Porn with the heroes of dota 2

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Porn with the heroes of dota 2

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Porn with the heroes of dota 2

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DotA 6.77 AI Map DownloadDotA 6.77 AI Plus Map Download. As the official DotA 6.77 came out with a little changes to the gameplay, it didnt take much time for the AI team to port the bots to v6.77. This map has came from the same Chinese developer who released the unofficial DotA 6.76c AI. So, heres the new DotA 6.77 AI until PBMNs version comes out.DotA 6.77 AI Map Download:Download the .w3x file and place it inside your Warcraft 3MapsDownload sub directory.Version Notes:Ported from PleaseBugMeNots DotA v6.74c AI v1.3bPhoenix lag with Sun Ray has been fixedArc Warden and Winter Wyvern are tend to cast more spells.Thanks to Ciel for this map. Well update this post with official AI map as soon it comes out. Till then, you can enjoy playing this version.Related:

HistoryFounding and incorporationValve was founded by former longtime Microsoft employees Gabe Newell and Mike Harrington on August 24, 1996, 6 7 as Valve L.L.C., based in Kirkland, Washington on the Seattle Eastside . Harrington left the company in 2000. After incorporation in April 2003, 8 it moved from its original location to Bellevue, Washington, the same city in which their original publisher, Sierra OnLine , Inc., was based. In 2010, the office was moved again to a larger location in Bellevue. 9 In 2016, Valve signed a ninefloor lease in the Lincoln Square complex in downtown Bellevue, doubling the size of their offices. 10HalfLifeMain article: HalfLife (video game)After securing a license to the Quake engine through the help of friend Michael Abrash of id Software in late 1996, Newell and Harrington began working on HalfLife . Originally planned for release in late 1997, HalfLife launched on November 19, 1998. Valve acquired TF Software Pty. Ltd., the makers of the Team Fortress mod for Quake , in May 1998 with the intent to create a standalone Team Fortress game. 11 The Team Fortress Classic mod , essentially a port of the original Team Fortress mod for Quake, was released for HalfLife in 1999. Gearbox contributed much after the release of HalfLife. Gearbox Software is responsible for the HalfLife expansion packs, HalfLife: Opposing Force and HalfLife: Blue Shift , along with the home console versions of HalfLife for the Sega Dreamcast and Sony PlayStation 2 which included a third expansion pack called HalfLife: Decay , which enabled twoplayer splitscreen coop .Source game engineMain article: Source (game engine)After the success of HalfLife, the team worked on mods, spinoffs , and sequels , including HalfLife 2 . All current Valve games are built on its Source engine. The company has developed six game series: HalfLife, Team Fortress, Portal , CounterStrike , Left 4 Dead and Day of Defeat . Valve is noted for its support of its games modding community, most prominently, CounterStrike, Team Fortress, and Day of Defeat. Valve has branched out with this tradition to continue developing Dota 2 as the standalone sequel to the Warcraft III mod. 12 Each of these games began as a thirdparty mod that Valve purchased and developed into a full game. They also distribute community mods on Steam . 13 Valve announced the Source 2 engine in March 2015, later porting the entirety of Dota 2 to the engine in September of that year. 14 15Acquisitions and awardsValve has grown both in scope and commercial value. On January 10, 2008, they announced the acquisition of Turtle Rock Studios , 16 which would be renamed Valve South. 17 Turtle Rock Studios spun out of Valve again in March 2010. 18 On April 8, 2010, the company won The Escapist Magazine s March Mayhem tournament for the best developer of 2010, 19 beating out Zynga in the semifinals and BioWare in the final.In 2012, Valve acquired Star Filled Studios, a twoman gaming company, to open a San Francisco office. 20 However, in August 2013, they ended the operation when it was decided that there was little benefit coming from the arrangement. 21Network intrusionsValves internal network has been infiltrated by hackers three times, in 2003 where content of the yet to be released HalfLife 2 was leaked onto the internet, 22 Newells email account was compromised, and keyloggers were installed on several Valve systems. 23 In 2011 the Steam customer databases and official forums were compromised. 24 25 In September 2011, a hacker broke into the network and downloaded the yet to be released beta code of Call of Duty: Modern Warfare 3 . 26 27In June 2014, a developer from SCS Software reported an exploit that allowed announcement pages to be injected with code, and after no response, he edited an announcement to redirect users to a Harlem Shake video. 28 29 30 In March 2016, a vulnerability on the Steam Store allowed a user to publish a game without any authorization from Valve. 31 32GamesMain article: List of Valve Corporation video gamesValve has developed and published the main games in both the HalfLife and Portal series, as well as published both and developed one of the Left 4 Dead games, the other of which was developed by Valve South (now Turtle Rock Studios ). Valve also developed and published Team Fortress , Team Fortress 2 , and Dota 2 .As several of Valves series feature only two primary games, named with numerals such as HalfLife and HalfLife 2, and with no apparent announcements on a third title in these series, Valve has developed a lighthearted joking reputation for not being able to count to 3, or scared of this number. 