High School Esports League Tournament Rule Book
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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. -
ANNEXURE A: Sanction Outcomes Findings As at 28 September 2020
ANNEXURE A: Sanction Outcomes Findings as at 28 September 2020 # Concessions Net ban Total rounds # Coach Sanction Tier Team Enemy Team Tournament Date Map Round Start Round End Match Link Video Link cases applied (%) (months) triggered iGame.com Tricked Europe Minor Closed Qualifier - PGL Major Krakow 2017 19-Jul-2017 Nuke 0 - 0 22 - 25 47 Match Link Video Link 1 Twista 2 Tier 1 12.50% 15.75 iGame.com Spirit Academy Hellcase Cup 6 6-Sep-2017 Nuke 18 - 18 20 - 22 6 Match Link Video Link maquinas Ambush ESEA Season 32 Advanced Playoffs 14-Nov-2019 Mirage 0 - 0 16 - 7 23 Match Link Video Link 2 casle 2 Tier 2 0 10 maquinas North WESG 2019 North Europe Closed Qualifier 27-Nov-2019 Overpass 4 - 9 16 - 19 22 Match Link Video Link Furious Gaming Latingamers La Liga Pro Trust 2019 - Apertura 25-Aug-2019 Mirage 0 - 0 0 - 1 1 Match Link Video Link 3 dinamito 2 Tier 2 0 10 Furious Gaming Sinisters Aorus League 2019 #3 Southern Cone 6-Sep-2019 Inferno 0 - 0 11 - 16 27 Match Link Video Link 4 ArnoZ1K4 1 Tier 2 0 10 Evidence Reapers Dell Gaming Liga Pro Season 1 - #4 APR/19 12-Apr-2019 Train 0 - 0 16 - 10 26 Match Link Video Link Tricked pro100 LOOT.BET Cup 2 - cs_summit 2 Qualifier 13-Dec-2017 Mirage 0 - 0 11 - 7 18 Match Link Video Link Tricked EURONICS United Masters League 21-Nov-2018 Dust2 0 - 0 4 - 2 6 Match Link Video Link Tricked LDLC United Masters League 28-Nov-2018 Mirage 0 - 0 16 - 12 28 Match Link Video Link Tier 1 5 Rejin 7 45% 19.8 Tricked HAVU Kalashnikov CUP 29-Nov-2018 Train 0 - 0 10 - 15 25 Aggravated Match Link Video Link Tricked -
Esports Yearbook 2017/18
Julia Hiltscher and Tobias M. Scholz eSports Yearbook 2017/18 ESPORTS YEARBOOK Editors: Julia Hiltscher and Tobias M. Scholz Layout: Tobias M. Scholz Cover Photo: Adela Sznajder, ESL Copyright © 2019 by the Authors of the Articles or Pictures. ISBN: to be announced Production and Publishing House: Books on Demand GmbH, Norderstedt. Printed in Germany 2019 www.esportsyearbook.com eSports Yearbook 2017/18 Editors: Julia Hiltscher and Tobias M. Scholz Contributors: Sean Carton, Ruth S. Contreras-Espinosa, Pedro Álvaro Pereira Correia, Joseph Franco, Bruno Duarte Abreu Freitas, Simon Gries, Simone Ho, Matthew Jungsuk Howard, Joost Koot, Samuel Korpimies, Rick M. Menasce, Jana Möglich, René Treur, Geert Verhoeff Content The Road Ahead: 7 Understanding eSports for Planning the Future By Julia Hiltscher and Tobias M. Scholz eSports and the Olympic Movement: 9 A Short Analysis of the IOC Esports Forum By Simon Gries eSports Governance and Its Failures 20 By Joost Koot In Hushed Voices: Censorship and Corporate Power 28 in Professional League of Legends 2010-2017 By Matthew Jungsuk Howard eSports is a Sport, but One-Sided Training 44 Overshadows its Benefits for Body, Mind and Society By Julia Hiltscher The Benefits and Risks of Sponsoring eSports: 49 A Brief Literature Review By Bruno Duarte Abreu Freitas, Ruth S. Contreras-Espinosa and Pedro Álvaro Pereira Correia - 5 - Sponsorships in eSports 58 By Samuel Korpimies Nationalism in a Virtual World: 74 A League of Legends Case Study By Simone Ho Professionalization of eSports Broadcasts 97 The Mediatization of DreamHack Counter-Strike Tournaments By Geert Verhoeff From Zero to Hero, René Treurs eSports Journey. -
The Best Ever? SK Gaming's Coldzera Looks to Claim His Place in CS:GO History
12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand KSV acquires Samsung Galaxy's League of Legends team 20h - Young Jae Jeon The 2017-2018 League of Legends Roster Shuffle 9d - ESPN Esports A year in review: Lessons from 2017 League of Legends 2d - Kelsey Moser From Overwatch to PUBG: A conversation with the king of games 4d - Young Jae Jeon How the first ever F1 Esports championship was won 5d Trine University builds esports into its plans 7d - Sean Morrison Pulling in Pobelter is Liquid's best move 8d - TheTyler Erzberger best ever? SK Gaming's Seoul Dynasty coach Hocury: 'People are underrcoldzating all theer non-Kaore anlook teams' s to claim his place in 10d - Young Jae Jeon CS:GO history Sources: Zaboutine joins OpTic as head coach 12d - Jacob Wolf Meet the woman behind RunAway 15d Rachel Gu http://www.espn.co.uk/esports/story/_/id/20055264/counter-strike-global-offensive-star-coldzera-looks-cement-legacy 1/13 12/1/2017 Counter-Strike Global Offensive star coldzera looks to cement his legacy CS:GO -- coldzera looks to cement legacy 140d - Samuel Delorme Valve must solve two Dota 2 Pro Circuit problems 11h - Alan Bester Lessons from Samsung: Sticking to the script 14h - Emily Rand SK Gaming swept Cloud9 3-0 to take home the finals victory at ESL One Cologne. -
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. -
Event Marketing and PR for Grail Quest
