[HN Gopher] Brood War Korean Translations
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       Brood War Korean Translations
        
       Author : todsacerdoti
       Score  : 198 points
       Date   : 2025-01-17 17:15 UTC (5 hours ago)
        
 (HTM) web link (blog.sourcedive.net)
 (TXT) w3m dump (blog.sourcedive.net)
        
       | ZeWaka wrote:
       | I wonder how well AI audio generation would work here, to produce
       | a voiceover video like the original input.
        
       | jayd16 wrote:
       | Neat. I wonder what Google Translate uses these days and if its
       | gotten or will receive an update to a new LLM.
        
       | leshokunin wrote:
       | Don't let the title fool you: this is anextremely thorough and
       | creative take on translating and making more approachable the
       | commentary of StarCraft.
       | 
       | As the author rightly points out, in its 27 years of existence,
       | commentary around the game has become a domain specific language.
       | Not just Korean or English.
       | 
       | This approach of automated scripting and using AI to understand
       | roughly what was said and then make it coherent is really cool.
        
       | amatecha wrote:
       | If the author sees this: with yt-dlp you can download lower
       | quality versions of videos to save bandwidth, like so:
       | yt-dlp -f "bv[height<=720]" <url>
       | 
       | (where <url> is your URL or video ID)
       | 
       | That will download up to 720p quality.
        
         | doctor_phil wrote:
         | The author mentions just downloading the audio track. That's a
         | lot less data than downloading any video at all. ;)
        
       | sharkjacobs wrote:
       | I get that it's "wrong" but I really like the translation of
       | "natural expansion" to "courtyard"
        
       | jaeyounkg wrote:
       | This was an fun read, as someone who's both a Korean BW player
       | and a speech recognition researcher.
       | 
       | It's interesting to note that the original Korean transcription
       | already has many errors, seemingly (and impressively) corrected
       | by LLMs later on. For example, 12 anmadang bildeu (12 courtyard
       | build) is actually 12 apmadang bildeu (12 frontyard build), which
       | might have been more understandable to BW players. Similarly
       | tueceori bildeu (processing-at-two build? makes no sense lol)
       | should have been transcribed tuhaeceori bildeu (two-Hatchery
       | build).
       | 
       | Therefore it may also be helpful to directly feed the slang
       | dictionary into Whisper's inference process using contextual
       | biasing. There are lots of ways to do this, but the simplest
       | would be to increase the probability of slang words in the
       | dictionary in the final prediction layer of Whisper by a constant
       | factor. This is fairly easy to implement, for example by using
       | HuggingFace's library:
       | https://huggingface.co/docs/transformers/en/internal/generat...
        
         | bee_rider wrote:
         | Do they actually use the Korean word for, like, tossing
         | something to refer to the Protoss? That's a pretty funny cross-
         | language pun if so.
        
           | jaeyounkg wrote:
           | Haha, no I acutually never associated this with the English
           | word toss lol.
        
           | asdasdsddd wrote:
           | Half of the words in the Korean blurb are just romanizations.
           | Even build is just bil-deu
        
           | sushid wrote:
           | No, Protoss is just toseu, which is just hangulization of
           | "Toss" aka Protoss.
        
         | chongli wrote:
         | I am a StarCraft fan and I have no idea what a courtyard or a
         | frontyard is supposed to be! However I do know that the names
         | of buildings, units, technologies, and strategies are usually
         | heavily abbreviated in English. Perhaps the same is true in
         | Korean? A 12 barracks build would usually just be called "12
         | rax", a two hatchery mutalisk build would be called "2 hatch
         | muta", and a three hatchery hydralisk timing attack / all-in
         | would be called "3 hatch hydra bust".
        
           | rcthompson wrote:
           | I believe the equivalent term used in English (exhibited in
           | the new translation) is "natural", short for "natural
           | expansion", which refers to the obvious location where the
           | player should build their first expansion. It sounds like the
           | term used in Korean for this concept literally means "front
           | yard" rather than matching the English term.
        