33 This has also created a humorous mythlike nature among players and journalists as to whether HalfLife 3 actually exists or not. 34Cancelled gamesIncomplete games include a fairy themed roleplaying game , 35 Prospero 36 and Stars of Blood. 37 38 Valve worked with Arkane Studios on The Crossing , which was cancelled in May 2009. Arkane later tried to produce Return to Ravenholm without consent by Valve, which was then also canceled. 39 40 41SteamMain article: Steam (software)Gabe Newell (foreground) and Doug Lombardi (background), 2007Valve announced Steam, its digital distribution software platform, at the 2002 Game Developers Conference . 42 43 It launched in September 2003 and was first used to deliver patches and other updates to Valves online games, of which it later became mandatory to use. 44 45On August 1, 2012, Valve announced revisions to the Steam Subscriber Agreement (SSA) to prohibit class action lawsuits by users against the service provider. 46 47 By July 2014, there were over 3,400 games available on Steam, with over 150 million registered accounts by January 2018. 48 49Alongside these changes to the SSA, the company also declared publicly the incorporation of Valve S.a.r.l. , a subsidiary based in Luxembourg . 46 47 Valve set up a physical office in Luxembourg Kirchberg. According to Valves project manager Mike Dunkle, the location was chosen for eCommerce capabilities and infrastructure, talent acquisition, tax advantages and central geographic location most major partners are accessible, with 50 within driving distance. 50Valve S.a.r.l. was used to sell games to United Kingdombased users to avoid paying the full 20 valueadded tax (VAT). 51 The tax loophole was expected to be closed on January 1, 2015. 52 In December 2015, the French consumer group UFC Que Choisir initiated a lawsuit against Valve for several of their Steam policies that conflict or run afoul of French law. One of the reasons was for using the tax loophole. 53 Valve S.a.r.l. stopped doing business on January 1, 2017, with the main company taking over EU sales again. 54 In August 2017, Valve announced that Steam had reached over 67 million monthly and 33 million daily active users on the platform. 55Other projectsPowerPlayPowerPlay was a technological initiative headed by Valve and Cisco Systems to decrease the latency for online computer games. 56 Gabe Newell, the managing director of Valve, announced the project in January 2000 and after 12 months the project was quietly abandoned.PowerPlay was described as a set of protocols and deployment standards at the router level to improve performance. It was claimed that a player with 1000ms ping was able to play against another player on a LAN connection with no noticeable disadvantage. 57 Initially the protocol was to be released with PowerPlay 1.0 focusing on Quality of Service (QoS) and later a revision, PowerPlay 2.0 that would focus on functionality. Cisco and Valve intended to deliver a single dialup service in Q1 2000 in the United States with a 30day free trial with a bundled copy of Team Fortress modified to support PowerPlay. 58 Despite never deploying the dialup plan featuring PowerPlay 1.0, Valve announced in January 2001 that the standard had indeed been finalized. 57The standard was to involve purchasing PowerPlay approved Cisco hardware and infrastructure that had adequate bandwidth and QoS standards that prioritize PowerPlay gaming packets at the expense of all others. Gabe Newell conceded that Internet service providers (ISPs) would bear the brunt of this expense: The ISPs are going to need to spend a fair amount of money to be compliant with PowerPlay. But how they get that back is up to them. Some will have a tiered service, and some will just try to recoup their investment through reduced customer churn and customer acquisition. 59Steam MachineMain article: Steam Machine (hardware platform)Newell has been critical of the direction that Microsoft has taken with the Windows operating system in making it a closed architecture similar to Apples products, and has stated that he believes that the changes made in Windows 8 are a catastrophe for everyone in the PC space. 60 Newell identified the opensource Linux platform as an ideal platform for Steam, noting that the only thing holding back its adoption is the lack of games. 60In 2012, Valve announced that they were working on a consolePC hybrid for the living room which was unofficially dubbed by media as the Steam Box. 61 62 A precursor to such a unit is SteamOS, a freely available Linuxbased operating system that builds upon the Steam client functionality that includes media services, live streaming across home networks, game sharing within families, and parental controls. SteamOS was officially announced in September 2013 as the first of several announcements related to the Steam Machine platform 63 as well as their unique game controller. 6 In May 2014, Valve announced that the companys own SteamOSpowered Steam Machine would be delayed until 2015 due to problems with the game controller. 