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February/March 1995
February/march 1995 GAME DEVELOPER MAGAZINE GAME PLAN GGAMEAEM The No Editor Larry O’Brien [email protected] Go Logo Senior Editor Nicole Freeman [email protected] Production Editors Barbara Hanscome [email protected] here may never be a game with a over your home’s Ethernet backbone (that Nicole Claro “Windows ’95 Compatible” logo, is, is it mail-enabled)? Second, can you [email protected] not even from Microsoft. embed an Excel spreadsheet of your Editorial Assistant Diane Anderson Microsoft, by arrogant fiat, has inventory in the middle of your character [email protected] decided that the seemingly literal sheet (that is, does it support OLE 2.0)? Contributing Editors Alex Dunne phrase, with it’s seemingly Do you have a tabbed dialog that walks [email protected] straightforward purpose, should you through the game (that is, do you Chris Hecker [email protected] be held hostage to the whims of have Wizards)? Finally, does it work on a David Sieks Tsome Redmondian marketing genius. different operating system, with a different [email protected] Windows ’95, the new operating system base architecture including a different Wayne Sikes from Microsoft, will roll out later this year tasking model (that is, Windows NT)? [email protected] and, largely due to the bundling agree- In other words, to be “compatible” Editor-at-Large Alexander Antoniades ments Microsoft has with clone makers, with Windows ’95, your game has to be a [email protected] will quickly gain its greatest marketshare mail-enabled, en-Wizarded OLE Server Cover Photography Charles Ingram Photography in the home computer market. -
Logitech Ja Need Teised: Testis Neli Head Hiirt Kuidas Tuleks Mõõta Suures Testis Mobiilineti Kiirust? Starcraft 2! Starcraft 2! 13 Sülearvutit Starcraft 2!
Air Live’i Kogu tõde Sony Prestigio Eesti kõige popim must karp kaamerast NEX-5 e-luger: nutitelefon Wildfire teeb 3G-st kas astub lihtsasti Kindle’ile kiire WiFi kandadele? Nr 65, september 2010 Hind 42.90 kr; 2.74 ¤ Logitech ja need teised: testis neli head hiirt Kuidas tuleks mõõta Suures testis mobiilineti kiirust? Starcraft 2! Starcraft 2! 13 sülearvutit Starcraft 2! Testime ja kiidame Panasonicu uut fotokaamerat ISSN: 9771736269016 Kuidas Facebookis privaatseks jääda? september 2010 toimetaja veerg Õudus kuubis 42testime 13 süle- arvutit, mis so- bivad koju ja on hinna poolest sõbralikud Henrik roonemaa peatoimetaja Augustis testisime jälle arvuteid, sellesa- ma numbri jaoks. See on igal aastal parajalt närvesööv ülesanne, sest pärast seda tuleb minna kosutavale spaapuhkusele, et vere- rõhk jälle normi saada. Me nimelt ei suuda kuidagi aru saada, miks arvutitootjad oma kliente nõnda kiu- savad. Igal aastal tulevad nad välja mõne uue geniaalse leiutisega, mis peaks klienti- värske kraam 29 LG GD880 de elu mugavamaks tegema, aga tegelikku- Väga ilus, aga loll ses panevad nii meid kui ka kasutajaid liht- 7 Uudised salt juukseid kitkuma. Canonil on uus kaamera 30 Panasonic G2 No kelle elu teeb mugavamaks see, kui Tugev kümnevõistleja uut arvutit avades on sinna eelinstallitud 12 Tulevik mitukümmend mõttetut programmi, mis Tulevikul on uus autor 32 Prestigio (DMI) EB605WT kõik tahavad sulle hüpikakende või teate- Vaese mehe Kindle mullikestega midagi öelda? Miks on su esi- 14 Top mene kogemus uuest arvutist aknateate- ja iPhone’il on uued mängud 33 Sony Ericsson Xperia ikoonimeri, millest peab hakkama läbi kah- X10 mini Pro lama? Miks pannakse klaviatuurile kõige 16 Minevik X10 mini nüüd seest veel suurem kui väljast ebavajalikumatesse kohtadesse „kasulik- 1987. -
Learning Obstacles in the Capture the Flag Model
