Protein Folding and How Your Gaming Rig Can Help the World

Human beings are known to be especially capable of doing things that other species might not be able to accomplish during our lifetime. Oftentimes, we solve questions that are seemingly impossible to answer and yet time and time again we find ourselves beyond what our ancestors might not be able to do.

Doing so may require the joint effort of hundreds, thousands, or even millions of people. You see, usually, these kinds of questions or problems that involve peering internally into human beings are typically the harder problems to solve. Consciousness, intelligence, understanding the mechanics of human life — these things that are internally within us seem to be the most complex of questions out there.

A problem that lies similarly in the spectrum of difficult questions is the problem of protein folding. As a fundamental physical process that defines human life and life in general, understanding how proteins fold is certainly of great importance for reasons we are going to discuss later. However, it remains a mystery as to how their mechanics truly work despite being so essential to living.

This article will discuss the ongoing efforts by scientists and researchers alike to understand and solve protein folding. But before anything, I will introduce some core concepts to better understanding the importance of protein folding, what it is, and how we can contribute to a global effort of improving human life using our personal gaming rigs.

Proteins and Protein Folding

Let’s start with asking the question of why understanding proteins are important. They, almost literally, are the building blocks of life. Our bodies are made up of different organs and tissues, which are made up of cells, which are made up of organelles. These organelles are made of four major groups: carbohydrates, lipids, nucleotides, and proteins — being the most complex biological compound out of the four.

Now, what do proteins actually do? Different proteins have their own purposes and functions, but it’s important to know that their shape is a major factor that decides the function. The shape of the active site of enzymes, which are made of proteins, for instance, determines which molecules would be able to bind.

In a similar fashion, an antibody, a protective protein produced by the immune system in response to the presence of a foreign substance (antigen), has a binding site whose shape fits a specific epitope. Simply put, the shape determines whether the weapon of choice would be effective in battling specific enemies.

It is hence quite clear that proteins are a necessity to human life, but that doesn’t necessarily translate to us comprehending how they behave, including how they fold themselves. A protein’s activity is greatly determined by its three-dimensional (3D) structure, which is produced as a result of folding.

So what is protein folding? Originally, a protein is just a sequence of amino acids before they fold. But in order to biologically function, they are thus folded or converted into 3D structures. Different proteins have different 3D structures, as they require different structures to stabilize and function.

AlphaFold 2’s Experimental Results vs. Computational Prediction. Source: DeepMind.

It is this very problem of how these end 3D structures are formed that remains as the big question mark. At this moment, there are over 200 million known proteins across all life forms, but only 170,000 protein structures are known to us over the last 60 years of studying them (Service, 2020).

Explaining how the underlying folding process actually works is a bit too ambitious at the moment. What scientists and researchers are currently trying to do is to at least, somehow, predict a protein’s end 3D structure given its sequence, instead of interpreting how they were formed.

By at least knowing the resultant structure, we would know what the protein’s functionality is like and analyze details about it. Through techniques like X-ray crystallography, cryo-electron microscopy, and nuclear magnetic resonance, we can determine the structure of proteins. And so scientists do these experiments in the lab, which are painstakingly slow and costly processes.

Therefore, there are efforts to automate this process more efficiently while maintaining accuracy, through different methods of computation. Traditionally, the molecular dynamics of protein folding are simulated in computers. The simulation keeps going until a stable structure is achieved which might reflect how the proteins truly are naturally.

However, the main drawback to this method is how large the search space of possibilities is. It takes only a millisecond for a protein to fold, but randomly simulating all the possible resultant structures to reach the ground truth would take longer than the age of the known universe (DeepMind, 2020). There’s virtually no exaggeration to this statement, as it is discussed in what’s known as Levinthal’s paradox.

 

The Problem with Protein Folding

As mentioned earlier, proteins are made up of chains of amino acids. Short chains of amino acids are known as peptide chains. These peptide chains are linked to one another by peptide bonds and these bonds could be configured differently to produce different resultant structures of proteins.

More specifically, these peptides bonds could be configured to have different angles which translate to the majority of the large search space. Levinthal estimates that there is an astronomical number of possible conformations of an unfolded peptide chain.

In his paper (Levinthal, 1969), he wrote, “How accurately must we know the bond angles to be able to estimate these energies? Even if we knew these angles to better than a tenth of a radian, there would be 10300 possible configurations in our theoretical protein.”

Moreover, it’s important that to understand why the correct folding of proteins is crucial. An incorrect fold of a protein is known as misfolding. Surprisingly, the effects of the misfolding of proteins could instead backfire on its host, known as proteopathy.