             | Reason077 wrote:
             | Makes sense. And presumably the 12 means that you expand to
             | your natural ("courtyard") with your 12th worker unit
             | (probe, in the case of protoss).
        
           | starcraftgamer wrote:
           | A lot of Korean slang is a little different. Source: not
           | Korean but have been in the English community a long time and
           | picked some stuff up.
           | 
           | "1rax double" is equivalent to "1rax expand" or "1rax CC".
           | They use multi or double to mean expand in the early game.
           | Instead of "cheese" or "all-in" they use "pil-sal-gi" which
           | means ace/joker card or "han-bang" which means an army or
           | attack on few resources.
           | 
           | I am not sure what short-hand they use for barracks, gateway,
           | etc.
        
             | chongli wrote:
             | _Instead of "cheese" or "all-in" they use "pil-sal-gi"
             | which means ace/joker card_
             | 
             | That's a really interesting one to me! One thing I've
             | noticed is that Koreans do not seem to have the same
             | hangups / negative attitude towards cheese strategies as
             | westerners do!
        
       | nfRfqX5n wrote:
       | Pretty cool and shows a clear issue I've seen across any LLM. the
       | language and grammar is so formal/robotic
        
       | mock-possum wrote:
       | As the author points out, this does seem like exactly the kind of
       | language problem that LLM's ought to excel at, and I love that
       | moment of discovery when the testers were so busy discussing the
       | content that they forgot to focus on the accuracy of the
       | translation!
        
       | bee_rider wrote:
       | Dumb question from someone who only played money-maps as a kid:
       | 
       | What do the numbers in front of the building mean? 12 Hatcheries
       | seems like... well, 12 seems like a possible but implausible
       | _number_ of hatcheries to build (hypothetically it is possible of
       | course). And 12 spawning pools is obviously not useful. So that
       | makes me think it is the position in the build order list. But,
       | they list other builds, like:
       | 
       | > The second is the 12 Hatch, 12 Pool, 12 Gas
       | 
       | Which doesn't make a ton of sense in with that parsing. I mean it
       | must not be a straight list. Maybe it is a tree, and 12 is the
       | depth for this building? But that seems late, I can't think of 11
       | buildings to build before gas. Maybe they include units too? Or
       | maybe just drones/overlords?
        
         | narcindin wrote:
         | Is it how many workers you have when you build that building
        
         | zzlk wrote:
         | It's the supply of when you should build it. In the early game
         | it's essentially how many workers you have.
        
         | SynasterBeiter wrote:
         | It denotes how much supply you should have when you start the
         | building. All of your supply at this stage comes from workers,
         | so it's also an indication how many workers you should train.
        
         | LegitShady wrote:
         | In the game you build buildings and units. The units take up
         | "supply" which there is a limit on. At the beginning of the
         | game you mostly just building workers (unless you scout your
         | opponent is going for an extremely early attack), who mine
         | resources and construct buildings.
         | 
         | The numbers indicate the supply you should be at when you build
         | the structure.
         | 
         | so a 12 hatch 12 pool 12 gas means you get to 12 workers and
         | then build those 3 buildings in that order as soon as you have
         | the resources for those.
         | 
         | For zerg the workers actually become the building, so I assume
         | you hit 12, build the hatchery, build another worker, build the
         | spawning pool, build another worker, and then build your gas
         | refinery.
        
           | starcraftgamer wrote:
           | Yes as zerg the lost supply is counted, so you can either go
           | 12 hatch 11 pool 10 gas or 12-12-12 if you want to be a
           | little bit more economically greedy at the expense of making
           | it much harder to hold 8rax in ZvT as an example.
           | 
           | As you get later into the game people who play more seriously
           | also use the in-game clock, or timing a building placement
           | relative to how complete a different building is to determine
           | building timing. This helps with subtleties like whether you
           | lost your scouting worker or not (-1 supply), if the early
           | game got really weird because you had to build more units to
           | hold some aggression, etc.
        
