mirror of https://github.com/dirtbags/moth.git
117 lines
3.7 KiB
HTML
117 lines
3.7 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<title>About scoring</title>
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<link rel="stylesheet" href="css/style.css" type="text/css">
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<meta charset="utf-8">
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</head>
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<body>
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<h1>About scoring</h1>
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<section>
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<h2>How we compute scores</h2>
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<p>
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The contest is made up of multiple categories.
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Each category is worth one point toward the total score;
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your team's score in a category is the fraction of the total points unlocked so far in that category.
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</p>
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<p>
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The team that has 30% of the points
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in each of five categories has 1.5 points, whereas the team that
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has 80% of the points in only one category has 0.8 points. It is
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typically better to have a few points in many categories, than
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many points in a few categories.
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</p>
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<p>
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When points are unlocked in a category,
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every other team's score in that category goes down until they too score that point.
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Unlike previous years, however,
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unlocking points is the only way to reduce another team's score.
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</p>
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<p>
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There are two main ways to make points: <em>puzzles</em>
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and <em>tokens</em>. Your contest may have other ways to make
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points: these will either be automatic, or explained elsewhere.
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</p>
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</section>
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<section>
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<h2>Puzzles</h2>
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<p>
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Many of the categories are in the form of
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multiple <em>puzzles</em>: for each puzzle presented, a
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case-sensitive answer must be found to receive the amount of
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points that puzzle is worth. Any team may answer any puzzle
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question at any time. A new puzzle is revealed when a team
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correctly answers the highest-valued puzzle in that category.
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</p>
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</section>
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<section>
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<h2 id="tokens">Tokens</h2>
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<p>
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Tokens are strings redeemable once for points. They take on
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two forms: a single or multipoint token. A single point
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token for the "example" category might look like this:
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</p>
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<pre>example:xylep-radar-nanox</pre>
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<p>
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A 42 point
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token for the "example" category might look like this:
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</p>
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<pre>example:42:xihyp-ropar-nanix</pre>
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<p>
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Tokens are typically associated with "live" categories, such as a
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network-based service or a treasure hunt. Tokens can be submitted
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with the form on the <a href="index.html">welcome page</a>, or you
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can write your own script to automate token submission.
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</p>
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<p>
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Some tokens change periodically, typically once a minute. If you
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find a token, it's worth looking in the same place again later to
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see if the token changes.
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</p>
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</section>
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<section>
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<h2>About time</h2>
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<p>
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Many Capture The Flag contests attempt to reward teams who answer
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quickly, by adding a "quick answer" bonus or by decaying point
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values over time. Our contest doesn't work this way.
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</p>
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<p>
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We want to focus on rewarding technical proficiency, allowing
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skilled contestants to prove their worth independent of their
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ability to hit F5 quickly. It is our hope that by providing
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enough things to work on, quick-moving teams will emerge with more
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points by solving lots of puzzles, while novice teams get a solid
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benchmark against which to judge their technical skill level: you
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don't have to make allowances for reaction time in comparing
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scores. In addition, when the game infrastructure goes down—which
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seems to happen a lot in anybody's CTF—there's no losing points
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while the organizers struggle to get things back up.
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</p>
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</section>
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<nav>
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<ul>
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<li><a href="register.html">Register</a></li>
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<li><a href="puzzles.html">Puzzles</a></li>
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<li><a href="scoreboard.html">Scoreboard</a></li>
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</ul>
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</nav>
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</body>
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</html>
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