
I though one of the basic idea was to train in actual matches, not against itself?


Nah it needs to play against itself to play enough games that it can learn effectively. It learned chess in 4 hours, but played 44 million games. If it was restricted to real-time play it would never get good.
Ceterum ceseo Protatem esse delendam
CrypticCoins
Profile Joined December 2017
8 Posts
Last Edited: 2017-12-06 18:22:54
December 06 2017 18:19 GMT
#510
On December 07 2017 02:37 AbouSV wrote:
I though one of the basic idea was to train in actual matches, not against itself?


My understanding is that they made a new AlphaGo that can learn by solely playing against itself (no external data), and eventually it does massively better than one that has been trained in actual matches (that is, fed previous matches by humans, then allowed to learn through its own games).

I think I heard one commentator say that this new AlphaGo was able to trounce the version that beat Sedol. That's pretty amazing to me, considering how crazy good the normal AlphaGo was.
Mendelfist
Profile Joined September 2010
Sweden356 Posts
December 06 2017 18:28 GMT
#511
On December 06 2017 23:31 LoneYoShi wrote:It's still damn impressive though. Especially since it (allegedly) runs on lighter hardware than all previous Alphago iterations !

I want to point out that the hardware used for AlphaZero and Stockfish was very different. According to the development forum for Stockfish AlphaZero used 4 TPUs of 45 teraflops each which vastly outmatched the hardware used for Stockfish. If given the same processing power it's not at all clear that AlphaZero would have won.
GoloSC2
Profile Joined August 2014
713 Posts
December 06 2017 18:54 GMT
#512
On December 07 2017 03:28 Mendelfist wrote:
Show nested quote +
On December 06 2017 23:31 LoneYoShi wrote:It's still damn impressive though. Especially since it (allegedly) runs on lighter hardware than all previous Alphago iterations !

I want to point out that the hardware used for AlphaZero and Stockfish was very different. According to the development forum for Stockfish AlphaZero used 4 TPUs of 45 teraflops each which vastly outmatched the hardware used for Stockfish. If given the same processing power it's not at all clear that AlphaZero would have won.


Hmm, in the forum (I assume I found the same one as you) they also mention that the paper states AlphaZero evaluates about 80k positions per turn while Stockfish evaluates 70 million. So I don't think it has much to do with the hardware. I'm not sure if the TPUs are used for learning in which case that would just take longer, but still.
"Code S > IEM > Super Tournament > Homestory Cup > Blizzcon/WESG > GSL vs The World > Invitational tournaments in China with Koreans > WCS events" - Rodya
Mendelfist
Profile Joined September 2010
Sweden356 Posts
December 06 2017 19:25 GMT
#513
On December 07 2017 03:54 GoloSC2 wrote:
Hmm, in the forum (I assume I found the same one as you) they also mention that the paper states AlphaZero evaluates about 80k positions per turn while Stockfish evaluates 70 million. So I don't think it has much to do with the hardware. I'm not sure if the TPUs are used for learning in which case that would just take longer, but still.

The number of evaluated positions per turn or second is not relevant when comparing different engines. AlphaZero gets its strength from a very good and processing heavy evaluation function, hence its slow speed.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
December 06 2017 19:26 GMT
#514
On December 07 2017 03:54 GoloSC2 wrote:
Show nested quote +
On December 07 2017 03:28 Mendelfist wrote:
On December 06 2017 23:31 LoneYoShi wrote:It's still damn impressive though. Especially since it (allegedly) runs on lighter hardware than all previous Alphago iterations !

I want to point out that the hardware used for AlphaZero and Stockfish was very different. According to the development forum for Stockfish AlphaZero used 4 TPUs of 45 teraflops each which vastly outmatched the hardware used for Stockfish. If given the same processing power it's not at all clear that AlphaZero would have won.


Hmm, in the forum (I assume I found the same one as you) they also mention that the paper states AlphaZero evaluates about 80k positions per turn while Stockfish evaluates 70 million. So I don't think it has much to do with the hardware. I'm not sure if the TPUs are used for learning in which case that would just take longer, but still.


Yeah, but they gave Stockfish 64 cores and only a 1 GB hash which is pretty sub-optimal no matter how you cut it.
saalih905
Profile Joined June 2017
8 Posts
December 06 2017 19:45 GMT
#515
An AI being successful at BW would probably be the same as if passing the Turing Test. There are aspects of BW that I don't think can be learnt by a machine. Remember, AI can never be intuitive, so it can never want or need. Baduk is turn based, so the AI makes it's move accordingly- when will an AI want to or need to attack his opponent in BW? Never.
Mendelfist
Profile Joined September 2010
Sweden356 Posts
December 06 2017 19:52 GMT
#516
In any case, I'm not trying to downplay Deepminds success here. The mindboggling thing is that Alphazero got it's world class strength by self play in four hours and no human input, not that it beat Stockfish, which is questionable.
GothGirlGames
Profile Joined September 2017
167 Posts
December 06 2017 20:21 GMT
#517
An AI need a fixed set of rules to be really strong, most if not all boardgames maintain the same ruleset forever, hence AI can get extremly good at them.
Starcraft 2 have patches that in a way changes alot of things, or even add or remove something from the game.