         | stackghost wrote:
         | IIRC it started with "4-pooling" which is when, as Zerg, you
         | build a spawning pool while only having 4 workers (it's been
         | years, forget what they're called), rebuild your 4th worker and
         | then start making zerglings to achieve a super-early attack (a
         | "rush").
         | 
         | Then your opponent calls you all sorts of vile names and
         | questions your sexuality, etc.
        
           | TeMPOraL wrote:
           | That's only if you manage to get the first two zerglings out
           | faster than it takes for opponent's SCVs to arrive at your
           | base and kill your drones (that's the name of Zerg workers)
           | :).
        
         | gs17 wrote:
         | > And 12 spawning pools is obviously not useful.
         | 
         | I vaguely remember a Husky video where he actually did a "9
         | pool" with building 9 spawning pools.
        
           | bee_rider wrote:
           | That would be just a flex or a joke or something, right?
        
             | TulliusCicero wrote:
             | Correct. You can also find the same joke about "6 pool"
             | around 1:38 in this classic music video:
             | https://www.youtube.com/watch?v=WU2mD02HWnk
        
           | moefh wrote:
           | There might be a video where this happens, but I think it's
           | more likely that you're misremembering it; there was a
           | somewhat famous game cast by Husky where Cella[1] (a
           | professional player) was joking around on the Internet
           | playing 2v2 (2 teams of 2 players each).
           | 
           | He asked his partner what strategy he should use, the person
           | responded with "13 gate" (meaning: keep building probes until
           | you have 13, then build your first warpgate). Cella pretended
           | to misunderstand and instead built 13 warpgates, which is a
           | horrible strategy, but they still won the game. They only won
           | because his partner could barely defend him in early game
           | while he was building the warpgates. After surviving early
           | game, it wasn't a fair fight even with a horrible strategy,
           | because it's a professional against "normal" people on the
           | Internet.
           | 
           | I don't think the video exists anymore, Husky famously
           | removed his whole channel with a lot of StarCraft 2 early
           | history, but I found this Reddit thread[2] talking about the
           | game (WeRRa was Cella's team at the time, that's why they
           | call him CellaWeRRa).
           | 
           | [1] https://liquipedia.net/starcraft2/Cella
           | 
           | [2] https://www.reddit.com/r/starcraft/comments/dyjk9/cellawe
           | rra...
        
         | TulliusCicero wrote:
         | People already explained that's it's how much supply you have.
         | 
         | In practice this is easier for people to use than actual clock
         | timings, because it's more robust to delays or interference. If
         | you remember "third rax at 30 supply" then even if you're
         | playing a little slow, you will still know roughly when to
         | build that. But if you memorized exact clock timings and now
         | you might be 20+ seconds behind, it's hard to know when you
         | should fit in the new building.
         | 
         | It's not perfect of course, and if you get cheesed and the game
         | goes weird then you'll have to start improvising rather than
         | relying on just supply timings, a lot of times after a cheese
         | where neither side definitely wins, the balance between tech
         | and economy is now very non-standard and you can't rely on
         | conventional rules of thumb anymore.
        
         | Reason077 wrote:
         | Doesn't it mean you build your expansion once you have 12
         | worker units?
        
       | TheAceOfHearts wrote:
       | I really wish someone with the resources and connections could
       | get in touch with South Korean broadcasters in order to get
       | access to their archives so that more historical games could get
       | uploaded and re-commentated for a western audience.
       | 
       | My favorite Brood War slang term is Ee Han Timing [0]: basically
       | when you take a risky build that has to do damage in a small
       | timing window. A ton of exciting Brood War moments come from
       | exploiting tiny timing windows.
       | 
       | [0] https://liquipedia.net/starcraft/Ee_Han_Timing
        
         | debo_ wrote:
         | Artosis was doing this with historical games and then he
         | started getting DMCAed from the copyright holders of the
         | original broadcasts.
        
           | TheAceOfHearts wrote:
           | Yeah, I heard about that. Someone with enough resources and
           | connections could probably license the rights, but I doubt it
           | would ever be profitable. Still, I really hope that this key
           | part of gaming history doesn't end up lost.
        
         | karmakaze wrote:
         | That's much of the game in a nutshell, in varying degrees. If
         | one player makes many units and the other is instead collecting
         | resources, the first player has to do damage to equalize or
         | else the other player got away with it and the first is way
         | behind. At the top levels, smaller actions like making one or
         | two early attack units applies the same to a smaller degree,
         | but early game differences compound thus matter more than the
         | same later on.
        
       | _dark_matter_ wrote:
       | Kinda funny that in an article about translations, the author
       | gets signal-to-noise completely backwards. A high signal to noise
       | (over 9000) is very good. It means you are getting a lot of
       | signal with very little noise. Decreasing signal to noise means
       | getting more noise.
        
         | flerchin wrote:
         | Yes I had to read that a few times to understand it. Much like
         | the google translations.
        
         | jfim wrote:
         | The author also used domain specific language when they meant
         | jargon.
        
       | allcentury wrote:
       | I loved this article, thanks for writing it.
       | 
       | I attempted playing a few world cyber game US regional matches
       | and I was always amazed how much faster everyone else was. Then I
       | remember when they live streamed it from Korea and I saw how fast
       | they played and I was blown away. From a strategy point of view,
       | something so basic about the game that I missed was when a blog
       | introduced me to some math for a protoss zealot power up that
       | defeated a zergling in 2 hits rather than 3. That's when I
       | realized this is a chess game and I got hooked.
        
       | maeil wrote:
       | Reminds me, many years ago someone paid me to translate a Korean
       | wiki article about some League of Legends pro player to English.
       | No idea why, most of it was random trivia, it didn't contain any
       | notable insights. But it was decent money as a side job so I
       | didn't bother asking. Possibly similar motives to this article?
       | 
       | > Very few of members of the foreigner community are fluent in
       | Korean. Foreigner access to Korean BW discourse is a
       | contradicting concept: if you speak Korean fluently, you have no
       | reason to be in the foreigner community, as it only has access to
       | material that is strictly inferior and more limited. For this
       | reason, Korean-speaking members in the foreigner community are
       | exceedingly rare.
       | 
       | I can vouch for this in general - after becoming fluent I've
       | stopped looking up anything related to Korea in English because
       | the quality of information is much worse. I'm sure the same holds
       | for other languages and places.
        
       | vippy wrote:
       | ok but where are the vods?
        
       | Unearned5161 wrote:
       | for any of the lucky 10000, like me, who were left wanting to see
       | what this game looked like:
       | 
       | https://youtu.be/Nm-PXmOELAw?si=Z-RXbdqNzkSF3cqx
       | 
       | my brief search didn't show me any more obscure Korean only
       | strategy videos, so maybe this one is just for the lowly
       | foreigners :(
        
       | starcraftgamer wrote:
       | I've been watching BW out of Korea since 2007. Previously also
       | played but it's been many years. This is really cool, thanks for
       | sharing!
       | 
       | There are two YouTube channels I wanted to take the opportunity
       | to shout out, the first one does English translations of Korean
       | BW content, and the second one provides commentary on recent
       | tournaments like the ASL with a little bit more depth then
       | Tasteless and Artosis (no hate but to me their commentary is too
       | off topic and they miss basic things about build orders).
       | 
       | https://www.youtube.com/@jinjinBW
       | 
       | https://m.youtube.com/@StarCastTVENG
        
       | egurns wrote:
       | Warms my heart to see effort put into a beloved game. Just this
       | week I watched a YT video of a sc custom game where the players
       | were discussing whether its worth the effort to translate in-game
       | korean-language content. Its an old game that is played by a
       | niche community in north america. The majority of custom games
       | are created in korean and never get to translated for the small
       | number of north american players that would be interested.
        