Learning Obstacles in the Capture The Flag Model Kevin Chung, NYU Polytechnic School of Engineering Julian Cohen, NYU Polytechnic School of Engineering Abstract game is an IRC channel in which competitors discuss Capture The Flag (CTF) competitions have been used in the competition and interact with the. the computer security community for education and evaluation objectives for over a decade. These competi- At its core, the CTF is a type of “open-book test” re- tions are often regarded as excellent approaches to learn volving around computer security. This lends itself to deeply technical concepts in a fun, non-traditional learn- testing competitors on very obscure types of knowledge. ing environment, but there are many difficulties associ- The technical knowledge that is communicated during a ated with developing and competing in a CTF event that CTF is often only mentioned in passing in documenta- are rarely discussed that counteract these benefits. CTF tion or a classroom. For example, the Python documen- competitions often have issues related to participation, tation briefly, and without much discussion, mentions quality assurance, and confusing challenges. These that the pickle module is “not intended to be secure problems affect the overall quality of a CTF competi- against erroneous or maliciously constructed data.” This tion and describe how effective they are at catalyzing ambiguity was leveraged in the 2012 Zombie Reminder learning and assessing skill. In this paper, we present (Hack.lu CTF) and Minesweeper (29c3 CTF) to create insights and lessons learned from organizing CSAW challenges that involved un-pickling untrusted data. The CTF, one of the largest and most successful CTFs. -
Game AI: the Shrinking Gap Between Computer Games and AI Systems
Game AI: The Shrinking Gap Between Computer Games and AI Systems Alexander Kleiner Post Print N.B.: When citing this work, cite the original article. Original Publication: Alexander Kleiner , Game AI: The Shrinking Gap Between Computer Games and AI Systems, 2005, chapter in Ambient Intelligence;: The evolution of technology, communication and cognition towards the future of human-computer interaction, 143-155. Copyright: IOS Press Postprint available at: Linköping University Electronic Press http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-72548 Game AI: The shrinking gap between computer games and AI systems Alexander Kleiner Institut fur¨ Informatik Universitat¨ Freiburg 79110 Freiburg, Germany [email protected] Abstract. The introduction of games for benchmarking intelligent systems has a long tradition in AI (Artificial Intelligence) research. Alan Turing was one of the first to mention that a computer can be considered as intelligent if it is able to play chess. Today AI benchmarks are designed to capture difficulties that humans deal with every day. They are carried out on robots with unreliable sensors and actuators or on agents integrated in digital environments that simulate aspects of the real world. One example is given by the annually held RoboCup competitions, where robots compete in a football game but also fight for the rescue of civilians in a simulated large-scale disaster simulation. Besides these scientific events, another environment, also challenging AI, origi- nates from the commercial computer game market. Computer games are nowa- days known for their impressive graphics and sound effects. However, the latest generation of game engines shows clearly that the trend leads towards more re- alistic physics simulations, agent centered perception, and complex player inter- actions due to the rapidly increasing degrees of freedom that digital characters obtain. -
Online Gaming
American Journal of Applied Sciences 2 (3): 622-625, 2005 ISSN 1546-9239 © Science Publications, 2005 Online Gaming Kevin Curran, Paul Canning, Martin Laughlin, Ciarán McGowan and Rory Carlin Internet Technologies Research Group University of Ulster, Magee Campus, Northland Road, Northern Ireland, UK Abstract: Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming. Key words: Online gaming INTRODUCTION for-all, or lock the entrances to the areas in which they play as simply play amongst a selected group of people. With the advent of the ARPANET and the development Online accounts like MPlayer also adapted their of TELNEX (1971), e-mail gaming became popular. formats to suit other forms of online gaming which The use of e-mail to play games over the network was were now becoming popular. One of their most borrowed from ‘playing-by-post’ which was popular innovative changes came with the arrival of the PC’s before the advent of widespread internet usage [1]. The intergalactic squad based piloting game, ‘Freespace’. It engine that was developed and used was the MUD’s was similar to the older versions in the way players (Multi-User Dungeon). This was the use of a server could set up, open and lock their games from other program that users logged into to play the game based users but now they could do much more. -
