• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:25
CET 20:25
KST 04:25
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
RepMastered™: replay sharing and analyzer site ASL21 General Discussion KK Platform will provide 1 million CNY Recent recommended BW games Gypsy to Korea
Tourneys
[ASL21] Ro24 Group B [ASL21] Ro24 Group C [ASL21] Ro24 Group A [Megathread] Daily Proleagues
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1067 users

Finding the best possible fantasy team

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
longdivision
Profile Joined December 2010
United States170 Posts
Last Edited: 2013-01-01 02:12:03
December 31 2012 07:02 GMT
#1
[image loading]

monk. wrote:
If anyone would like to help with a program that will let us calculate the hypothetical best team including trades, feel free to contact us!


Hopefully, this thread will serve as a hub, for those interested in solving this problem, to find resources, ask questions, and share information.

I'll be updating this thread as new information comes in.



Goal

Given rules and data for Fantasy Proleague '12-13, find the starting line-up and weekly trades that result in the highest point value at the end of the Proleague season (or any arbitrary week).



Resources

General Information and Rules:
Main Thread for Fantasy Proleague '12-13

Data:

Players: Race (P/T/Z), Team, Cost ($)
Teams: Cost ($)
Player Points
Team Points

https://docs.google.com/spreadsheet/ccc?key=0AquXzBNtz3J0dEVYN2dBR3lQUUtobFF1b0FFTHYyM1E

Thanks, to monk. and Spazer, for contributing.



Required Resources (still looking for these)

Have data or know the answer to any of these questions? Feel free to post in the thread or PM me.

I tried to cover everything needed to solve the problem between Resources and Required Resources. If I've overlooked anything, please let me know.

Rules:
How is trade value calculated at the start, and how are changes in trade value calculated week to week?

Given a team with 4 (P), 1 (T), 1 (Z), is it possible to use the 2 weekly main-team trades to make the following trade without breaking the rule for having at least one of each race on a team?
1 (T) -> 1 (Z)
1 (Z) -> 1 (T)

Data:

Player data: Starting Trade Value
Team data: Starting Trade Value
Game data: Player 1, Player 2, Week #, Set #, Winning Player
Cornix
Profile Joined June 2011
United States220 Posts
December 31 2012 07:08 GMT
#2
On December 31 2012 16:02 longdivision wrote:
Rules:
How is trade value calculated at the start, and how are changes in trade value calculated week to week?

I'm pretty sure the trade value at the start of the season was set arbitrarily due to this being the first SC2 proleague, so trade values were set based on opinions/other SC2 results. You'd probably have to ask for the original values.
On December 31 2012 16:02 longdivision wrote:
Given a team with 4 (P), 1 (T), 1 (Z), is it possible to use the 2 weekly main-team trades to make the following trade without breaking the rule for having at least one of each race on a team? (I didn't create a team for the current league, so I can't check.)
1 (T) -> 1 (Z)
1 (Z) -> 1 (T)


No, I don't think you can trade someone at all when they are the last player of that race on your team, so (in the given scenario) you'd have to bounce a toss first for a t/z to trade out the other.
iS.SunnY, writer extraordinaire. Miami CSL!
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-12-31 08:05:07
December 31 2012 07:39 GMT
#3
http://www.teamliquid.net/staff/monk/fantasy_proleague/fpl_lp_season1_data.xlsx

This is the file I've been using thus-far to calculate optimal teams without trades. It uses linear optimization, but this method isn't viable/efficient to calculate teams with trades and including trades goes beyond the scope of my algorithm/programming knowledge. However, this will be useful to you to extract players, initial costs, and races.

Edit: Updated file to include a page on teams. DL this new file please.
Moderator
longdivision
Profile Joined December 2010
United States170 Posts
December 31 2012 07:40 GMT
#4
On December 31 2012 16:08 Cornix wrote:
Show nested quote +
On December 31 2012 16:02 longdivision wrote:
Rules:
How is trade value calculated at the start, and how are changes in trade value calculated week to week?

I'm pretty sure the trade value at the start of the season was set arbitrarily due to this being the first SC2 proleague, so trade values were set based on opinions/other SC2 results. You'd probably have to ask for the original values.
Show nested quote +
On December 31 2012 16:02 longdivision wrote:
Given a team with 4 (P), 1 (T), 1 (Z), is it possible to use the 2 weekly main-team trades to make the following trade without breaking the rule for having at least one of each race on a team? (I didn't create a team for the current league, so I can't check.)
1 (T) -> 1 (Z)
1 (Z) -> 1 (T)


No, I don't think you can trade someone at all when they are the last player of that race on your team, so (in the given scenario) you'd have to bounce a toss first for a t/z to trade out the other.