64PipelineIn July 2013, Valve announced Pipeline, an intern project consisting of ten high school students working together to learn how to create video game content. 65 Pipeline serves to discuss and answer questions that teenagers often ask about the video game industry, 66 and see if it is possible to train a group of teenagers with minimal work experience to work for a company like Valve. 66 The latter purpose breaks Valves tradition of employing experienced developers, as the company is not good at teaching people straight out of school. 66 9J. J. Abrams collaborationAt the 2013 D.I.C.E. Summit , Gabe Newell confirmed that he and director J. J. Abrams were collaborating to produce a HalfLife or Portal film, as well as a possible new game. 67HTC ViveMain article: HTC ViveIn March 2015, Valve and Taiwanese electronics company HTC announced a joint project to develop the Vive , a virtual reality headset with motion tracked controllers. 68 The companies are working with Google , Lions Gate , and HBO to develop content for the device. 69FinancesValve does not make its finances public. In 2005, Forbes estimated that Valve had grossed 70 million that year. Ed Barton, a Screen Digest analyst, estimated Valves 2010 revenue to be in the high hundreds of millions of dollars. As of 2011, the company had an estimated worth of 2 to 4 billion, and according to Newell it was the most profitable company per employee in the United States. Most of Valves revenue comes from its Steam service, which controlled 50 to 70 of the market for downloaded PC games in 2011. 70Organizational structureIn Valves early days, the companys structure was similar to other development firms this was principally driven by the nature of physical game releases through publishers that required tasks to be completed by given deadlines, requiring a more regimented structure. 71 As the company moved to digital releases where they serve as their own publisher, the company structure has become more as a flat organization . Valve published their employee handbook to the public in 2012, 72 9 demonstrating at that time that outside of executive management, there were no bosses, and the company used an open allocation system, allowing employees to move between departments at will. 73 74 This approach allows employees to work on whatever interests them, but requires them to take ownership of their product and mistakes they may make, according to Newell. Newell recognized that this structure works well for some but that there are plenty of great developers for whom this is a terrible place to work. 71Economist Yanis Varoufakis , a former economic consultant for Valve, and former Finance Minister of Greece , attempted to place Valves organization in the context of theories of the firm and broader economic thinking. 75 76 77 Former employee Jeri Ellsworth criticized the structure as a lot like high school in that certain employees have more influence than others. 78Legal disputesValve Corporation v. Vivendi Universal GamesBetween 2002 and 2005, Valve was involved in a complex legal dispute with its publisher, Vivendi Universal Games (under Vivendis brand Sierra Entertainment ). It officially began on August 14, 2002, when Valve sued Sierra for copyright infringement , alleging that the publisher had illegally distributed copies of their games to Internet cafes . They later added claims of breach of contract , accusing their publisher of withholding royalties and delaying the release of CounterStrike: Condition Zero until after the holiday season.Vivendi fought back, saying that Gabe Newell and marketing director Doug Lombardi had misrepresented Valves position in meetings with the publisher. Vivendi later countersued, claiming that Valves Steam content distribution system attempted to circumvent their publishing agreement. Vivendi sought intellectual property rights to HalfLife and a ruling preventing Valve from using Steam to distribute HalfLife 2.On November 29, 2004, Judge Thomas Samuel Zilly of the U.S. District Court for the Western District of Washington ruled in favor of Valve. Specifically, the ruling stated that Vivendi Universal and its affiliates (including Sierra) were not authorized to distribute Valve games, either directly or indirectly, through cyber cafs to end users for paytoplay activities pursuant to the parties publishing agreement. In addition, Judge Zilly ruled that Valve could recover copyright damages for infringements without regard to the publishing agreements limitation of liability clause. 79 Valve posted on the Steam website that the two companies had come to a settlement in court on April 29, 2005. 80 Electronic Arts announced on July 18, 2005, that they would be teaming up with Valve in a multiyear deal to distribute their games, replacing Vivendi Universal from then onwards. 81 As a result of the trial, the arbitrator also awarded Valve 2,391,932.Valve Corporation v. Activision BlizzardIn April 2009, Valve sued Activision Blizzard , which acquired Sierra Entertainment after a merger with its parent company, Vivendi Universal Games . Activision had allegedly refused to honor the Valve v. Vivendi arbitration agreement. Activision had only paid Valve 1,967,796 of the 2,391,932 award, refusing to pay the remaining 424,136, claiming it had overpaid that sum in the past years. 