The most logical way as I see it for AI would be to be set to pick random and then teached to execute the most hard-to-stop cheeses with every race. Then maybe it would do top GM performances, because it might to late to scout and if the human throws down a wall of turrets/bunkers the AI would be made so it either cancels the rush and goes economy or find other path such as transport the forces behind the turrets or take map control.

Anyhow, many theorys about this subject. My main point is that Starcraft is a game that has rule-changes and diffrent maps, chess and GO etc is on a fixed set of rules on a fixed map/board.
DSh1
Profile Joined April 2017
292 Posts
December 06 2017 20:41 GMT
#518
On December 07 2017 04:45 saalih905 wrote:
An AI being successful at BW would probably be the same as if passing the Turing Test. There are aspects of BW that I don't think can be learnt by a machine. Remember, AI can never be intuitive, so it can never want or need. Baduk is turn based, so the AI makes it's move accordingly- when will an AI want to or need to attack his opponent in BW? Never.


But there are also some aspects that the AI has the advantage in. E.g. it has the potential to use its apm more efficiently than any human opponent.
GoloSC2
Profile Joined August 2014
713 Posts
December 07 2017 10:05 GMT
#519
On December 07 2017 05:21 GothGirlGames wrote:
An AI need a fixed set of rules to be really strong, most if not all boardgames maintain the same ruleset forever, hence AI can get extremly good at them.
Starcraft 2 have patches that in a way changes alot of things, or even add or remove something from the game.

The most logical way as I see it for AI would be to be set to pick random and then teached to execute the most hard-to-stop cheeses with every race. Then maybe it would do top GM performances, because it might to late to scout and if the human throws down a wall of turrets/bunkers the AI would be made so it either cancels the rush and goes economy or find other path such as transport the forces behind the turrets or take map control.

Anyhow, many theorys about this subject. My main point is that Starcraft is a game that has rule-changes and diffrent maps, chess and GO etc is on a fixed set of rules on a fixed map/board.


While you're right in that the rules of SC2 change with patches, I think that's not that big a problem as you'd just have to run the learning process again. I mean, humans have to adapt to the new patch as well.
Also "teaching" the AI to cheese is probably the worst approach, at least AlphaGo's strength improved with less restrictions from the programming side. AlphaGo changed the Go meta if you will, it's whole point is not to do well what humans came up with but to find strategies/tactics on it's own.
I don't want to necessarily disagree with you, because the as you say Go/Chess and SC2 (or SC:R for that matter) are very different, but after reading a bit into it I find it hard to stay skeptical of the AI's potential.

"Code S > IEM > Super Tournament > Homestory Cup > Blizzcon/WESG > GSL vs The World > Invitational tournaments in China with Koreans > WCS events" - Rodya
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
December 07 2017 10:27 GMT
#520
It is just boardgames, if you have a generalish algorithm to win at Go then it makes sense you could use the same algorithm to win at chess. And if you have a really good algorithm for Go, then improving it slightly (for a game like Go where it has no competition other than a previous version of itaelf, and where the better player always wins), will create these results of a seemingly unbeatable engine.

But they clearly can’t just trivially adapt this algorithm to SC2, or else they would have done it by now. AlphagoZero only needed hours or days of training.

I would guess they don’t have to start from scratch, but it might be awhile before they know how to use these techniques for SC2.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Prev 1 24 25 26 27 28 29 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft499
mouzHeroMarine 392
ProTech78
UpATreeSC 75
MindelVK 21
StarCraft: Brood War
Britney 20700
Larva 308
Shuttle 214
Rush 211
hero 70
Hyuk 66
Dewaltoss 34
sSak 23
scan(afreeca) 20
Sexy 15
[ Show more ]
yabsab 15
Dota 2
qojqva4687
Counter-Strike
fl0m5420
x6flipin283
Heroes of the Storm
XaKoH 140
Other Games
singsing1822
FrodaN1049
Beastyqt757
Grubby494
ceh9340
B2W.Neo266
ArmadaUGS137
C9.Mang051
Rex17
gofns15
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 66
• mYiSmile122
• Reevou 5
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• intothetv
• Kozan
StarCraft: Brood War
• Michael_bg 8
• Pr0nogo 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2374
• imaqtpie1367
• TFBlade709
• Shiphtur557
Other Games
• WagamamaTV264
Upcoming Events
OSC
2h 12m
Replay Cast
6h 12m
Escore
16h 12m
PiG Sty Festival
18h 12m
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
Big Brain Bouts
22h 12m
Nicoract vs Neeb
TriGGeR vs ShoWTimE
CranKy Ducklings
1d 16h
PiG Sty Festival
1d 18h
herO vs Krystianer
Solar vs Cure
IPSL
1d 22h
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
Maru vs Shameless
Reynor vs TriGGeR
[ Show More ]
IPSL
2 days
OSC
3 days
Afreeca Starleague
3 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
3 days
The Patches Monday
3 days
Afreeca Starleague
4 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
6 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-08-12
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
PiG Sty Festival 8.0
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

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.