So Trade Value wasn't set in relation to Point Value? That's a bummer. Hopefully the file with initial values still exists on someone's harddrive.

Is it only possible to trade 1 player at a time in the trade UI? If both players were exchanged at the same time, it seems like the trade should be allowed.
Gfire
Profile Joined March 2011
United States1699 Posts
December 31 2012 07:45 GMT
#5
On December 31 2012 16:40 longdivision wrote:
Is it only possible to trade 1 player at a time in the trade UI? If both players were exchanged at the same time, it seems like the trade should be allowed.

I think as long as you do both trades during the same "trading session" then it would work.
all's fair in love and melodies
longdivision
Profile Joined December 2010
United States170 Posts
Last Edited: 2012-12-31 08:02:40
December 31 2012 07:59 GMT
#6
On December 31 2012 16:39 monk. wrote:
http://www.teamliquid.net/staff/monk/fantasy_proleague/fpl_lp_season1.xlsx

This is the file I've been using thus-far to calculate optimal teams without trades. It uses linear optimization, but this method isn't viable/efficient to calculate teams without trades and including trades goes beyond the scope of my algorithm/programming knowledge. However, this will be useful to you to extract players, initial costs, and races.


Thanks, I'll repost the data in csv format when I get a chance.

I've briefly thought about how to approach this problem, and I think it's a bit more complicated than it seems at first glance. Given the number of players, trades, and weeks of competition, I'm not sure brute force is a viable option. If brute force is not viable, then I am probably in over my head as well. I welcome the challenge, though. My current job provides very rare chances to improve my programming skills.
longdivision
Profile Joined December 2010
United States170 Posts
December 31 2012 08:03 GMT
#7
On December 31 2012 16:45 Gfire wrote:
Show nested quote +
On December 31 2012 16:40 longdivision wrote:
Is it only possible to trade 1 player at a time in the trade UI? If both players were exchanged at the same time, it seems like the trade should be allowed.

I think as long as you do both trades during the same "trading session" then it would work.


Can anyone confirm this definitively or experimentally?
Gfire
Profile Joined March 2011
United States1699 Posts
December 31 2012 08:07 GMT
#8
On December 31 2012 16:59 longdivision wrote:
Show nested quote +
On December 31 2012 16:39 monk. wrote:
http://www.teamliquid.net/staff/monk/fantasy_proleague/fpl_lp_season1.xlsx

This is the file I've been using thus-far to calculate optimal teams without trades. It uses linear optimization, but this method isn't viable/efficient to calculate teams without trades and including trades goes beyond the scope of my algorithm/programming knowledge. However, this will be useful to you to extract players, initial costs, and races.


Thanks, I'll repost the data in csv format when I get a chance.

I've briefly thought about how to approach this problem, and I think it's a bit more complicated that it seems at first glance. Given the number of players, trades, and weeks of competition, I'm not sure brute force is a viable option. If brute force is not viable, then I am probably in over my head as well. I welcome the challenge, though. My current job provides very rare chances to improve my programming skills.

Yeah, I was just taking a look at the numbers and I don't think brute force would really work.

You'd at least need a way to quickly identify a team which has no potential of being good so you can skip going through all the following trade possibilities.

Knowing the match results... Would it be reasonable to say that it's couldn't be a good idea to trade for someone who doesn't result in a better score after that week, or is there a situation where it's good to trade for someone even if it doesn't pay off until the following week?
all's fair in love and melodies
longdivision
Profile Joined December 2010
United States170 Posts
December 31 2012 08:26 GMT
#9
On December 31 2012 17:07 Gfire wrote:
Show nested quote +
On December 31 2012 16:59 longdivision wrote:
On December 31 2012 16:39 monk. wrote:
http://www.teamliquid.net/staff/monk/fantasy_proleague/fpl_lp_season1.xlsx

This is the file I've been using thus-far to calculate optimal teams without trades. It uses linear optimization, but this method isn't viable/efficient to calculate teams without trades and including trades goes beyond the scope of my algorithm/programming knowledge. However, this will be useful to you to extract players, initial costs, and races.


Thanks, I'll repost the data in csv format when I get a chance.