82 83Dota intellectual property ownershipDefense of the Ancients (DotA) was a landmark mod built in 2003 that created the basis of the genre of multiplayer online battle arena (MOBA). It was originally developed by Eul within Blizzard Entertainment s Warcraft III via its world editor , and spawned several similar efforts, notably DotAAllstars. While there have been several that contributed to DotAAllstars, the project was managed primarily by Steve Feak , aka Guinsoo, and later by IceFrog . IceFrog was eventually hired by Valve in 2009 and in 2010 reported that they had sold their rights to the DotA property to Valve. Eul was also hired into Valve by 2010. 84Valve subsequently filed trademarks towards a sequel to DotA, Dota 2 . DotAAllstars, LLC, a group of former contributors to the DotAAllstars project, filed an opposing trademark in August 2010 to contest Valves claim it owned the property rights. 85 DotAAllstars, LLC was eventually acquired by Blizzard to start development of Blizzard AllStars. Blizzard took over the trademark challenge. The United States Patent Trademark Office initially ruled in Valves favor. By this point, Riot Games had hired Guinsoo to help develop their own MOBA, League of Legends . As with IceFrog, Feak transferred his rights to the Dota property to Riot, who in turn sold those to Blizzard. Blizzard filed a lawsuit against Valve to challenge Valves ownership, pitting the rights assigned through IceFrog to Guinsoo at odds. 86 The case Blizzard Entertainment v. Valve Corporation was settled out of court in May 2012 Valve retained the right to use Dota commercially, while Blizzard reserved the right for fans to use Dota noncommercially. 87 Blizzard changed the names of its own projects to remove the Dota term, and renamed Blizzard AllStars as Heroes of the Storm . Valves Dota 2 was released in 2013. 88In 2014, mobile developers Lilith and uCool released their titles Dota Legends and Heroes Charge, respectively. Both titles were influenced by Dota and the sequels. In 2017, Valve and Blizzard took joint action against these companies, citing copyright issues related to the Dota names. uCool argued that the Dota games were a collective work and could not be copyrighted by anyone in particular, but the presiding judge, Charles R. Breyer , felt that due to the trios actions as maintainers of the Dota mods, that they rightful have copyright claim to this. Separately, Lilith and uCool argued that Eul had, in a forum post dated September 2004, assigned an opensource copyright license to Dota, which would make Valve and Blizzards copyright claims void. The case is scheduled to be heard by a jury to resolve this matter at a later date. 84ACCC v. Valve CorporationThe Australian Competition and Consumer Commission (ACCC) announced it was taking action against Valve in 2014. On March 29, 2016 Valve was found guilty of breaching Australian consumer law because: 89 90Valve claimed consumers were not entitled to a refund for digitally downloaded games purchased from Valve via the Steam website or Steam Client (in any circumstances)Valve had excluded statutory guarantees andor warranties that goods would be of acceptable quality andValve had restricted or modified statutory guarantees andor warranties of acceptable quality.During the prosecution of this case, Valve implemented a refund policy for Steam purchases, but the case still reviewed Valves actions prior to the onset of the lawsuit. The court overseeing the case sided with the ACCC in assigning a A 3million (about US2.1million) fine against Valve in December 2016, as well as requiring Valve to inform Australian consumers of their rights when purchasing games from Steam. 91 Valve appealed the courts determination that it engaged in misleading or deceptive conduct and made false or misleading representations about consumer guarantees, as well as seeking to appeal the fine, but the Australian higher courts rejected the appeals in December 2017. 92 In January 2018, Valve filed for a special leave of the courts decision, appealing to the High Court of Australia . 93UFC Que Choisir v. Valve CorporationConsumer rights group UFC Que Choisir , based in France, filed a lawsuit against Valve in December 2015, claiming users should be able to resell their software. 94 95A.M. v. Valve CorporationA former employee filed a 3.1 million lawsuit in May 2016 alleging mistreatment after sex reassignment surgery, and that Valve was exploiting workers. 96 97Skins gamblingMain article: Skin gamblingValve was named as a defendant in two lawsuits in June and July 2016 related to thirdparty gambling sites that use the Steamworks API to allow betting with the virtual currency of cosmetic weapon skins from CounterStrike: Global Offensive , which through these sites can be converted from or to realworld money. Both suits assert Valve aiding in underaged gambling . 98 Valve subsequently stated it has no commercial ties with these sites, and that it would demand these sites cease their use of the Steamworks API as they violate the authorized use policies. 99 100 In October 2016, the Washington State Gambling Commission required Valve to stop the use of virtual skins for gambling on Steam, stating they would face legal repercussions if they failed to cooperate. 