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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
Valve Corporation Tournament License
VALVE CORPORATION DOTA 2 TOURNAMENT LICENSE AND PAID SPECTATOR SERVICE AGREEMENT By pressing “Submit” you and/or the party you represent in submitting this web form (“Licensee”) agree to be bound be the terms of this Dota 2 Tournament License and Paid Spectator Service Agreement (the “Agreement”). It is entered into and effective by and between Valve Corporation, a Washington, U.S.A. corporation (“Valve”), and the Licensee as of the day that Valve accepts and confirms the submission by making it accessible through the Paid Spectator Service. 1. Definitions 1.1 “Adjusted Gross Revenue” mean the gross revenue actually received by Valve from Valve’s sale of the Tournaments via the Paid Spectator Service, less (a) actual costs resulting directly from returns, discounts, refunds, fraud or chargebacks; (b) taxes that are imposed on a customer of the Paid Spectator Service on the distribution, sale or license of the Tournaments (such as sales, use, excise, value-added and other similar taxes) that are received from such customer by Valve for payment to governmental authorities. 1.2 “Confidential Information” means (i) any trade secrets relating to Valve’s product plans, designs, costs, prices and names, finances, marketing plans, business opportunities, personnel, research development or know-how; (ii) any unreleased Valve products; and (iii) any other information that Valve designates to Licensee as being confidential or which, based on the nature of such information and the circumstances surrounding its disclosure, ought in good faith to be treated as confidential. 1.3 “Game” means the game Dota 2. 1.4 “Game-Related Intellectual Property,” means the Dota™ trademark and Dota 2 logo. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Day of Defeat : Official Strategy Guide Kindle
DAY OF DEFEAT : OFFICIAL STRATEGY GUIDE PDF, EPUB, EBOOK Prima Development | 160 pages | 01 Jun 2003 | Prima Publishing,U.S. | 9780761543503 | English | Rocklin, United States Day of Defeat : Official Strategy Guide PDF Book Paladin Anima Powers. Playing online is fundamentally different from playing offline, as greater amounts of interactivity and chaos often push you to new limits as a general and a soldier. When playing a sniper, find a spot and start sniping; trying to be mobile may be more fun, but sticking to a good perch that overlooks a high-traffic area is far more helpful if you're into mobile sniping, try the Rifleman class. Don't know how effective this is for small games, but there is a marked difference in large games. While there is always a raging debate over whether the recoils are too hard or too soft, dealing with recoil is the same across the board. A large clip allowed for agile attacks on fortified positions. Follow the sound of the ringing phone through the little office and down the corridor. Thanks to anybody who still believes in acting civil online! You can get there easily by going to the flag 3 sewers, then taking a left down to the area under the church. The graphics aren't the best, but this game was tons of fun back in the day! There's a door on the right side that leads directly in. Finally, if you're in need of a defensive location, enter the left path out of your spawn. Errors and other gremlins squashed. -
Florida Tech Esports Tryout Information Packet
Esports Tryouts Team Benefits ............................................................................................................................................. 3 Who can tryout? ......................................................................................................................................... 4 What to expect ............................................................................................................................................ 5 Varsity & Junior Varsity Tryout Requirements ....................................................................................... 6 League of Legends (LoL) ............................................................................................................................ 6 Rocket League (RL) .................................................................................................................................... 6 Junior Varsity Tryout Requirements ........................................................................................................ 7 Rainbow 6 Siege (R6S) ............................................................................................................................... 7 Valorant (VAL) ........................................................................................................................................... 7 Florida Tech Esports Club Titles .............................................................................................................. 8 Dear Florida Tech Students, Thank you -
Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. -
Team Fortress 2 Mine Shaft Custom
University of Arkansas – CSCE Department Advanced Virtual Worlds – Spring 2013 CTF_Shaft: A Custom Team Fortress 2 Map Taylor Yust, Scott Benton, Luke Godfrey, Dylan Reile Note: Except where otherwise specified, text was written by Taylor Yust Abstract One of the most prominent applications of virtual worlds is in the game industry. The success of a game hinges on its ability to craft compelling environments that effectively explore the design space afforded by its mechanics. Team Fortress 2, an online multiplayer action game developed by Valve, is no exception. In an attempt to further our own experience with game development and virtual world construction, our team seeks to design and build an engaging custom map using critical game design methodology. We will tackle the “Capture the Flag” game type, which is notorious in the Team Fortress 2 community for often resulting in broken gameplay. [1] 1.0 Problem When most amateur designers approach map development, they fail to think of the design in a critical manner and instead move forward with only a vague notion of what would be “cool.” For example, rather than understanding a vertical space as providing a sort of increased “flow” in the form tactical and mechanical advantage, many designers would see it as an “awesome tower,” unable to look beyond its literal representation. This approach often leads to poorly designed maps with balancing issues. The “Capture the Flag” (CTF) maps in Team Fortress 2 are an excellent example of this. The mechanics often lead to stalemates with the dominant strategy being to “turtle” near your team’s flag. -
