Automatic Generation of Text for Match Recaps Using Esport Caster Commentaries
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Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games Edward Hughes Thomas W
Research Paper AAMAS 2020, May 9–13, Auckland, New Zealand Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games Edward Hughes Thomas W. Anthony Tom Eccles DeepMind DeepMind DeepMind [email protected] [email protected] [email protected] Joel Z. Leibo David Balduzzi Yoram Bachrach DeepMind DeepMind DeepMind [email protected] [email protected] [email protected] ABSTRACT 1 INTRODUCTION Zero-sum games have long guided artificial intelligence research, Minimax foundations. Zero-sum two-player games have long since they possess both a rich strategy space of best-responses been a yardstick for progress in artificial intelligence (AI). Ever and a clear evaluation metric. What’s more, competition is a vital since the Minimax theorem [25, 81, 86], researchers has striven for mechanism in many real-world multi-agent systems capable of human-level play in grand challenge games with combinatorial generating intelligent innovations: Darwinian evolution, the market complexity. Recent years have seen progress in games with in- economy and the AlphaZero algorithm, to name a few. In two-player creasingly many states: both perfect information (e.g. backgammon zero-sum games, the challenge is usually viewed as finding Nash [79], checkers [66], chess, [15], Hex [1] and Go [73]) and imperfect equilibrium strategies, safeguarding against exploitation regardless information (e.g. Poker [53] and Starcraft [85]). of the opponent. While this captures the intricacies of chess or Go, The Minimax theorem [81] states that every finite zero-sum two- it avoids the notion of cooperation with co-players, a hallmark of player game has an optimal mixed strategy. -
Langston University
MINUTES of the BOARD OF REGENTS for the OKLAHOMA AGRICULTURAL & MECHANICAL COLLEGES for the June 19, 2020 Special Board Meeting INDEX FOR THE MINUTES OF THE MEETING OF THE BOARD OF REGENTS FOR THE OKLAHOMA AGRICULTURAL AND MECHANICAL COLLEGES June 19, 2020 I. Items Pertaining to the Board of Regents for the Oklahoma A&M Colleges - Of Interest to All the Colleges Page Approval of Order of Business 1 Approval of minutes of the Regular Board Meeting held April 24, 2020 1 Approval of Special Board Meeting on May 19, 2020 1 Announcement of next Board meeting 2 Approval of future Board meeting 2 Recognition of Chairman Tucker Link 2 Attachments to this portion of the minutes 3-12 Academic Affairs, Policy and Personnel Committee Report 184 Audit, Risk Management and Compliance Review Committee Report 184 Fiscal Affairs and Plant Facilities Committee Report 184 Planning and Budgets Committee Report 184-185 Approval to make an exception to Board Policy 2.07, Uniform and Integrated Purchasing and Contracting 185 Approval to continue the employment of OSU and A&M Presidents 186 Approval to renew Master Services contract for as-needed internal audit consulting services 186 Election of Board Officers for FY 2021 187 Report by General Counsel 187 Adjournment 187 Attachment to this portion of the minutes 188 Signature Page 189 17 II. Business With the Colleges Page OKLAHOMA PANHANDLE STATE UNIVERSITY Opening Comments by President Faltyn 13 Adoption of Memorial Resolutions for Mary Ellen Riley & Patricia Tinch 13 Adoption of Retirement Resolutions for Benny Dain, Nels Peterson, & Sara Jane Richter 13 Approval of personnel actions 13 Approval of an Associate of Science-Career Technical Education Program 13-14 Approval of OPSU’s FY 2021 Budgets 14-15 Approval to enter into an agreement with Graduation Alliance 15 Approval to enter into a Law Enforcement Services Agreement with the Town of Goodwell, pending final review by Legal Counsel 15 Approval of purchase orders for FY 2021 16 OPSU Agenda 17-56 June 19, 2020 II. -
Atlanta Officials Make Major Move to Define the Region As Esports Capital