101 Valve sent a letter on October 17, 2016 to the Washington State Gambling Commission stating, Valve has no business relationship with such gambling sites, and indeed they can come into existence, operate, and go out of existence without Valves knowledge and that We are not aware of any such law that Steam or our games are violating. 102European CommissionIn February 2017, the European Commission began investigating Valve and five publishers Bandai Namco Entertainment , Capcom , Focus Home Interactive , Koch Media and ZeniMax Media for anticompetitive practices, specifically the use of geoblocking through the Steam storefront and Steam product keys to prevent access to software to citizens of certain countries. Such practices would be against the Digital Single Market initiative by the European Union. 103Valve TimeValve Time redirects here. It is not to be confused with Valve timing .Valve Time is an industry term used jokingly with game releases from Valve, used to acknowledge the difference between the promised date for released content stated by Valve and to the actual release date Valve Time includes predominant delays but also includes some content that was released earlier than expected. Valve itself has fully acknowledged the term, including tracking known discrepancies between ideal and actual releases on their public development wiki 104 and using it in announcements about such delays. 105 106 Valve ascribes delays to their mentality of teamdriven initiatives over corporate deadlines to make sure they provide a highquality product to their customers. 107Valves former business development chief Jason Holtman stated that the company sees themselves as an oddity in an industry that looks towards punctual delivery of products instead, Valve tries as hard as we can to make the best thing possible in the right time frame and get people content they want to consume. And if that takes longer, thats fine. 108 For that, Valve takes the concept of Valve Time as a compliment, and that having customers consistently looking at our property or something youve done and saying, can you give me more is evidence that they are making the right decisions with their game releases, according to Holtman. 108 The company does try to avoid unintentional delays of their projects, 109 and believes that the earlier occurrences of Valve Time delays, primarily from HalfLife development, has helped them improve their release schedules. 107ReferencesWingfield, Nick (September 8, 2012). Game Maker Without a Rule Book . The New York Times. Archived from the original on September 12, 2012. Retrieved September 9, 2012.Chiang, Oliver (February 9, 2011). The Master of Online Mayhem . Forbes. Archived from the original on March 7, 2017. Retrieved March 6, 2017.Chalk, Andy (October 18, 2016). 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Hackers Charged With Stealing From Valve, Microsoft And More . Kotaku. Gawker Media. Archived from the original on October 5, 2015. Retrieved October 31, 2015.Frederiksen, Eric (October 4, 2014). Hackers Charged with Theft from Studios Like Microsoft, Valve and Epic . TechnoBuffalo. Archived from the original on November 12, 2015. Retrieved October 31, 2015.Chalk, Andy (June 17, 2014). Euro Truck Simulator 2 developer gets oneyear Steam ban for demonstrating security flaw . PC Gamer . Future US . Archived from the original on November 30, 2016. Retrieved December 3, 2016.Hoffman, Mike (June 18, 2014). Valve Bans Developer From Steam for Prank Exposing Vulnerability Update . The Escapist . Defy Media . Archived from the original on August 3, 2016. Retrieved December 3, 2016.Plunkett, Luke (June 16, 2014). Kid Developer Pranks Steam, Gets Suspended From Steam . Kotaku . Univision Communications . Archived from the original on February 15, 2017. Retrieved December 3, 2016.Orland, Kule (March 30, 2016). How a hacker snuck a game onto Steam without Valves knowledge . Ars Technica . Cond Nast . Archived from the original on November 29, 2016. Retrieved December 3, 2016.Chalk, Andy (March 30, 2016). Steam security loophole exposed by Watch Paint Dry . PC Gamer . Future US . Archived from the original on November 30, 2016. Retrieved December 3, 2016.Beck, Kellen (January 17, 2017). Gabe Newell stokes the HalfLife 3 fire . Mashable . Archived from the original on March 12, 2017. Retrieved March 9, 2017.Chalk, Andy (November 3, 2017). HalfLife 3 unconfirmed: every rumor, hoax, and leak in one place . PC Gamer . Archived from the original on March 12, 2017. Retrieved March 9, 2017.Francis, Tom (August 26, 2010). Valve were making a fairy RPG before Left 4 Dead Interviews, News . PC Gamer. Archived from the original on May 5, 2013. Retrieved March 23, 2013.HalfLife 2: Raising the Bar. Prima Games . 2004. p.10. ISBN 0761543643 .Valve SOB Project Was Called Stars of Blood . ValveTime.net. November 11, 2012. Archived from the original on February 22, 2013.Marc Laidlaw On The Cancelled HalfLife Spinoffs: Return To Ravenholm And Episode Four . LambdaGeneration. January 13, 2012. Archived from the original on January 16, 2012. Retrieved July 19, 2013.Savage, Phil (January 15, 2013). HalfLife 2: Episode 4 was being developed by Arkane now cancelled . PC Gamer . Archived from the original on July 14, 2014. Retrieved July 8, 2014.OConner, Alice (May 15, 2009). Arkane and Valves The Crossing on Hold . Shacknews . Archived from the original on May 9, 2013. Retrieved June 11, 2013.

