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Anti-cheat Software
On online games, cheating subverts the rules or mechanics of the games to gain an unfair advantage over other players, generally with the use of third-party software. What constitutes cheating is dependent on the game in question, its rules, and consensus opinion as to whether a particular activity is considered to be cheating. Cheating is present in most multiplayer online games, but it is difficult to measure. Various methods of cheating in online games can take the form of software assistance, such as scripts and bots, and various forms of unsporting play taking advantage of exploits within the game. The Internet and darknets can provide players with the methodology necessary to cheat in online games, with software often available for purchase. As methods of cheating have advanced, video game publishers have similarly increased methods of anti-cheating, but are still limited in their effectiveness. Punishments for cheaters also have various forms, with legal measures al ...
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User (computing)
A user is a person who uses a computer or network service. A user often has a user account and is identified to the system by a username (or user name). Some software products provide services to other systems and have no direct end users. End user End users are the ultimate human users (also referred to as operators) of a software product. The end user stands in contrast to users who support or maintain the product such as sysops, database administrators and computer technicians. The term is used to abstract and distinguish those who only use the software from the developers of the system, who enhance the software for end users. In user-centered design, it also distinguishes the software operator from the client who pays for its development and other stakeholders who may not directly use the software, but help establish its requirements. This abstraction is primarily useful in designing the user interface, and refers to a relevant subset of characteristics t ...
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End-user License Agreement
An end-user license agreement or EULA () is a legal contract between a software supplier and a customer or end-user. The practice of selling licenses to rather than copies of software predates the recognition of software copyright, which has been recognized since the 1970s in the United States. Initially, EULAs were often printed as shrink wrap contracts, where tearing the shrink wrap indicated acceptance. Software distributed via the internet is more commonly licensed via clickwrap (where the user clicks to agree to the license) or browsewrap (continuing to browse the website indicates agreement). Most companies prefer to sell licenses rather than copies of the software because it enables them to enforce stricter terms on the end user in a number of domains, especially by prohibiting transfer of ownership or use on multiple computers, and by asserting ownership of the copyright of derivative works, such as user-generated content in video games. Enforceability of EULAs has ...
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Virtual Economy
A virtual economy (or sometimes synthetic economy) is an emergence, emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, avatars in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all). However, some people do interact with virtual economies for "real" economic benefit. Despite primarily dealing with in-game currencies, this term also encompasses the selling of virtual currency for real money, in what is sometimes called "open centralised marketplaces". Overview Virtual economies are observed in Multi-user dungeon, MUDs and massively multiplayer online role-playing games (MMORPGs). ...
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Computer Bug
A software bug is a design defect ( bug) in computer software. A computer program with many or serious bugs may be described as ''buggy''. The effects of a software bug range from minor (such as a misspelled word in the user interface) to severe (such as frequent crashing). In 2002, a study commissioned by the US Department of Commerce's National Institute of Standards and Technology concluded that "software bugs, or errors, are so prevalent and so detrimental that they cost the US economy an estimated $59 billion annually, or about 0.6 percent of the gross domestic product". Since the 1950s, some computer systems have been designed to detect or auto-correct various software errors during operations. History Terminology ''Mistake metamorphism'' (from Greek ''meta'' = "change", ''morph'' = "form") refers to the evolution of a defect in the final stage of software deployment. Transformation of a ''mistake'' committed by an analyst in the early stages of the softw ...
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Elo Rating System
The Elo rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess or esports. It is named after its creator Arpad Elo, a Hungarian-American chess master and physics professor. The Elo system was invented as an improved Chess rating system, chess-rating system over the previously used Harkness rating system, Harkness system, but is also used as a rating system in association football, association football (soccer), American football, baseball, basketball, pool (cue sports), pool, various board games and esports, and, more recently, Large language model, large language models. The difference in the ratings between two players serves as a predictor of the outcome of a match. Two players with equal ratings who play against each other are expected to score an equal number of wins. A player whose rating is 100 points greater than their opponent's is expected to score 64%; if the difference is 200 points, then the expected score for th ...