Gamebots: a 3D Virtual World Test-Bed for Multi-Agent Research Rogelio Adobbati, Andrew N
Gamebots: A 3D Virtual World Test-Bed For Multi-Agent Research Rogelio Adobbati, Andrew N. Marshall, Gal Kaminka, Steven Schaffer, Chris Sollitto Andrew Scholer, Sheila Tejada Computer Science Department Information Sciences Institute Carnegie Mellon University University of Southern California Pittsburgh, PA 15213 4676 Admiralty Way [email protected] Marina del Rey, CA 90292 {srs3, cs3} @andrew.cmu.edu {rogelio, amarshal, ascholer, tejada} @isi.edu ABSTRACT To address these difficulties, we have been developing a new type This paper describes Gamebots, a multi-agent system of research infrastructure. Gamebots is a project started at the infrastructure derived from an Internet-based multi-player video University of Southern California’s Information Sciences game called Unreal Tournament. The game allows characters to Institute, and jointly developed by Carnegie Mellon University. be controlled over client-server network connections by feeding The project seeks to turn a fast-paced multi-agent interactive sensory information to client players (humans and agents). Unlike computer game into a domain for research in artificial intelligence other standard test-beds, the Gamebots domain allows both human (AI) and multi-agent systems (MAS). It consists of a players and agents, or bots, to play simultaneously; thus providing commercially developed, complex, and dynamic game engine, the opportunity to study human team behavior and to construct which is extended and enhanced to provide the important agents that play collaboratively with humans. The Gamebots capabilities required for research. system provides a built-in scripting language giving interested Gamebots provides several unique opportunities for multi-agent researchers the ability to create their own multi-agent tasks and and artificial intelligence research previously unavailable with environments for the simulation. -
Revolutionizing the Visual Design of Capture the Flag (CTF) Competitions
Revolutionizing the Visual Design of Capture the Flag (CTF) Competitions Jason Kaehler1, Rukman Senanayake2, Phillip Porras2 1 Asylum Labs, 1735 Wharf Road, Suite A, Capitola, CA 95010, USA 2 SRI International, Menlo Park, CA, 95125, USA [email protected], [email protected], [email protected] Abstract. There are a variety of cyber-security challenge tournaments held within the INFOSEC and Hacker communities, which among their benefits help to promote and identify emerging talent. Unfortunately, most of these competi- tions are rather narrow in reach, being of interest primarily to those enthusiasts who are already well versed in cyber security. To attract a broader pool of younger generation participants requires one to make such events more engag- ing and intellectually accessible. The way these tournaments are currently con- ducted and presented to live audiences is rather opaque, if not unintelligible to most who encounter them. This paper presents an ongoing effort to bridge the presentation gap necessary to make cyber security competitions more attractive and accessible to a broader audience. We present the design of a new but famil- iar model for capturing the interplay, individual achievements, and tactical dra- ma that transpires during one form of cyber security competition. The main user interface and presentation paradigm in this research borrows from those of es- tablished e-sports, such as League of Legends and Overwatch. Our motivation is to elevate the current format of cyber security competition events to incorporate design and presentation elements that are informed by techniques that have evolved within the e-sports community. We apply the physics models and bat- tlefield visualizations of virtual world gaming environments in a manner that captures the intellectual challenges, team achievements, and tactical gameplay that occur in a popular form of cyber security tournament, called the Capture The Flag (CTF) competition. -