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks'). -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc. -
Phenomena of Social Dynamics in Online Games
University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School July 2019 Phenomena of Social Dynamics in Online Games Essa Alhazmi University of South Florida, [email protected] Follow this and additional works at: https://scholarcommons.usf.edu/etd Part of the Computer Sciences Commons Scholar Commons Citation Alhazmi, Essa, "Phenomena of Social Dynamics in Online Games" (2019). Graduate Theses and Dissertations. https://scholarcommons.usf.edu/etd/8329 This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Phenomena of Social Dynamics in Online Games by Essa Alhazmi A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computer Science and Engineering College of Engineering University of South Florida Major Professor: Adriana Iamnitchi, Ph.D. John Skvoretz, Ph.D. Kingsley A. Reeves, Jr., Ph.D. Yao Liu, Ph.D. Paul Rosen, Ph.D. Giovanni Luca Ciampaglia, PhD. Date of Approval: June 6, 2019 Keywords: social phenomena, social network analysis, data mining, team formation, migration Copyright c 2019, Essa Alhazmi DEDICATION This dissertation is dedicated to my wife, Maryam, and our daughters, Jude and Elena. I also dedicate this work to my parents, Zakia and Ali, and all my brothers and sisters. ACKNOWLEDGMENTS First, I would like to thank my advisor, Professor Adriana Iamnitchi, for advising and supporting me learn and practice foundations of scientific research. This thesis would not have been possible without her and without freedom and encouragement, she has given me during the time I spent at University of South Florida. -
A Traffic Analysis of a Busy Counter-Strike Server
Portland State University PDXScholar Computer Science Faculty Publications and Presentations Computer Science 5-2002 Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server Wu-chang Feng Oregon Graduate Institute of Science & Technology Francis Chang Oregon Graduate Institute of Science & Technology Wu-chi Feng Oregon Graduate Institute of Science & Technology Jonathan Walpole Oregon Graduate Institute of Science & Technology Follow this and additional works at: https://pdxscholar.library.pdx.edu/compsci_fac Part of the Digital Communications and Networking Commons, and the OS and Networks Commons Let us know how access to this document benefits ou.y Citation Details "Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server," Wu-chang Feng, Francis Chang, Wu-Chi Feng, and Jonathan Walpole, OGI CSE Technical Report, CSE-02-005, May 15, 2002. This Technical Report is brought to you for free and open access. It has been accepted for inclusion in Computer Science Faculty Publications and Presentations by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected]. 1 Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server Wu-chang Feng Francis Chang Wu-chi Feng Jonathan Walpole Department of Computer Science Engineering OGI School of Science and Engineering at OHSU Beaverton, OR 97006 wuchang,francis,wuchi,walpole @cse.ogi.edu f g Abstract—This paper describes the results of a 500 I. INTRODUCTION million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior Due the confluence of advances in graphics hard- of this heavily loaded game server is highly predictable ware, in network bandwidth on the backbone and and can be attributed to the fact that current game de- to the home, in client and server hardware, and in signs target the saturation of the narrowest, last-mile innovative software game design, on-line interac- link. -
Case Study: Dota 2'S Game Design and Player Experience
CROSS-CULTURE IMPACT ON VIDEO GAME INDUSTRY Case study: Dota 2’s game design and player experience. Tran An Lapland University of Applied Sciences Innovative Business Services Bachelor’s Degree 2017 Abstract of Thesis School of Business and Culture Innovative Business Services Bachelor Degree Author An Tran Year 2017 Supervisor Eija Turunen Title of Thesis Cross-cultures impact on video game industry. Case study: Dota 2’s game design and customer experience. Number of pages + App. 58 + 19 The purpose of this thesis was to investigate the culture’s impact on online game designs, how the game could attract players internationally with culturally adaptive design and last but not least create its own digital culture among its players. The main finding of the thesis was the importance of culture in the current online game industry. Since the players were from all around the world, their cultural impacts on the game’s design could be greater than ever. Companies who are aiming for the international market should take different cross-cultural factors under consideration while having the game developed. By studying Dota 2’s design from basic cross-cultural viewpoints of Hofstede’s theory, it was able to explain partly the success of this phenomenon in e-sports, bring out the reasons how an MMORPG can build up its own borderless empire and digital culture. On the other hand, the thesis also suggested solutions to deal with a few current problems the case game’s in-game features and its item designs. Key words cross-culture, online game, video game, game design, customer experience, multiplayer online battle arena CONTENTS 1.