Event marketing and PR for Grail Quest Attracting and reaching audience in esports Felix Kaukiainen Bachelor’s thesis for Business Administration Marketing Åbo 2018 EXAMENSARBETE Författare: Felix Kaukiainen Utbildning och ort: Företagsekonomi, Åbo Inriktningsalternativ/Fördjupning: Marknadsföring Handledare: Camilla Ekman Titel: Event marketing and PR for Grail Quest – Attracting and reaching audience in esports _________________________________________________________________________ Datum: 5.11.2018 Sidantal:43 Bilagor: 1 _________________________________________________________________________ Abstrakt Under de senaste åren har e-sport blivit ett allt mer diskuterat ämne i medier. Tävlingsinriktat spelande (esport) håller på att formas till något bara få kunde tänka sig. E- sport (som förknippas med spelande) har också varit framgångsrikt på de olika fronterna i branschen. Den globala tilväxten inom e-sport och både nationell samt internationell framgång inom branschen har fått flera organisationer att investera i e-sport. Professionella sportorganisationer byggs upp på samma gång som tävlingar med allt större priser och synlighet väcker uppmärksamheten bland allmänheten. Dessutom har vissa skolor börjat stöda elever som vill rikta in sig på tävlingsinriktat spelande. Grail Quest är ett esport och LAN evenemang som ordnades för första gången 2017 i Gatorade Arena i Åbo 2018 i Kuppis bollhall. Organisatörerna vill med hjälp av evenemanget lyfta fram e-sporten och tävlingsinritkat spelande (videospel) bland allmänheten och nå nya potentiella kunder. Det huvudsakliga syftet med examensarbetet är att undersöka kundgruppen för att kartlägga en marknadsföringsstrategi åt följande Grail Quest -evenemanget som kommer att ordnas. I undersökningen ligger fokus på målgruppen e-sportentusiasiter. Arbetet går mer detaljerat in på hur man marknadsför evenemang. Det ser också på vad som krävs för att få ungdomar som tävlar i esport att bli intresserade att delta i ett e-sport och LAN- evenemang. -
Official Rulebook
Intel Extreme Masters Rulebook Foreword This document outlines the rules that should at all times be followed when participating in an Intel Extreme Masters competition. Failure to adhere to these rules may be penalized as outlined. It should be remembered that it is always the administration of the tournament that has the last word, and that decisions that are not specifically supported, or detailed in this rulebook, or even go against this rulebook may be taken in extreme cases, to preserve fair play and sportsmanship. We at ESL hope that you as a participant, spectator, or press will have an enjoyable competition to partake in and we will do our utmost to make it a fair, fun, and exciting competition for everyone involved. Yours sincerely The Intel Extreme Masters Admin Staff Table of Contents 1 Definitions...............................................................................................................................................9 1.1 Range of Validity.............................................................................................................................9 1.2 Participants......................................................................................................................................9 1.3 Time Zone........................................................................................................................................9 1.4 The Season.......................................................................................................................................9 -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
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. -
ESL One Belo Horizonte 2018 Powered by Intel to Debut in Brazil with $US200,000 Prize Pool
Mar 29, 2018 09:34 BST ESL One Belo Horizonte 2018 powered by Intel to debut in Brazil with $US200,000 prize pool ESL, the world’s largest esports company, brings one of the biggest Counter Strike: Global Offensive tournaments to South America: ESL One Belo Horizonte 2018 powered by Intel. The Mineirinho Arena (Estádio Jornalista Felipe Drummond) located in Belo Horizonte, Brazil will open its doors to the public on June 15-17, 2018 as the eight best CS:GO teams will battle over a lion’s share of the $US200,000 prize pool. The participating teams will get the chance to show off their skills on stage of the Mineirinho Arena, where the group stages decider matches, semi finals and the grand finals will be played out in front of thousands of fans. Only the four best teams will receive a direct invite to become an active part in the group stages of the event, which will kick off on June 13-14. The other remaining spots will be filled with the winners of the qualifiers. ESL One Belo Horizonte 2018 will be also part of the Intel® Grand Slam, which will award a $US1,000,000 bonus prize to the first CS:GO team that wins four out of the last ten DreamHack or ESL events, including the event series ESL One, Intel Extreme Masters, CS:GO Pro League and DreamHack Masters. ESL One Belo Horizonte 2018 marks the first edition of the flagship event series ESL One in Brazil and the second stadium event held in the South American region.