20년 간의 변천사: Scott Miller와 3D Realms (20 Years of Evolution
※ 본 아티클은 CMP MEDIA LLC와의 라이선스 계약에 의해 국문으로 제공됩 니다 20년 간의 변천사: Scott Miller와 3D Realms (20 Years Of Evolution Scott Miller And 3D) Benj Edwards 2009. 8. 21 http://www.gamasutra.com/view/feature/4169/kill_polygon_kill_violence_.php Scott Miller 는 PC 게임 업계의 역사에서 당대에 제대로 평가 받지 못한 인물이다. 그의 소프트웨어 출판에 대한 혁신적인 아이디어로 인해 셰어웨어 PC 게임 비즈니스가 장래성 없는 일에서 높은 수익을 올릴 수 있는 사업을 급격히 전환되었다. 이러한 와중에 그의 회사는 해당 분야에서 다양한 개혁을 추진했다. Scott Miller 는 아직까지 PC 게임의 선조 중의 하나로 거론되고 있지는 않으나 일반 대중들 사이에서는 가장 인기 있는 인물로 자리매김하고 있다. 1980 년 초반 새로운 부류의 게임 제작자가 등장했다. 그들은 제품을 셰어웨어로 무료로 유통시키며 전체 게임의 복사를 허용하고 그 대신 플레이 한 게임이 마음에 드는 경우 비용을 지불하도록 했다. 유감스럽게도, 이러한 용기 있는 제작자를 위하여 게임료를 지불하는 사람은 거의 없었다. Miller 는 이 시스템의 주요 결함을 발견했고 그의 셰어웨어 회사명에 따라 이름을 붙인 "Apogee Model"을 만들었다(게임을 다양한 부분으로 나눔). Apogee 는 각 게임의 첫 번째 에피소드를 무료 데모버전으로 배포하였으며, 게임이 마음에 드는 경우 회사에서 추가적으로 에피소드를 구입할 수 있도록 했다. 이 모델은 상당히 성공적인 것으로 입증되었고 Epic MegaGames(현재 Epic Games로 개칭)와 같은 유통업체는 이 모델을 자체 비즈니스에 적용하기 시작했다(자세한 내용은 Epic 설립자인 Tim Sweeney와의 초기 인터뷰에 나와 있음). 밀러는 인터넷이 주류를 이루기 전 디지털 유통 방식을 활용하여 성공적으로 게임을 배포하게 되었다. 일단 Miller 가 게임을 배포하면 Apogee 타이틀은 열광적인 팬이나 다름 없는 플레이어들의 성원에 힘입어 CompuServe 등의 온라인 서비스와 BBS 를 통해 바이러스처럼 급속히 퍼져 나갔다. 현재의 웹 중심 세계에서는 이러한 상황이 별로 대단해 보이지는 않겠지만 그 당시로서는 상당히 혁신적인 것이었다. -
An Authoring Tool for Location-Based Mobile Games with Augmented Reality Features
SBC – Proceedings of SBGames 2015 | ISSN: 2179-2259 Computing Track – Full Papers An Authoring Tool for Location-based Mobile Games with Augmented Reality features Carleandro Noleto,ˆ Messias Lima, Lu´ıs Fernando Maia, Windson Viana, Fernando Trinta Federal University of Ceara,´ Group of Computer Networks, Software Engineering and Systems (GREat), Brazil Abstract location-based mobile games, where people with no-prior knowl- edge of programing languages or application development skills This paper presents an authoring tool for building location-based can design and execute these applications. This authoring tool uses mobile games, enhanced with augmented reality capabilities. These a visual notation to create games based on a set of quests. Each games are a subclass of pervasive games in which the gameplay quest represents a task (or group of tasks) that a player or a group evolves and progresses according to player’s location. We have con- of players must accomplish to reach the game objective. Each task ducted a literature review on authoring tools and pervasive games is associated with activities such as ”Moving to a specific point”, to (i) collect the common scenarios of current location-based mo- ”Collecting a virtual object”, and so on. In our solution, these bile games, and (ii) features of authoring tools for these games. tasks are known as Game Mechanics. Quests and Game Mechan- Additionally, we have also used the focus groups methodology to ics are concepts in which our authoring tool is based upon, and find new scenarios for location-based mobile games, in particular reflect common activities that most LBMGs require, and that were regarding how augmented reality can be used in these games. -
Doom Expansion Rules
ALERT! ALERT! ALERT! All UAC personnel be advised. A new outbreak of invaders has been detected. These new invaders display powerful abilities, and personnel should be extremely cautious of them. We have compiled the following information about the new types of invaders. Species Designation: Cherub Species Designation: Vagary These small flying invaders are extremely difficult to hit. Although we surmise that this creature is less powerful They move very quickly and marines should aim carefully than the cyberdemon, its abilities are largely a mystery to when attacking them. us. It seems to have telekinetic abilities, however, so be careful! Species Designation: Zombie Commando IMPORTANT ADDENDUM! These invaders are UAC security personnel who have been possessed. They are as slow as ordinary zombies, All UAC personnel be advised. Our scientists have discovered and they are slightly easier to kill. Beware, however, as evidence of a powerful alien device that was used to defeat the they are able to fire the weapons in their possession. invaders thousands of years ago. If you discover the whereabouts of this device, you should capture it by any means necessary! Species Designation: Maggot Although they are easier to kill than demons, marines should avoid letting these invaders get within melee range. Their two heads can attack independently of each other, and each can inflict severe injury. Like demons, maggots are capable of pre-emptively attacking enemies who get too close. Species Designation: Revenant These skeletal invaders can attack from around corners Weapon Designation: Soul Cube with their shoulder-mounted missile launchers. Fortunately, their rockets are not very fast and marines can often avoid This alien weapon appears to be powered by life energy. -