I've briefly thought about how to approach this problem, and I think it's a bit more complicated that it seems at first glance. Given the number of players, trades, and weeks of competition, I'm not sure brute force is a viable option. If brute force is not viable, then I am probably in over my head as well. I welcome the challenge, though. My current job provides very rare chances to improve my programming skills.

Yeah, I was just taking a look at the numbers and I don't think brute force would really work.

You'd at least need a way to quickly identify a team which has no potential of being good so you can skip going through all the following trade possibilities.

Knowing the match results... Would it be reasonable to say that it's couldn't be a good idea to trade for someone who doesn't result in a better score after that week, or is there a situation where it's good to trade for someone even if it doesn't pay off until the following week?


Yes, the tricky part seems to be that the starting point/path to an optimal team after week 2 may be different from the starting point/path to the optimal team after week 3 or 4.

Regarding narrowing down choices, I'm a bit too tired to contribute anything useful. I'll be back tomorrow.
Laquendi
Profile Joined October 2010
Finland35 Posts
December 31 2012 17:10 GMT
#10
The optimal anti-team you can probably compute pretty easily with A* and any sort of decent heuristic. My current idea for heuristic (untested and unproven) is to use dynamic programming to get decent lower limit each player and week.

The optimal main-team seems to be much harder problem. It might even be NP-hard since it's essentially longest path problem ( http://en.wikipedia.org/wiki/Longest_path_problem ). Unless someone is able to come up with something really smart we won't be able to prove that we have found the optimal team. It's likely you can get pretty decent results with some probabilistic optimization techniques (maybe something like MAX-MIN Ant System?) or linear programming with heavy restrictions but I'm not very experienced with these methods.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
December 31 2012 17:30 GMT
#11
Unless it counts anti-team I didn't have a until I traded for one... If it does count anti-team, I traded my anti-team terran at the same time.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
Last Edited: 2013-01-09 04:15:35
December 31 2012 23:32 GMT
#12
On December 31 2012 17:07 Gfire wrote:
Show nested quote +
On December 31 2012 16:59 longdivision wrote:
On December 31 2012 16:39 monk. wrote:
http://www.teamliquid.net/staff/monk/fantasy_proleague/fpl_lp_season1.xlsx

This is the file I've been using thus-far to calculate optimal teams without trades. It uses linear optimization, but this method isn't viable/efficient to calculate teams without trades and including trades goes beyond the scope of my algorithm/programming knowledge. However, this will be useful to you to extract players, initial costs, and races.


Thanks, I'll repost the data in csv format when I get a chance.

I've briefly thought about how to approach this problem, and I think it's a bit more complicated that it seems at first glance. Given the number of players, trades, and weeks of competition, I'm not sure brute force is a viable option. If brute force is not viable, then I am probably in over my head as well. I welcome the challenge, though. My current job provides very rare chances to improve my programming skills.

Yeah, I was just taking a look at the numbers and I don't think brute force would really work.

You'd at least need a way to quickly identify a team which has no potential of being good so you can skip going through all the following trade possibilities.

I think brute force is still a viable solution. So far, all of the best teams without trading have used players that are within the top 20 for point gain. In all, I'd say it's pretty safe to ignore the bottom 40-50 players in terms of point gain. So if we take the top 30-40 players in terms of point gain for each week and intersect these sets, we can significantly reduce the number of possible teams.

Knowing the match results... Would it be reasonable to say that it's couldn't be a good idea to trade for someone who doesn't result in a better score after that week, or is there a situation where it's good to trade for someone even if it doesn't pay off until the following week?

If a trade results in net positive gain at any point in the future, that branch should be considered. However, all trades that result in a possible negative or 0 point gain can safely be ignored.

For instance, if we are considering trading player A for player B, and the point differential is -1 in the first new week and +4 in the second, we should consider that branch. We can also safely ignore all possible teams that result from trading player B during the first new week, because we would otherwise end up with a net loss in points.

I've already done a bunch of coding, btw. So far, my program can pull all the data from the FPL page (to get player, race, and cost data). I then parse Liquipedia to get win data. Using all this, I can calculate points gained per player per week. Once the trade value algorithm is figured out, the plan is to figure out and store the trade value for each player per week, and use that to implement some sort of trading function.

Here's an excel spreadsheet with weekly point gains for each player/team.
Outdated.

Edit:
On January 01 2013 02:30 y0su wrote:
Unless it counts anti-team I didn't have a until I traded for one... If it does count anti-team, I traded my anti-team terran at the same time.