Media Contact: Erin Shearer Atlanta Sports Council 404.723.0016 [email protected] ATLANTA OFFICIALS MAKE MAJOR MOVE TO DEFINE THE REGION AS ESPORTS CAPITAL The Atlanta Sports Council launches Atlanta Esports Alliance™ to further position metro Atlanta as the capital of esports ATLANTA (November 14, 2019) – Today, the Atlanta Sports Council (ASC) announced the launch of the Atlanta Esports Alliance, its new division committed to bringing major esports and gaming events to metro Atlanta. The announcement Was made just ahead of DreamHack Atlanta, a three-day gaming experience featuring esports competitions, live music, exhibitions and more. Because Atlanta is the No. 1 city for gaming environment and No. 5 city for gamers, the Atlanta Esports Alliance is being launched to drive neW opportunities for teams, tournaments, venues and esports service providers and partners in Atlanta. Atlanta is home to three franchised city-based esports teams: the Atlanta Reign (Overwatch), Hawks Talon (NBA 2K) and the Atlanta FaZe (Call of Duty). With 150 gaming studios throughout the state of Georgia, the region is also the headquarters of esports game developers Hi-Rez Studios and Blue Mammoth, global leader in customized gaming controllers Scuf Gaming and professional esports league ELEAGUE. “Our goal is to continue being forward thinking,” said Dan Corso, president of the Atlanta Sports Council. “As We look ahead to the next decade, esports is going to continue to dominate the sports industry, and it was important for us as an organization to cement Atlanta as the capital of esports and use this platform as yet another economic driver.” A division of the Metro Atlanta Chamber (MAC), ASC facilitates the growth and development of sports in metro Atlanta by serving as a recruiter for major regional, national and international sports events. -
Evangelical Friend, February 1973 (Vol. 6, No. 6)
Digital Commons @ George Fox University Northwest Yearly Meeting of Friends Church Evangelical Friend (Quakers) 2-1973 Evangelical Friend, February 1973 (Vol. 6, No. 6) Evangelical Friends Alliance Follow this and additional works at: https://digitalcommons.georgefox.edu/nwym_evangelical_friend Recommended Citation Evangelical Friends Alliance, "Evangelical Friend, February 1973 (Vol. 6, No. 6)" (1973). Evangelical Friend. 92. https://digitalcommons.georgefox.edu/nwym_evangelical_friend/92 This Book is brought to you for free and open access by the Northwest Yearly Meeting of Friends Church (Quakers) at Digital Commons @ George Fox University. It has been accepted for inclusion in Evangelical Friend by an authorized administrator of Digital Commons @ George Fox University. For more information, please contact [email protected]. February 1973 Vol. VI, No. 6 l!fuvEJT IN THE BEAUTIFUL NORTHWEST LIFE is what George Fox College is all about. Academic LIFE of the highest quality. Spiritual LIFE of vigorous vitality. Social LIFE with meaningful relationships. A total campus LIFE that is Christocentric. If you desire to live a life of meaningful relationships now while preparing for a greater service to God and mankind . .. then George Fox College, a private Christian College in Newberg, Oregon, is the place. Clip this coupon for more information Send to: NAME __________________________________________ ADDRESS _____________________________________ Admissions Office ----------------------------------- ZIP _________ GEORGE FOX COLLEGE YEAR IN SCHOOL _____ Newberg, Oregon 97132 PHONE ________________ 2 Evangelical Friend Evangelical Friend Contents Editor-in-Chief: Jack L. Willcuts Managing Editor: Harlow Ankeny Editorial Assistants: Earl P. Barker, Kelsey E and Rachel Hinshaw Art Director: Stan Putman. Department Editors: Esther Hess, Mission ary Voice; Betty Hockett, Children's Page; Walter P. -
Esports Report, the Market Has Although in 2020 the Global Esports Audience Was Esports Enthusiasts Are Continued to Go from Strength to Strength
ESPORTS DISCUSSION An update on the esports market July 2021 INTRODUCTION Esports Update • This report will give an update on the esports Finally, the report will extend the analysis to The esports market is market from our previous report in 2019. 2020 recent developments with esports organisations expected to reach $1.5bn was an unprecedented year, in which most and what makes them attractive to investors. Like by 2023 (Newzoo) industries were affected in some way as a result of most industries, the dominant players are seeing COVID-19. new entrants that threaten their position. • The Asia Pacific region Focusing on the success in professional esports is The esports industry saw several developments not enough to guarantee financial success. represents more than during 2020. As lockdowns were implemented Successful teams will need to find the right balance 50% of the esports and around the world, most forms of in-person between being