Facebook's Open Source Capture the Flag
https://doi.org/10.48009/1_iis_2020_202-212 Issues in Information Systems Volume 21, Issue 1, pp. 202-212, 2020 A COMPARISON STUDY OF TWO CYBERSECURITY LEARNING SYSTEMS: FACEBOOK’S OPEN SOURCE CAPTURE THE FLAG AND CTFD Rhonda G. Chicone, Purdue University Global, [email protected] Susan Ferebee, Purdue University Global, [email protected] ABSTRACT There is a high demand for innovative and smart technologies to improve cybersecurity education and produce skilled cybersecurity professionals in a faster, more engaging manner. Gamification, in the form of Capture the Flag (CTF) platforms, are increasingly being used by educational institutions and in private and public industry sectors. A previous 2018 study by Chicone and Burton investigated Facebook’s CTF platform as an open source inexpensive learning and assessment tool for undergraduate and graduate IT/cybersecurity adult students for an online university. In this comparative expansion study, the 2018 study was replicated but this time examining and comparing Facebook’s CTF platform with another CTF platform called CTFd. The studies were evaluated on assessment capability. It was found that Facebook’s CTF had very little to aid with assessment while CTFd provided many formative assessment features that were valuable for students as well as for faculty in determining needs for future learning. Keywords Cybersecurity, Information Security, Capture the Flag, Cybergames, Cyber Range, Gamification, Assessment, Learning Outcomes INTRODUCTION Moving toward 2020, demand for cybersecurity professionals continues to increase. Casesa (2019) points to five positions, specifically that are in the highest demand in 2020. These positions are Cybersecurity Manager/Administrator, Cybersecurity Consultant, Network Architect and Engineer, Cybersecurity Analyst, and Cybersecurity Engineer. -
Ecpe GAMING a LOOK INSIDE the STUDENT-RUN GAME DEVELOPMENT CLUB
USING THE Wii FOR MORE THAN GAMES CYCLONE GAMER ZACH ELLSBURY ALUM AARON STRIEGEL (PAGE 12) FROM AMES TO EA TO INTERCEPTOR (PAGE 10) CONNECTIONSSPRING SEMESTER 2013 ECpE GAMING A LOOK INSIDE THE STUDENT-RUN GAME DEVELOPMENT CLUB www.ece.iastate.edu Learn Invent Impact IN THIS ISSUE 2 DEPARTMENT HEADLINES Cover Story GAMING AT ECpE 4 The student-run Game Development Club provides vital resources and direction to student game developers TLA OPENS 9 ECpE opened its Transformative Learning Area in December he Spring semester is in progress and a few changes to the department are, as well. We’re updating our layout, in Connections (opposite page) and in Coover Hall, and we’re excited for the possibilities. T CYCLONE GAMER Changes to the building’s first floor are underway. We have already finished and 10 ISU alum Zach Ellsbury’s journey from opened the Transformative Learning Area (page 9), which features cutting-edge Ames to EA to Interceptor Entertainment equipment within a large, open floor plan. It was our hope that students would use the TLA for collaborative learning, and early returns are confirming this. The TLA was step one in our plans for the first floor. MORE THAN JUST FUN Step two, which began in January, is the merging of rooms 1212 and 1208 12 AND GAMES into the new Student Advising Suite. Our current arrangement of disconnected Alum Aaron Striegel is using the Nintendo office space limits our ability to serve our growing student population. The Wii for more than just a games machine new suite will feature offices for our student advising staff, support staff space, meeting space, and a seated waiting area for students and parents.