       | jaimebuelta wrote:
       | LOL, as a non-native English speaker, reading this reminds me of
       | EXACTLY the same problem of translating many things, but more
       | precisely, computer articles and software development.
       | 
       | There's a huge amount of terms that are difficult to translate
       | (sharding? Hash?). The only real solution is to adopt them to
       | your language, more or less adapted, which is what happens over
       | time. But it requires a community that, to some degree, is able
       | to cross the gap between the languages. In this case, learning
       | English.
       | 
       | Talking about software development in Spanish (my native
       | language) is a succession of imported terms from English.
       | 
       | I don't think there's a good way of doing that, and I'm
       | interested to see how automatic translations deal with it,
       | because the only way this can work is with a process of mixing
       | both language in a social way and see what terms evolve from that
       | process.
       | 
       | And you need, in the terms the post describes, people that know
       | Korean at least in a non-fluent way. And the game itself, of
       | course.
        
       | nicois wrote:
       | Nit-picking, but a high signal to noise ratio is desirable,
       | indicating low levels of noise compared to signal, not the
       | reverse.
        
       | spongebobism wrote:
       | Impressive project, and I always love reading about the
       | communities that form around competitive games.
       | 
       | It feels kind of sad to admit as a chess player, but "Najdork
       | variation" is one of the funniest typos I've seen.
        
       | Baeocystin wrote:
       | I was a reasonably competitive BW player until the Korean teams
       | arrived on the scene. I'll always appreciate how they elevated
       | the level of gameplay. Really nice guys, too, I learned a lot
       | from playing with them, and it was fun talking strategy via chat
       | to the best of our mutual linguistic abilities. Good memories. I
       | would have absolutely loved something like this project back in
       | the day.
        
       | xedrac wrote:
       | > Najdork variation
       | 
       | I think OP doesn't like the Najdorf Sicilian... or is this some
       | meme opening I don't know about?
        
       | jboggan wrote:
       | This is amazing. I'm getting chills!
       | 
       | As a side note, I have gotten into watching a "foreigner" BW
       | channel everyday called ArtosisCasts. The videos are very
       | strategic and high level commentaries on games as they are
       | watched for the first time, with some after-match highlights for
       | especially interesting maneuvers. It has really made me
       | appreciate the depth of the game, as well as explain how I was so
       | bad at it in high school. It has actually made me think a lot
       | about startups, economic optimization, and how you approach the
       | "meta" of any activity you're undertaking.
        
       | navane wrote:
       | How far off are we from local immidiate voice translation?
       | Something on my computer that translates all spoken words by my
       | computer, keeping tone and intonation?
        
       | dfan wrote:
       | Even when Google Translate got pretty good I was not really able
       | to effectively translate Chinese or Japanese text about Go (the
       | game). I had similar issues to the ones mentioned in this post.
       | Many Chinese and Japanese words (e.g., "ko") have a very specific
       | meaning in the context of Go, but they also have regular meanings
       | (e.g., "robbery") in more normal contexts, so Google Translate
       | would translate text in a generic way, which made everything
       | unintelligible. With modern LLMs, I can now preface my
       | translation requests with instructions such as "I am going to ask
       | you to translate some Chinese text accompanying weiqi diagrams.
       | Your translations should be idiomatic and not shy away from Go
       | jargon. For example, Chai  = extension, Jia  = pincer, Ci  and Qu
       | = peep.", and it does a fantastic job, enough for me to basically
       | read anything I want. It was lucky for me that evidently enough
       | Go material already existed in the training set that I didn't
       | have to do anything more special.
       | 
       | (Some chess corrections, in case the author is reading: the moves
       | at the start of chess games are called openings in English, not
       | openers; there are not distinct white-piece and black-piece
       | openings, although of course an individual player will probably
       | study a given opening from the point of view of one side or the
       | other; their study is considered fundamental all the way up to
       | the highest level, in fact more so as you increase in skill; and
       | the Sicilian variation in question is the Najdorf, not Najdork.)
        
         | Sesse__ wrote:
         | Najdork is now headcanon.
        
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