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Asus
ASUSTeK Computer Inc. (, , , ; stylized as ASUSTeK or ASUS) is a Taiwanese Multinational corporation, multinational computer, phone hardware and electronics manufacturer headquartered in Beitou District, Taipei, Taiwan. Its products include desktop computers, laptops, netbooks, mobile phones, networking equipment, monitors, wireless router, Wi-Fi routers, projectors, motherboards, graphics cards, optical storage, multimedia products, peripherals, wearables, server (computing), servers, workstations and tablet PCs. The company is also an original equipment manufacturer (OEM). Asus is the Market share of personal computer vendors, world's fifth-largest personal computer vendor by unit sales. Asus has a primary listing on the Taiwan Stock Exchange under the ticker code ''2357'' and formerly had a secondary listing on the London Stock Exchange under the ticker code ''ASKD''. Name The company is usually referred to as ''ASUS'' or ''Huáshuò'' in Chinese language, Chinese ( zh , t = ...
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AssaultCube Wallhacks
''AssaultCube'', formerly ''ActionCube'', is an open source first-person shooter video game, based on ''Cube'' and uses the same engine, the ''Cube Engine''. Although the main focus of ''AssaultCube'' is multiplayer online gaming, a single-player mode consists of computer-controlled bots. ''AssaultCube'' utilises efficient bandwidth usage, allowing the game to be run with connection speeds as low as 56kbit/s. It can run on older computer hardware as well. ''AssaultCube'' is available for free on Microsoft Windows, Linux, macOS, FreeBSD and Android. The game engine is free software, but parts of the accompanying game media, such as the graphics, are released under non- free licenses, the CC BY-NC-SA Creative Commons license, which makes the overall game freeware. Gameplay ''AssaultCube'' was designed to be more realistic and team-oriented than ''Cube'' while keeping ''Cube''s distinctive fast-paced gameplay. In comparison to other games, ''AssaultCube'' is slower-paced th ...
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Game Balance
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience. Overview and development Game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends on the game genre. Most game designers agree that game balancing serves towards providing an engaging player experience, especially through a meta. Game balance is commonly discussed among game designers, some of whom include Ernest Adams, Jeannie Novak, Ian Schreiber, David Sirlin, and Jesse Schell. The topic is also featured in many YouTube channels specializing in game design topics, including Extra Credits, GMTK and Adam Millard. T ...
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Rock Paper Scissors
Rock, Paper, Scissors (also known by #Names, several other names and word orders) is an Intransitive game, intransitive hand game, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock" (a closed fist: ✊), "paper" (a flat hand: ✋), and "scissors" (a fist with the index finger and middle finger extended, forming a V: ✌). The earliest form of "rock paper scissors"-style game originated in China and was subsequently imported into Japan, where it reached its modern standardized form, before being spread throughout the world in the early 20th century. A simultaneous game, simultaneous, zero-sum game, it has three possible outcomes: a draw, a win, or a loss. A player who decides to play rock will beat another player who chooses scissors ("rock crushes scissors" or "breaks scissors" or sometimes "blunts scissors"), but will lose to one who has played paper ("paper covers rock"); a play of ...
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Rendering (computer Graphics)
Rendering is the process of generating a physically-based rendering, photorealistic or Non-photorealistic rendering, non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "architectural rendering, rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A application software, software application or component-based software engineering, component that performs rendering is called a rendering software engine, engine, render engine, : Rendering systems, rendering system, graphics engine, or simply a renderer. A distinction is made between Real-time computer graphics, real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or an ...
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Fog Of War
The fog of war is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary Intent (Military), intent during an engagement, operation, or campaign. Military forces try to reduce the fog of war through military intelligence and friendly force tracking systems. The term has become commonly used to define uncertainty mechanics in war gaming, wargames. Origin The word "fog" (), but not the exact phrase, in reference to 'uncertainty in war' was introduced by the Prussian military analyst Carl von Clausewitz in his posthumously published book, ''Vom Kriege'' (1832), the English translation of which was published as ''On War'' (1873): It has been pointed out that von Clausewitz does not use the exact phrase "fog of war", and also uses multiple similar metaphors, such as "twilight" and "moonlight", to describe a 'lack of clarity'. The fi ...
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