Share81 sharesConventional AI uses input to teach an algorithm about a particular subject by feeding it massive amounts of information.But a new breed of ANNs called Adversarial Neural Networks pits the wits of two AI bots against each other, which allows them to learn from each other.This is the system employed by OpenAI.The bot kept on playing until it reached the skill level of the worlds best Dota 2 players, which took around two weeks.Dota 2 (pictured) is an online multiplayer battle game that involves capture the flag type missionsThe game (pictured) pits teams of players against each other in an attempt to take down a building called an ancient in their respective basesDanylo Dendi Ishutin (pictured), arguably one of the worlds best gamers, was easily defeated by the Open AI botSpeaking in a video uploaded to the companys blog ,cofounder and chief technology officerGreg Brockman said: Our bot is trained entirely through self play.It starts out completely random with no knowledge of the world, and simply plays against a copy of itself, which means it always has an evenly matched opponent.Bots have previously beaten human opponents at strategic games like Chess and Go, but this is the first time that a master player of a massively complex video game like Dota 2 has been bested.Bots have previously beaten human opponents at strategic games like Chess and Go, but Dota 2 is much more complex.Musk took to Twitter to promote the victory on Friday (pictured)Dendi, who is a celebrity in the gaming community, lost two games in a best of five match, before conceding defeat. He also shared his thoughts about the bot on Twitter (pictured)Musk took to Twitter to promote the victory, where he said: OpenAI first ever to defeat worlds best players in competitive eSports. Vastly more complex than traditional board games like chess Go.Following the match, he also warned that advances in Artificial Intelligence (AI) pose more of a threat to humanity than North Korea.If youre not concerned about AI safety, you should be. Vastly more risk than North Korea, Musk wrote on Twitter Friday.Musk, 46, posted the ominous message after a war of words between North Korean dictator Kim Jong Un and President Donald Trump escalated this week.If youre not concerned about AI safety, you should be. Vastly more risk than North Korea, Musk wrote on Twitter Friday.Musk has consistently advocated for governments and private institutions to apply regulations on AI technology, arguing that controls are necessary in order protect machines from advancing out of human control.Nobody likes being regulated, but everything (cars, planes, food, drugs, etc) thats a danger to the public is regulated. AI should be too, Musk also tweeted on Friday night.In 2016, Musk said during a media conference that human beings may eventually need to add a digital layer of intelligence to our brains in order to prevent robots from turning us into house cats, according to Business Insider. I dont love the idea of being a house cat, but whats the solution? I think one of the solutions that seems maybe the best is to add an AI layer, he said. A third, digital layer that could work well and symbiotically with the rest of your body.Musk said that aneural lace, a concept that proposes turning the human mind into a wireless computerbrain system, may be necessary in order to keep up with rapidly advancing AI technology.Musk theorised that if computers become smarter than people, they will treat human beings like pets, choosing to breed docile individuals and eradicate violent ones.Read more:

EmailEarlier this year, pornographic website YouPorn announced plans to sponsor a professional eSports team. Now, marketing director Braden Burns tells Polygon that the videosharing site is close to sealing the deal with a team, with plans to go public very soon.YouPorn made waves in the eSports community in July after putting out feelers to find Dota 2, League of Legends or Hearthstone eSports teams interested in sponsorship from the free, videosharing porn site.Do we have any competitive LoL, DOTA2, or HeartStone sic players following us? What do you think about YouPorn sponsoring a team? the official YouPorn Twitter account (NSFW) tweeted .YouPorn received hundreds of submissions from the eSports communityThe staff of YouPorn are avid gamers, Burns tells us, many of whom follow eSports closely, so games are a common topic of conversation around the office. One day one of them put forward the idea of sponsoring an eSports team and the idea just kind of took on a life of its own from there.Burns tells us the company received hundreds of submissions online before entering into early negotiations. These, however, would later all fall through, he tells us.We entered into negotiations with a few teams, almost had a contract signed and sealed, but sadly it didnt work out in the end, says Burns. We didnt let that hold us back though and we continued our search. I am happy to say we are once again on the cusp of a done deal and were hoping to go public very soon.As an established pornographic website, it can be difficult to create partnerships of this kind, Burns explains. The companys stature in the