both an esports company and gaming audience (Juniper entertainment were cancelled overnight. The entertainment company. To find the right balance research) esports industry had a unique advantage over and to manage multiple revenue streams and traditional sports, and there was an evident cross- monetise their audiences, esports organisations over between the two sectors. will become better organised and adopt a more • Latin America may also professional approach to managing their become a key region for The report will also give an overview of the businesses. growth. It is projected to different investors that are involved in the esports produce over 130 million ecosystem and the reasoning for investing. -
BMW Esports Boost Press Release
BMW Corporate Communications Media Information BMW Esports 28th June 2021 Live from BMW Welt: The Esports industry assembles virtually at BMW Esports Boost – Premiere for “The Rival Rig” from RIVALWORKS. Best practices, digital trends and an innovative format: Top international speakers provide new stimulus and exclusive insights into such fields as Esports and gaming culture, advertising opportunities, and future trends. BMW presents the first product from the RIVALWORKS virtual technology factory – the visionary “The Rival Rig”. Holger Hampf, President of Designworks: “It’s a once in a lifetime opportunity for a designer to work on a project like this as we were able to play to extremes in terms of technology”. Munich. BMW Welt was the epicentre of the Esports industry on Monday, as it hosted the first BMW Esports Boost. In a series of talks and panel discussions, the many participants from around the world were given exclusive insights into the world of Esports. Some of the industry’s most important protagonists – from industry experts and publishers to the CEOs of prestigious Esports organisations – also looked at some of the most exciting future trends. Highlights included the world premiere of “The Rival Rig”. This visionary Esports hardware is the first product from the RIVALWORKS virtual technology factory. “Today, the eyes of the Esports community were on BMW Welt and our Esports Boost festival,” said Stefan Ponikva, Vice President Brand Experience BMW. “A big thank you goes to all our speakers, who provided a vast array of insights and inspirations in their talks and panel discussions – and, of course, to our cooperation partner Seven.One Sports. -
Razer Fact Sheet
RAZER FACT SHEET Year Founded: 1998 Contact Information: Razer USA LTD Razer (Asia Pacific) PTE LTD 2035 Corte de Nogal, Suite 101 514 Chai Chee Lane, #07-05 Carlsbad, CA 92011 Singapore 469029 Tel: 760.579.0180 Tel: +65 6505 2188 Number of Employees: 400+ History: Razer was founded in coastal San Diego in the late ‘90s by lawyer- turned- competitive gamer Min-Liang Tan and pro NFL linebacker- turned-competitive gamer Robert Krakoff. The company, known for its neon green triple-snake logo, was the first online gaming- specific hardware company, credited with the advent of the gaming mouse, innovations with gaming keyboards and headphones, development of the first portable gaming laptops and tablet, and instrumental role in the development of global e- Sports. Management: Min-Liang Tan, co-founder, CEO and creative director Khaw Kheng Joo, COO Edwin Chan, CFO Robert Krakoff, co-founder, president Mike Dilmagani, SVP, Sales and Marketing Products: • Laptops Tablets and related peripherals Wireless and wired mice and mouse surfaces Mechanical and membrane keyboards Headsets and headphones Software – Audio, VOIP, and systems optimization Apparel Accessories Distribution: 70-plus countries worldwide, including the USA, Canada and Latin America; Asia-Pacific; China; EU; and South Africa Sponsored Personalities: Athene, YouTube personality Jason Somerville, professional poker player Nick Lentz, MMA fighter Scott Jorgensen, MMA fighter Swifty, YouTube personality Sponsored Teams: 3DMX Alliance Anexis Esports Blood Legion Counter -
Esports Marketer's Training Mode