Diseases such as Huntington’s disease, Alzheimer’s disease, and Parkinson’s disease, have been shown to closely correlate to the event of protein misfolding (Walker & Levine, 2020). Further, others also suggest that cellular infections through viruses like influenza and HIV involve folding activities on cell membranes (Mahy et al., 1998).

Therefore, if we can better understand how misfolding works, we can help mitigate the effects of protein misfolding through therapies that could either destroy these misfolded proteins or assist the right folding process (Cohen & Kelly, 2003). All in all, understanding how proteins fold will benefit us for the better by not only providing novel insights, but also tackle ongoing health problems we face.

 

Large-Scale Computational Projects

Before the rise of machine learning methods to tackle the problem of protein folding, most approaches rely on molecular dynamics simulation to find the resultant 3D structure of proteins. However, as outlined by Levinthal, a more clever strategy is required, otherwise, the problem is very much unsolvable within finite time.

One particular joint effort that became massively popular due to the COVID-19 pandemic is what’s known as large-scale computational projects. These projects allow volunteers across the world to assist the modeling of protein folding through distributed computing. That is, volunteers would lend their local computing power to these projects via the internet.

So almost literally, a ton of people are accumulating their personal computing resources to build one giant supercomputer, to be used to model the very expensive and lengthy protein folding simulation. A few of the ongoing projects which implement the channel of distributed computing include Folding@home, Rosetta@home, and Foldit.

What’s interesting is that software like Folding@home requires the same computational power used to render 3D video games, specifically those requiring a heavy utilization of Graphical Processing Units (GPU). CPUs would also do the job, but only multi-core processors are the one that really makes the cut. Who would have thought that gaming powerhouses were as useful for advancing science?

In fact, Folding@home used to work on PlayStation 3s through an online application called Life with PlayStation. More than 15 million gamers participated in the program, accumulating a whopping 100 million computation hours over the course of five years and seven months. Sadly, this game-changing approach was concluded in 2012 with the Life with PlayStation to cease service.

Of course, even if we have the largest supercomputer on Earth, random calculations of possible protein folds are implausible, again by Levinthal’s idea. Folding@home, particularly, approached this task a little more strategically than just outright wasting the supercomputing resource that they have gathered from thousands, or perhaps millions of computing power.

According to the Folding@home team, their technique’s core idea is the modeling of protein folding using Markov State Models (MSM). Essentially, what Markov State Models do is to explore all the possible configurations more efficiently by avoiding redundancy.

ACBP MSM from Folding@home. Source: Vincent Voelz, CC BY-SA 3.0, via Wikimedia Commons.

As highlighted on their FAQ page, Markov State Models are “a way of describing all the conformations (shapes) a protein – or other biomolecule for that matter – explores as a set of states (i.e. distinct structures) and the transition rates between them.”

Aside from only exploring distinct structures, Markov State Models are much better suited for parallel/distributed computing, like that of the Folding@home project. They allow for “the statistical aggregation of short, independent simulation trajectories” which “replaces the need for single long trajectories, and thus has been widely employed by distributed computing networks”.

Further, Folding@home employs a modified approach to the classic Markov State Model, by applying the technique of adaptive sampling. Technically speaking, adaptive sampling builds the model on the fly as the data is being generated, rather than building the model only after the data has been collected.

The FAQ page elaborates on the advantages of adaptive sampling in a simple analogy of maze exploration using the aid of GPS. To put it differently, imagine you’re roaming around an open RPG world. If the world is massive and you’re tasked to find the best resources, revisiting the same site over and over again would be very inefficient, wouldn’t it?

With the GPS, you can keep watch of where you’ve been while building a map, avoid revisiting the same places, and effectively gather the best resources maximally; that’s adaptive sampling in a rough sense. There’s more explanation behind the idea of adaptive sampling in Markov State Models, which I strongly suggest the readers dive into the technical details if the topic greatly interests you.

Folding@home is one of the largest worldwide efforts to help tackle the problem of protein folding. It even has some of the leading figures in the world as its ambassadors, in a time when collaboration is as important as ever. The list includes Microsoft CEO Satya Nadella, AMD President & CEO Dr. Lisa Su, NVIDIA CEO Jensen Huang, Intel CEO Bob Swan, and still many other relevant people.

Of course, other similar projects like Rosetta@home and Foldit have their own approaches to protein folding. Rosetta@home, for instance, doesn’t address the question of how and why proteins fold like Folding@home attempts to answer. Instead, it concentrates on computing protein design and predicting protein structure and docking.

Nevertheless, these efforts complement each other and could utilize each other’s strengths to advance their own endeavors. For example, Rosetta@home’s conformational states could become the starting point for Folding@home’s Markov State Model. Likewise, Rosetta@home’s protein structure prediction could be verified by Folding@home’s simulation.

It’s safe to say that although both projects handle the problem differently and try to answer different sets of questions, they ultimately benefit the study of protein folding.

 

Machine Learning Methods

In recent years and with the advancement of machine learning methods, the problem of protein folding has found yet another probable solution. Instead of simulating the folding of proteins like the attempts explained earlier, some machine learning methods are used to predict the end structure of the protein given its sequence.

One of the more famous attempts that made it to mainstream headline is AlphaFold 2, a program built by Google’s DeepMind. The AlphaFold team joined what’s known as the CASP (Critical Assessment of protein Structure Prediction) competition which serves as a blind assessment of how well a program/model is able to predict the 3D structure of proteins (Moult et al., 1995).

In 2018, DeepMind began to join the CASP competition, starting with CASP13. The company is already famous for its achievements with AlphaGo, so it was definitely intriguing to see whether they could emulate the same successes in a completely different realm of protein folding. Of course, being an AI company, DeepMind naturally entered the competition using their machine learning/AI methods.

Unsurprisingly, the AlphaFold team managed to outperform every other team in the CASP13 competition using their unconventional methods. According to their paper (Senior et al., 2020), the team used very deep residual networks (He et al., 2016) — the same method used widely for image recognition and various deep learning tasks — coupled with evolutionary profiles (Pellegrini et al., 1999). AlphaFold 1 achieved a median global distance test (GDT) score of 58.9 out of 100.

Then in 2020, a large part of the active community was shocked to see how well AlphaFold 2 performed in the proceeding CASP14. AlphaFold 2 didn’t only win CASP14, they too attained a median GDT of 92.4 which is as good as the gold standard results found by using experimental methods like X-ray crystallography and cryo-electron microscopy.

Although the official AlphaFold 2 paper, and hence method, hasn’t been fully released, the team revealed the general outline of their approach. Their approach includes the usage of the attention mechanism (Bahdanau, Cho, & Bengio, 2014), a technique surprisingly commonly used for natural (human) language (Vaswani et al., 2017). In essence, this mechanism calculates the relation between two components in a sequence.

An example of the self-attention mechanism following long-distance dependency in the Transformer encoder (Xie et al., 2021).

In natural language, this would translate to finding relationships between words in a sentence. For example, given the sentence “the monkey ate that banana because it was too hungry”, the attention mechanism would highly correlate the words ‘monkey’ and ‘it’, while the words ‘banana’ and ‘it’ would have a lower correlation.

Likewise, the same attention mechanism has the potential to capture the relationship between an amino acid residue of the protein and another amino acid residue. In a different paper by Vig et al. (2020), the authors have shown that the attention mechanism can indeed draw the relationship between the folding structure of proteins, targets binding sites, and “focuses on progressively more complex biophysical properties with increasing layer depth”.

Therefore, what DeepMind managed to do using these existing tools in the seemingly unrelated fields of language and protein folding showed the possibility of finding parallels between the nature of data. Unfortunately, there are some drawbacks to using machine learning models, and molecular simulations in general.

For one, these machine learning methods are tough to interpret and it is the same ongoing problem with other tasks that rely on machine learning models. These algorithms almost serve as a black box that we have yet to be able to peer into, a problem known as Explainable AI (XAI). Secondly, AlphaFold was only tested on small protein domains, while a large part of proteins consists of multi-protein complexes.

Finally, although the AlphaFold 2 was able to achieve a GDT score of over 90%, the error rate that the program exhibits is still currently unusable in laboratories for usages like drug design, etc. Nevertheless, the last two problems seem the easiest to solve for the next rendition of AlphaFold. A major factor to these issues is mostly derived from the fact that the existing data for protein folding is scarce and machine learning methods could better generalize given the increase in the availability of data.

One thing to note is that, like molecular simulation, AlphaFold took a ton load of computational resources to train. DeepMind reported that the computing power used equated to that of 100 to 200 GPUs, spanning a total of “a few weeks” to finish.

In general, however, whichever path you decide to take, be it molecular simulations or machine learning methods, these two approaches can only partially emulate what’s truly happening in reality. In other words, even if we could solve the protein folding problem via these computations, they might not necessarily reflect natural proteins in the real world. Thus, more checking and surely clinical trials of these methods are further required.

 

Doing Our Part

For the reasons discussed above, it should be quite clear that protein folding is a serious matter and would require the efforts of many to devise a solution that would answer one of humanity’s biggest questions ever. Healthcare, drug design, and virus protein structure analysis are only some of the byproducts of being able to solve protein folding.

The ongoing pandemic is living proof that what we can do together would greatly improve the wellbeing of everybody around us, even in the smallest ways. If you feel strongly about this topic, I strongly encourage you to learn more and read various relevant resources on the matter to better understand, empathize, and educate ourselves and the people around us.

Since its launch in October 2000, results from Folding@home have helped scientists at Pande Lab produce 225 scientific research papers, all of which accord with experiment results. And if you have a gaming rig with insane GPU setups lying around doing nothing, I’d suggest you put it to good use, for a purpose that could improve the lives of many, including yours. Try a few of the large-scale computation projects like Rosetta@home, Folding@home, or whichever’s your favorite; let’s do our part.

Featured Image by Doxepine, Public domain, via Wikimedia Commons.

 

References

Bahdanau, D., Cho, K., & Bengio, Y. (2014). Neural machine translation by jointly learning to align and translate. arXiv preprint arXiv:1409.0473.

DeepMind. (2020, January 15). AlphaFold: Using AI for scientific discovery. https://deepmind.com/blog/article/AlphaFold-Using-AI-for-scientific-discovery

Cohen, F. E., & Kelly, J. W. (2003). Therapeutic approaches to protein-misfolding diseases. Nature, 426(6968), 905–909. https://doi.org/10.1038/nature02265

He, K., Zhang, X., Ren, S., & Sun, J. (2016). Deep residual learning for image recognition. In Proceedings of the IEEE conference on computer vision and pattern recognition (pp. 770-778).

Jumper, J., Evans, R., Pritzel, A., Green, T., Figurnov, M., Tunyasuvunakool, K., … & Hassabis, D. (2020). High accuracy protein structure prediction using deep learning. Fourteenth Critical Assessment of Techniques for Protein Structure Prediction (Abstract Book), 22, 24.

Levinthal, Cyrus (1969). “How to Fold Graciously”. Mossbauer Spectroscopy in Biological Systems: Proceedings of a meeting held at Allerton House, Monticello, Illinois: 22–24. Archived from the original on 2010-10-07.

Mahy, B. W., Collier, L., Balows, A., & Sussman, M. (1998). Topley and Wilson’s Microbiology and Microbial Infections: Volume 1: Virology (Topley & Wilson’s Microbiology & Microbial Infections) (9th ed.). Hodder Education Publishers.

Moult, J., Pedersen, J. T., Judson, R., & Fidelis, K. (1995). A large-scale experiment to assess protein structure prediction methods. Proteins: Structure, Function, and Genetics, 23(3), ii–iv. https://doi.org/10.1002/prot.340230303

Pellegrini M, Marcotte EM, Thompson MJ, Eisenberg D, Yeates TO. Proc Natl Acad Sci U S A. 1999 Apr 13;96(8):4285-8.

Senior, A. W., Evans, R., Jumper, J., Kirkpatrick, J., Sifre, L., Green, T., Qin, C., Žídek, A., Nelson, A. W. R., Bridgland, A., Penedones, H., Petersen, S., Simonyan, K., Crossan, S., Kohli, P., Jones, D. T., Silver, D., Kavukcuoglu, K., & Hassabis, D. (2020). Improved protein structure prediction using potentials from deep learning. Nature, 577(7792), 706–710. https://doi.org/10.1038/s41586-019-1923-7

Service, R. F. (2020, December 1). ‘The game has changed.’ AI triumphs at solving protein structures. Science | AAAS. https://www.sciencemag.org/news/2020/11/game-has-changed-ai-triumphs-solving-protein-structures

Vaswani, A., Shazeer, N., Parmar, N., Uszkoreit, J., Jones, L., Gomez, A. N., … & Polosukhin, I. (2017). Attention is all you need. arXiv preprint arXiv:1706.03762.

Vig, J., Madani, A., Varshney, L. R., Xiong, C., Socher, R., & Rajani, N. F. (2020). Bertology meets biology: Interpreting attention in protein language models. arXiv preprint arXiv:2006.15222.

Walker, L. C., & LeVine, H. (2000). The cerebral proteopathies: neurodegenerative disorders of protein conformation and assembly. Molecular neurobiology, 21(1-2), 83–95. https://doi.org/10.1385/MN:21:1-2:083

Xie, H., Qin, Z., Li, G. Y., & Juang, B. H. (2021). Deep learning enabled semantic communication systems. IEEE Transactions on Signal Processing, 69, 2663-2675.

Team Liquid Secured a Multi-Year Partnership with Verizon

The American wireless network operator, Verizon, has secured a multi-year deal with one of esports’ most iconic organizations, