The document provides concepts for character abilities, quests, and location tracking code for a mobile massively multiplayer role-playing game. It includes code snippets to track player location and implement a basic health user interface in Unity3. The document analyzes progress using the "Six Thinking Hats" method, noting benefits and limitations of the iPhone OS choice and need to focus on one coding platform at a time.
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
The following resources come from the 2009/10 BSc in Games and Graphics Hardware Technology (course number 2ELE0074) from the University of Hertfordshire. All the mini projects are designed as level two modules of the undergraduate programmes.
The objectives of this module are to demonstrate, using the PlayStation® 2 SDK:
• Knowledge of PS2 registers, graphics, sound, IO architecture, EE, GS and VU’s
• Graphics programming.
This project will investigate the PlayStation® 2 through use of the Linux SDK. The project will involve the completion of a 2D game to explore the architecture of the PS2.
Learning to Reason in Round-based Games: Multi-task Sequence Generation for P...Deren Lei
Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. CounterStrike: Global Offensive (CS:GO), as a round-based game with abundant expert demonstrations, provides an excellent environment for multi-player round-based sequential reasoning. In this work, we propose a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the strategies behind the round-based purchasing decisions. We adopt few-shot learning to sample multiple rounds in a match, and modified model agnostic meta-learning algorithm Reptile for the meta-learning loop. We formulate each round as a multi-task sequence generation problem. Our state representations combine action encoder, team encoder, player features, round attribute encoder, and economy encoders to help our agent learn to reason under this specific multi-player round-based scenario. A complete ablation study and comparison with the greedy approach certify the effectiveness of our model. Our research will open doors for interpretable AI for understanding episodic and long-term purchasing strategies beyond the gaming community.
Kingston University AR Drone game-final report.pdfAnne David
A game developed as part of the digital media specialist module at Kingston University.
For any suggestions or job opportunities, please get in touch with me at: annedavid89@gmail.com
website: annedaavid89.wix.com/profile
Sheet1Economy for The ProjectScout Recon SkillsLevelFunctionAssau.docxlesleyryder69361
Sheet1Economy for The ProjectScout /Recon SkillsLevelFunctionAssault/Melee SkillsLevelFunctionFire Support SkillsLevelFunctionStealthy Passage3Reduces chance of being detected by 10%Scattershot3Increases the area of the spread of Assault Rifle roundsSteady Hand3Reduces lock-on time by 10%Combat SkillsFighting Retreat8After being detected, chance of hitting target increases by 10% & chance of being hit is reduced to 10% Pistol Whip8Allows pilot to use a depleated rifle as a Melee weaponSure Shot8Reduces lock-on time by 25%Sure Footing20Chance of falling on rugged terrain is reduced by 40%Knockout20Increases the chance of a critical hit by 20% for Melee weaponsHead Shot20Increases chance of critical hit by 20%Keen Eye45Range at which an enemy can be detected increases by 15%Penetrating Shot45Increases the chance of a critical hit by 30% with Assault RifleTight Grouping45Increases the number of actual hits from a volley of missiles by 25%Bob 'n Weave70After being detected, chance of hitting target increase by 30% & chance of being hit is reduced to 5%Sucker Punch70Increases the chance of a critical hit by 50% with Melee weaponAssassination70Increases the chance of a one-hit-kill by 30%Scout/Recon TechCostFunctionAssault/Melee TechCostFunctionFire Support TechCostFunctionContact EMP1600A weapon that shuts down enemy robot on contact. Duration: 7 secondsClub1500Hand-held melee weapon that inflicts great damage Wire Guided Missiles6000A missile with a high damage yield. Fired individually. Pilot steers the missile to the targetEMP Upgrade 2500Allows EMP to shut down enemy robot from 50 yards away. Duration: 10 secondsMace3200Upgrade to the Club that inflicts even greater damageSurface-to-Surface Missiles2800A fire-and-forget missile with a moderate damage yield, but fired in volleys of 5Scout Class Shotgun1700Lightweight firearm that inflicts damage over a greater area of an ememy's unitArmored Fist1000A melee weapon worn on a Guardian's fist that inflicts moderate damageHeat Seeking Missiles4200A fire-and-forget missile with a high damage yield, fired singly. High accuracyArmory pointsScout Class Machine Gun1800Lightweight firearm that inflicts concentrated damage on parts of an enemySpiked Fist2000An upgrade to the Armored Fist that inflicts significant damageSniper Rifle2300The standard long-range, scoped rifle carried by Fire Support Guardians.Infrared Targeting3000A target system upgrade that allows ability to detect enemies on the infrared scaleAssault Rifle2200Standard hand-held firearm for Assault Class GuardiansSniper Upgrade 14000An upgrade to the standard Sniper Rifle. Increased range and accuracyX-Ray Targeting 4000A target system upgrade that allows the ability to detect enemies using X-RaysRifle Upgrade3600Upgrade to the standard Assault Class Rifle that inflicts greater damage and has higher accuracyTelescopic Upgrade7000A sniper module upgrade that dramatically increases range and accuracyRockets4000A short to medium range, unguide.