pornographic community can be at odds with the mainstream. Its with this in mind that YouPorn is working on creative marketing efforts that have the potential to sidestep the inherent taboo of pornography.Earlier designs for a potential Team YP shirt branded with YouPorns YP logo have since been reworked to better fit our new potential players style, Burns continues although, the new uniform will still retain much of the original design. You can see the original design above.Well still be taking the approach of branding any players or teams we sponsor as members of Team YP, Burns tells us. Were quite cognisant of the varied audiences that not only play these games, but watch streams, youtube videos, and the eSports matches, so weve tailored the brand in a way we feel is appropriate to the space.How a porn company can break into the mainstreamWhile new to the eSports scene, the company plans to approach things like any other sponsor, were told. YouPorn hopes to offer help to its progaming teams in the form of finance, web development services, graphic design, marketing, and so on, says Burns.Weve got a lot of resources at our disposal, he continues. As far as what we can offer that other sponsors cant goes, is exposure. Any player or team that signs with us will not only garner a lot of media attention, but will also be actively promoted to a captive audience of 20 million visitors every day.There is no question about it. Being an established adult brand, the stigma surrounding our industry is something we have to deal with all the time. Its nothing new to us, and weve never let it stop us before. If anything, it forces us to explore and be more creative in our marketing efforts than any mainstream companies.More From Polygon

Events summary edit DreamHack calls itself the worlds largest digital festival. 6 7 Its events include local area network gathering with live concerts and competitions in digital art and eSports . The first DreamHack event was held in Malung , Sweden . DreamHack held several gaming events throughout Europe: in Stockholm and Jnkping , Sweden, Tours , France , Bucharest and Cluj , Romania , Valencia , Spain , London , England and Leipzig , Germany . In May 2016 DreamHack held its first event on the American continent in Austin , Texas . 8 In August 2016, it held its first event in Montreal , Quebec . 9 The winter event consistently has approximately 10 more visitors than the summer event, but in other respects they are quite similar. Both events are 72 hours (stretching over 4 days), and have scheduled activity around the clock, every day. 10As of winter 2011, the event covers the entire Elmia Exhibition and Convention Centre as well as the neighbouring ice hockey arena and racket sports centre. The total number of participants were 27,000, of which 800 were crew. 1Attendees ages range from elementary school to senior citizens, though the average age is 1617. People arrive from all over the world to participate. The latest DreamHack competition took place in Romania Bucharest between 24 and 27 April 2015. 11The event consists of five major components: the festival, the gaming competitions, the digital arts competitions, the live concerts and the expo.ComponentDescriptionFestivalEvery seated participant gets a table (60cm deep and 83cm wide), a chair, a power socket and a LAN socket through which DreamHack supplies one of the fastest Internet connections in the world as of 2011 . 1 To this place they bring their own equipment of choice, usually a display or TV and a computer or console. Some bring their own office chairs to substitute the ones supplied. Since there is activity around the clock, participants can sleep in the adjacent sleeping halls, to which they bring their own sleeping equipment.Gaming competitionsWith a total prize pool of over 3 million SEK , the DreamHack esports competitions attract professional players from all over the world, most notably South Korea . From DreamHack, about one hundred different video streams are broadcast over the Internet, of which most cover the esports competitions. 21 of them are produced by DreamHack crew, the rest are independent and include Swedish national TV . These are watched by people from all continents in the world, and at DHW11 the number of unique viewers were over 1.6 million, which is another record. 12Digital arts competitionsIn the DreamHack Kreativ competition participants compete in creating all things digital, including photographs, drawings, music, 3Dmodels, demos, games, animations and movies. It is for many the most important part of the event, since competitions of this kind are very rare, and places where these artists get to meet their audience in person are even rarer. Some participants spend the entire event producing a creative works, such as a movie or piece of music. The hourslong final ceremony, during which all submissions are presented on the huge screens and sound system of MainStage, draws a big crowd and is highly appreciated by the audience.Live concertsEvery evening and night there are big musical acts on MainStage. This aspect of DreamHack has increased dramatically in popularity and is a major factor in the rise in sale