Anti-teams have no race restrictions.
Liquipedia
longdivision
Profile Joined December 2010
United States170 Posts
Last Edited: 2013-01-01 04:49:20
January 01 2013 04:36 GMT
#13
On January 01 2013 02:10 Laquendi wrote:
The optimal anti-team you can probably compute pretty easily with A* and any sort of decent heuristic. My current idea for heuristic (untested and unproven) is to use dynamic programming to get decent lower limit each player and week.

Could you describe this approach for those (me included) who are not familiar with the more technical terms?

The optimal main-team seems to be much harder problem. It might even be NP-hard since it's essentially longest path problem ( http://en.wikipedia.org/wiki/Longest_path_problem ). Unless someone is able to come up with something really smart we won't be able to prove that we have found the optimal team. It's likely you can get pretty decent results with some probabilistic optimization techniques (maybe something like MAX-MIN Ant System?) or linear programming with heavy restrictions but I'm not very experienced with these methods.

Yikes. NP means the time to compute a solution grows exponentially with the size of the problem, right? Or at least it's not reducible to polynomial time.

Does anyone know when the league ends? Is it after 10 weeks? I wonder if it is realistic to solve this problem by going through all options.

On January 01 2013 02:30 y0su wrote:
Unless it counts anti-team I didn't have a until I traded for one... If it does count anti-team, I traded my anti-team terran at the same time.

Fascinating... At this point, maybe it is easier to follow the rules as they were presented, instead of trying to model how the rules actually work.
longdivision
Profile Joined December 2010
United States170 Posts
January 01 2013 05:15 GMT
#14
On January 01 2013 08:32 Spazer wrote:
I think brute force is still a viable solution. So far, all of the best teams without trading have used players that are within the top 20 for point gain. In all, I'd say it's pretty safe to ignore the bottom 40-50 players in terms of point gain. So if we take the top 30-40 players in terms of point gain for each week and intersect these sets, we can significantly reduce the number of possible teams.

If a trade results in net positive gain at any point in the future, that branch should be considered. However, all trades that result in a possible negative or 0 point gain can safely be ignored.

These seem like good strategies.

For instance, if we are considering trading player A for player B, and the point differential is -1 in the first new week and +4 in the second, we should consider that branch. We can also safely ignore all possible teams that result from trading player B during the first new week, because we would otherwise end up with a net loss in points.

Could a situation arise where 4 players need to be traded over 2 weeks and trading player A for player B during the first week is the optimal solution?

I've already done a bunch of coding, btw. So far, my program can pull all the data from the FPL page (to get player, race, and cost data). I then parse Liquipedia to get win data. Using all this, I can calculate points gained per player per week. Once the trade value algorithm is figured out, the plan is to figure out and store the trade value for each player per week, and use that to implement some sort of trading function.

Here's an excel spreadsheet with weekly point gains for each player/team.
https://dl.dropbox.com/u/4718/Weekly Point Gain Data.xlsx

Would you be willing to share your code? I'm a fairly inexperienced programmer and want to learn more. I'm interested in how you get data from the FPL page, parse Liquipedia, and how you structure your code.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
January 01 2013 07:33 GMT
#15
On January 01 2013 14:15 longdivision wrote:
Show nested quote +
For instance, if we are considering trading player A for player B, and the point differential is -1 in the first new week and +4 in the second, we should consider that branch. We can also safely ignore all possible teams that result from trading player B during the first new week, because we would otherwise end up with a net loss in points.

Could a situation arise where 4 players need to be traded over 2 weeks and trading player A for player B during the first week is the optimal solution?

With my described method, all I check for in the current week is whether or not a trade returns a net positive gain at any point in the future. If so, then ALL future branches with that trade are considered. To clarify my previous example:

You have option to trade player A for player B.
        Player A    Player B   Net gain from trade
Week 1: +4 +3 -1
Week 2: +2 +6 +4


So if I make the trade, I will have a net gain of +3 from the transaction in 2 weeks, so this branch will be considered. What I'm saying is that it's pointless to consider any branches wherein player B is traded away at the end of week 1, as this will leave us a net loss of -1, defeating the entire purpose of the trade.

The situation you mention (4 players being traded over 2 weeks) is already covered with this.

Show nested quote +
I've already done a bunch of coding, btw. So far, my program can pull all the data from the FPL page (to get player, race, and cost data). I then parse Liquipedia to get win data. Using all this, I can calculate points gained per player per week. Once the trade value algorithm is figured out, the plan is to figure out and store the trade value for each player per week, and use that to implement some sort of trading function.