Balancing is a problem seemingly no one exactly knows how to tackle. Should you calculate it all? Should you tinker with values until you're satisfied with every detail? Should you turn to focus tests? I aim to propose a different approach and treat balance as something inherently systemic. I'm going to talk about structuring systems and content around a balanced framework. I will elaborate on my experience with such an approach in Phantom Doctrine, focusing on solutions we utilized and effective techniques required to master the balancing of a lengthy campaign in a complex game.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
1. SIP Project and InnovationPart 2 Kyle Offenback University of Advancing Technology September 2011
2. SIP Objective Create a game engine that offers a casual massive role playing game that utilizes the global positioning of the players to interact with the player versus environment and player versus player aspects of the game.
3. Character Abilities Concept Summary: Each class has unique abilities that sets them apart from other classes. These abilities will range from damaging, healing, mitigation, hp increasing buff, armor increasing buff, magic resistance buff, and utility type abilities.
4.
5. Shield Slam: Interrupts targets spell, if target is not casting the target can not cast the next turn.
6. Charge: The warrior will charge up to 3 additional squares. If an enemy player is adjacent to the last square the warrior charges, the enemy will take damage.
7.
8. Backstab: The rogue attacks with both weapons if the rogue is behind the target.
9. Venom: The rogue coats weapons with venom. This venom last for 5 turns. If a target is hit with any damage from the rogue, the target has a chance of being venomed for 2 rounds reducing damage done and healing received.
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11. Aimed Shot: The hunter loses a turn to aim his next shot, on the following turn the hunter will shoot, dealing a large amount of damage.
12. Trap: The hunter can lay a trap within a 3x3 square area. If an enemy moves into the square, the enemy losses 2 turns.
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14. Character Abilities Concept Priest -Heal: The priest casts heal on a target, healing their wounds. -Rejuvenate: The priest casts rejuvenate on a target, healing a small amount of wounds each round for 5 rounds. -Shield: The priest casts shield on a target, shielding the target from damage for the next 2 turns or until a certain amount of damage is dealt. -Blessing: The priest casts blessing on allied targets within a 3x3 area increasing their hit points and mana points for the next 5 rounds.
15. Quest Concept Summary: Their will be quests offered from the cities. Some of the quests will be PVE based while others are PVP based. The quests reward the player with items, gold, faction or experience.
16. Quest Concept Quest Types: Kill Quests: These quests will require the player to go out to certain zones and kill a certain amount of monsters. Collection Quests: These quests require the player to go out and collect certain items. Some of these items can be found by just walking around. Others will be found from enemies they kill. Objective Quests: These quests require the player to finish objectives in either PVE or PVP. For example, one might require the player to capture two bases in one of the PVP maps. Adventure Quests: These quests require the player to fully explore an area or dungeon. Each step in real life explores the zone more and more.
17. Location Code Concept Summary: Initially the game will be released on iPhone OS. iPhone OS uses Xcode 4, which is an objective-c type of development environment. The environment includes all of the methods that the iPhone OS uses. This project will be using these methods to determine if a player is moving, if the player is moving then combat can happen or quest updates can occur.
18.
19. User Interface Code Concept Summary: Start implementation of one of the User Interfaces. The middleware of choice is UNITY3. UNITY3 Pro includes the needed environment objects and methods used in smart phone programming. During this process, testing is needed to be implemented.
20. User Interface Code Concept Code Snippets and explanations: Public class PlayerHealth: MonoBehaviour { public intmaxHealth = 100; //for UI testing the player health is set to 100. public intcurHealth = 100; //for UI testing the player’s cur health is set to 100. void OnGUI() { GUI.Box(newRect( 10, 10, healthBarLength, 20), curHealth+ “/” +maxhealth); } public void AddjustCurrentHealth(intadj){ curHealth += adj; if(curHealth < 0) curHealth = 0; if(curHealth > maxHealth) curHealth = maxHealth; if(maxhealth < 1) maxHealth =1; healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth); } } The above code is a snippet for the player’s health. For UI testing purposes, and because I haven’t developed the entire player’s object, current health and max health are set to 100 at start up. Note that the mana code is very similar to the health code, except the location of the bar is at “10, 30” instead of “10, 10”, which is 10 pixels below the player’s health. NOTE: The above is a result from a class offered by BurgZergArcade at BurgZergArcade.com.
21. Six Thinking Hats Self-Analysis White Hat – Through out the document a lot of concept designs have been shown. The next phase will be to create working models. Red Hat – I do feel that the project idea is coming along nicely. I made more in depth concepts down this week and began coding. Yellow Hat –Changing over to iPhone OS actually was a great choice. Working with Xcode is a lot easier than Google. Black Hat – Changing to iPhone OS, while it is easier, means that I won’t be able to create the game for as many smart phones. This will pose a problem for selling the idea. Green Hat – An achievement system will be great to have. While I have not talked about it, this week I wanted to spend some time working on achievements, though ran into time problems as learning and coding both Xcode and UNITY3 was time consuming. Blue Hat – This week I did give my self less than I did the previous week. I was able to put more focus into coding. Though, again I gave myself a little too much. Learning both UNITY3 and Xcode at the same time is very challenging. In later weeks I might alter to learning only one for the time being.