460-2073/02 – Esport, Basic Principles and Methods (ESPORT)
Gurantor department | Department of Computer Science | Credits | 4 |
Subject guarantor | prof. Ing. Ivan Zelinka, Ph.D. | Subject version guarantor | prof. Ing. Ivan Zelinka, Ph.D. |
Study level | undergraduate or graduate | | |
| | Study language | English |
Year of introduction | 2020/2021 | Year of cancellation | |
Intended for the faculties | FEI | Intended for study types | Bachelor |
Subject aims expressed by acquired skills and competences
The aim of the course is to acquaint its listeners with a new branch of sport - Esport. Esport is a sports competition in a virtual computer environment in the form of a computer game. Learning outcomes of the course unit, the aim of the course are to give the student a basic overview of the issue in three points of view: 1. Esport issues and PC environment, 2. computer security in Esport and 3. the role of artificial intelligence in Esport. Upon successful completion of this course, the graduate will understand the problems of Esport in the basic concept, including closely related areas. He will also be able to continue in other Esport courses, which will be a deeper and more detailed specialization of this modern and popular area of sports activities.
Teaching methods
Lectures
Tutorials
Summary
The course deals with the issue of Esport, the possibilities of using AI in the field of computer games and computer security in the field of Esport. Students will learn the basic principles of Esport, tournaments, the type of games used, the possibilities to participate in existing tournaments, the legal background of Esport and its national and supranational organization, then it will be acquainted with the AI and its application in computer science. games, mathematical tools to describe player behaviour, and ways to identify suspicious behaviour in online games. The course will also include an insight into the issue of computer security Esport and its abuse and protection.
Compulsory literature:
Recommended literature:
Skubida, D., 2016. Can some computer games be a sport?: Issues with legitimization of eSport as a sporting activity. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), pp.38-52.
Denning, T., Lerner, A., Shostack, A. and Kohno, T., 2013, November. Control-Alt-Hack: the design and evaluation of a card game for computer security awareness and education. In Proceedings of the 2013 ACM SIGSAC conference on Computer & communications security (pp. 915-928).
Westera, W., Prada, R., Mascarenhas, S., Santos, P.A., Dias, J., Guimarães, M., Georgiadis, K., Nyamsuren, E., Bahreini, K., Yumak, Z. and Christyowidiasmoro, C., 2020. Artificial intelligence moving serious gaming: Presenting reusable game AI components. Education and Information Technologies, 25(1), pp.351-380.
Additional study materials
Way of continuous check of knowledge in the course of semester
The examination is based on the elaboration of the protocols of the subject, by which the student demonstrates not only the understanding of the lecture information but also the ability to implement them in the given programming environment. To obtain a credit, you must hand over all the required protocols and have at least 80% of physical attendance at the laboratories. Credit is a vital condition for admission to the exam. The exam is oral.
E-learning
Other requirements
It is required the ability to create simple programs in arbitrary programming language and apply lecture knowledge into algorithms.
Additional requirements are not defined.
Prerequisities
Subject has no prerequisities.
Co-requisities
Subject has no co-requisities.
Subject syllabus:
Lectures:
1. History of Esport (beginnings, introduction to Esport as such)
2. Esport today (current status of Esport, game studios, tournaments)
3. Economy of things (teams, money movement, advertising)
4. Esport and everything around it (stream, doping, VR, future)
5. Network technologies used in Esport (protocols, quality)
6. Network requirements for Esport (stream, multiplayer, STADIA)
7. Computer security in Esport and major incidents associated with Esport
8. Internet user identity, personal data protection, password and keylogger issues, electronic licenses, their administration and payments in the Internet environment
9. Denial of service attacks (DOS, DDOS)
10. Detection of cheats and programs enhancing athletes performance, Pay for play services, booster services, farming and sale of funds
11. The role of AI in Esport, basic algorithms and principles.
12. AI algorithms
13. AI Bot, structure, functionality and creation
14. AI possibilities in games, examples and demonstrations
Exercise on computer classroom:
1. Game titles, single / multi player, RPG, MMO, strategy, simulators, Esport, etc.), division into group title selection, team creation strategy, role setting, team platforms.
2. Team play, tournament platform, admin part.
3. Stream, content, technology for stream, software, broadcasting.
4. Integral team training, streaming, media analysis, reach.
5. Simulation of line speed and effect on stream
6. Analysis of data communication in Esport
7. Infection vectors and possible prevention. Sample on prepared examples
8. User identity and password issues. Keylogger creation and testing
9. Spy malware and collecting sensitive data through a scripting framework
10. Denial of service (DOS) attacks, disruption of training for athletes
11. Basic evolutionary principles and algorithms, machine learning methods
12. Neural networks - use in gaming issues
13. Using AI in games, playing a prepared game, collecting data
14. Collection and analysis of game data
Conditions for subject completion
Occurrence in study plans
Occurrence in special blocks
Assessment of instruction