Here's an excel spreadsheet with weekly point gains for each player/team.
https://dl.dropbox.com/u/4718/Weekly Point Gain Data.xlsx

Would you be willing to share your code? I'm a fairly inexperienced programmer and want to learn more. I'm interested in how you get data from the FPL page, parse Liquipedia, and how you structure your code.

https://github.com/spazer/FPL_Calculator
Written in C# with VS2010
Liquipedia
Waxangel
Profile Blog Joined September 2002
United States33581 Posts
January 02 2013 15:07 GMT
#16
yay, people who do math are on the problem!
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
Last Edited: 2013-01-03 04:39:33
January 03 2013 04:38 GMT
#17
Things I've figured out:
  • Trade value for each week is related to total points (all players with the same total points have the same trade value at the end of the round). Something like (Points / (Games Played / Games Per Week) is a factor. For the current round, final trade value can be found by dividing points by 4.5. The same can be done for other rounds, but the modifier is sometimes 4, sometimes 5.
  • The initial cost of a team/player is factored into trade value. The amount it adds decreases every week, hitting zero at the end of the round.
  • Adjusted trade value is just (trade value * # of matches the team has left to play)
Liquipedia
Chr15t
Profile Joined March 2011
Denmark1103 Posts
January 03 2013 14:38 GMT
#18
I'll take another approach to this. Making a program that stores all good teams from each week, and then i'll try to implement a way to transform high earning teams from week 1 to equally teams next week, using all the rules to ensure i dont get lost along the way. It might be an ugly implementation, but i think the average computer should be able to solve such a problem given a fair time span. I'll keep you guys posted
Insanity: doing the same thing over and over again and expecting different results.
Proseat
Profile Blog Joined February 2012
Germany5113 Posts
January 03 2013 19:57 GMT
#19
Couldn't R1CH pull the actual trade value formulas from the FPL code? Understanding how the trade values increase and decrease and being able to recreate it is key to any intended program to solve the presented problem. Otherwise you will not be able to decide who you could eligibly trade for each week.
The Rise and Fall of SlayerS -- a timeline: http://www.teamliquid.net/blogs/viewblog.php?id=378097
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
January 03 2013 20:16 GMT
#20
On January 04 2013 04:57 Proseat wrote:
Couldn't R1CH pull the actual trade value formulas from the FPL code? Understanding how the trade values increase and decrease and being able to recreate it is key to any intended program to solve the presented problem. Otherwise you will not be able to decide who you could eligibly trade for each week.

That's what we're waiting on at the moment. But that doesn't mean we can't try to figure it out ourselves in the meantime.
Liquipedia
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
15:30
FSL s10 FINALS! PTB vs POG
Freeedom68
Liquipedia
Platinum Heroes Events
15:00
PHSC2 Tour S26 Cup #2
SteadfastSC245
CranKy Ducklings123
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 245
LamboSC2 181
PiGStarcraft60
JuggernautJason58
Vindicta 31
SC2Nice 24
PattyMac 4
StarCraft: Brood War
Britney 22202
Mini 907
EffOrt 587
Shuttle 326
firebathero 122
Soulkey 120
hero 87
IntoTheRainbow 13
Dota 2
Gorgc7902
Counter-Strike
fl0m4603
byalli1091
Super Smash Bros
hungrybox261
Heroes of the Storm
Khaldor526
Liquid`Hasu472
MindelVK21
Other Games
summit1g4114
Grubby2375
ArmadaUGS730
Beastyqt615
Trikslyr42
Organizations
Other Games
gamesdonequick1864
StarCraft 2
angryscii 30
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• printf 27
• CranKy Ducklings SOOP4
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• Kozan
• AfreecaTV YouTube
• intothetv
StarCraft: Brood War
• Airneanach63
• HerbMon 18
• Michael_bg 5
• Pr0nogo 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota272
League of Legends
• Jankos1742
Other Games
• imaqtpie972
• Shiphtur137
Upcoming Events
BSL
35m
RSL Revival
14h 35m
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
16h 35m
BSL
23h 35m
Replay Cast
1d 4h
Replay Cast
1d 13h
Afreeca Starleague
1d 14h
Light vs Calm
Royal vs Mind
Wardi Open
1d 15h
Monday Night Weeklies
1d 20h
OSC
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Rush vs PianO
Flash vs Speed
Replay Cast
3 days
Afreeca Starleague
3 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
Replay Cast
6 days
RSL Revival
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-03-27
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.