of daypasses, hinting that future concerts are likely to be even grander. The technological direction of the festival is reflected in that MainStage is unusually visual for a stage of this size, with a sophisticated setup of lasers, lights and professional video broadcast equipment.ExpoMany companies present their products in the expo area and it is common for big game development studios to allow visitors to play the games currently under development. There are also various seminars and lectures, as well as a shop selling computer equipment.DreamHack is arranged with the help of about 800 volunteers, set up in Crew Teams. They work in shifts to provide service for the visitors around the clock, like the support crew that have a helpdesk where the participants can address their technical problems. The organization also relies on local police and security officers who patrol the area.History edit DreamHack Winter 2004.DreamHack began as a small gathering of schoolmates and friends in the basement of an elementary school in Malung in the early 90s. In 1994 it was moved to the school cafeteria and became one of the larger regional demoparties at the time. The 1994 gathering was also the first one to go by the name DreamHack.In 1997 the event took place at Arena Kupolen in Borlnge and became the largest LAN party of Sweden and the third largest party in Scandinavia at the time. Furthermore, DreamHack 2001 and the upcoming events were held at the Elmia exhibition centre in Jnkping, where it has been since.Starting the year 2002, DreamHack became a semiannual event with DreamHack Summer, aiming for games, taking place in June and DreamHack Winter, slightly more specific for the demo scene, being held during the last weekend of November. This difference has since blurred and perhaps been completely erased.In 2007, the founders of DreamHack received a diploma of honor from the municipality of Jnkping , Sweden for being important to business, education and society of the local community.In 2011, DreamHack AB went through a corporate reform, renewing the company administration. DreamHack Winter 2011 was host to the League of Legends Season 1 World Championship . The next years League of Legends World Championship was held independently.It was announced on November 15, 2012 that DreamHack would be partnering with Major League Gaming (MLG) and Electronic Sports League (ESL) to help facilitate the growth and development of the North American and European eSports scene. This partnerships includes universal rankings, unified competition structures and more. 13In 2013, the now fully featured corporation DreamHack AB also began arranging a third event during the late summer, in Stockholm. It was hosted at Globe Arenas in 2014.In November 2015 Modern Times Group bought 100 of DreamHack for an enterprise value of SEK 244 million. 14 At the Winter 2015 event, commentator Richard Lewis and Alliance Dota 2 player Jonathan Loda Berg had a physical altercation, 15 16 17 which resulted in Lewiss permanent ban from future DreamHack events. 18

Australian helps team win US4 million in video game tournamentBy William McInnesLarger text sizeVery large text sizeAustralian Damien kpii Chok has helped his team to a secondplace finish in The International 2017, an esports tournament for the game Dota 2.The International 2017, held in Seattle, Washington, offered the largest prize pool in esports history with US24 million (30 million) on offer to the 18 teams.Despite finishing second, Choks Chinesebased team, Newbee, won US3,936,117.The winning team, Dutch side Team Liquid, collected more than US10 million.Australian video gamer Damien kpii Chok who came second in The International 2017.Photo: TwitterAdvertisementChoks team was one of the favourites to take out the tournament but was undone in the final by Team Liquid.The teams competed in front of cheering fans inside the 17,000seat KeyArena for the 10day tournament with the games also being streamed online.In Dota 2, players compete as part of a team of five in an arenastyle game.Each player controls a different character, known as a hero. All heroes have their own special abilities. To win, a team must destroy its opponents base, known as an Ancient.Members of Team Liquid raise the winning trophy.Photo: APEach teams Ancient is on a different side of a map and players battle across the map to get to the opposing Ancient.Players control their hero and use their special abilities to defeat their opponents while trying to collect bonuses that will give them an advantage.The International 2017 is just one of many esports events offering large prize pools for talented gamers.Footballs governing body FIFA hosts the FIFA Interactive World Cup as one of its official tournaments with players from around the world playing against each other on EA Sports FIFA video game.Many large companies and sporting teams around the world are also beginning to invest in the sport.This year, AFL team the Adelaide Crows bought an esports team as did US basketball team the Philadelphia 76ers.The next major Dota 2 tournament will be held in Hamburg, Germany, in late October.

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