ESPORTS MARKETER’S TRAINING MODE Understand the landscape Know the big names Find a place for your brand INTRODUCTION The esports scene is a marketer’s dream. Esports is a young industry, giving brands tons of opportunities to carve out a TABLE OF CONTENTS unique position. Esports fans are a tech-savvy demographic: young cord-cutters with lots of disposable income and high brand loyalty. Esports’ skyrocketing popularity means that an investment today can turn seri- 03 28 ous dividends by next month, much less next year. Landscapes Definitions Games Demographics Those strengths, however, are balanced by risk. Esports is a young industry, making it hard to navigate. Esports fans are a tech-savvy demographic: keyed in to the “tricks” brands use to sway them. 09 32 Streamers Conclusion Esports’ skyrocketing popularity is unstable, and a new Fortnite could be right Streamers around the corner. Channels Marketing Opportunities These complications make esports marketing look like a high-risk, high-reward proposition. But it doesn’t have to be. CHARGE is here to help you understand and navigate this young industry. Which games are the safest bets? Should you focus on live 18 Competitions events or streaming? What is casting, even? Competitions Teams Keep reading. Sponsors Marketing Opportunities 2 LANDSCAPE LANDSCAPE: GAMES To begin to understand esports, the tra- game Fortnite and first-person shooter Those gains are impressive, but all signs ditional sports industry is a great place game Call of Duty view themselves very point to the fact that esports will enjoy even to start. The sports industry covers a differently. -
Park Lane White Paper Series: Esports
PARK LANE WHITE PAPER SERIES: ESPORTS The Big Business of Competitive Gaming Spring 2017 prkln.com INDUSTRY OVERVIEW ESPN President John Skipper once entrepreneur Angel Munoz founded the declared competitive gaming as “not a Cyberathlete Professional League. It real sport,” but it has evolved into a was not until 1999, however, after the $892 million juggernaut. Projected to be Asian financial crisis, that esports began worth $1.1 billion by 2018, according to to take off. The South Korean estimates by SuperData and Newzoo, government invested heavily in the esports industry is one that has improving their broadband and captivated a rapidly growing global telecommunications capacity to audience of almost 300 million people. stimulate their economy. With improved Internet connectivity, online Broadly defined, esports describes gaming took off in South Korea and competitive gaming, with the spread to the rest of the world.2 The professional designation of the sport early 2000s brought about additional involving full-time, pro players rather professional esports organizations, such than part-time amateurs. Much like in as the Electronic Sports World Cup in traditional sports, fans value skill of the 2000 and Major League Gaming in players first and foremost and loathe 2002.3 seeing results influenced by outside factors (like the AI) rather than the talent and performance of the players.1 The first esports event is widely considered to be the 1997 Red Annihilation tournament, with the winner taking home a new Ferrari. Major League Gaming -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT -
F1 170626 Mediakit Eng A4 V2.Pdf
42 Drivers’ World Championship 2017 Intermediate CONTENTS Ranking MILESTONES: ÖSTERREICHRING – A1 RING – RED BULL RING 42 Constructors’ World Championship 2017 Inter- mediate Ranking I. RED BULL RING 1969 Österreichring opens 3 Milestones: Österreichring – A1 Ring – Red Bull Ring IV. TEAMS AND DRIVERS 2017 1970 Jochen Rindt is the idol of the masses. More than 100,000 people cheer him on at 4 History of the Red Bull Ring 43 List of Drivers his home Grand Prix, which he drops out of after 22 laps. Jochen Rindt dies a few 6 Red Bull Ring – Circuit in Detail 44 Overview of Driver Stats weeks later in Monza. 7 Red Bull Ring – Circuit Map 45 Mercedes AMG Petronas F1 Team 1984 Niki Lauda wins his home Grand Prix 45 Scuderia Ferrari II. MEDIA SERVICE 46 Red Bull Racing 1996 A1 Ring opens 8 Timetable 46 Williams Martini Racing 1997 Formula 1 returns to the new A1 Ring. Gerhard Berger competes in his last race. 10 Media Accreditation Centre – Opening Hours 47 Scuderia Toro Rosso 10 Media Accreditation Centre – Location 47 Sahara Force India F1 Team 2003 Michael Schumacher wins his last Formula 1 Grand Prix at the A1 Ring. 11 Media Centre – Opening Hours 48 McLaren Honda Formula 1 Team 2011 The Red Bull Ring opens its gates on 15 May 2011 , offering a new home for motor 11 Media Centre – Location 48 Sauber F1 Team sports enthusiasts from Austria and beyond. 12 Photo Shuttle Service 49 Renault Sport Formula 1 Team 12 Press Conferences 49 Haas F1 Team 2014 Formula 1 returns to Spielberg. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit.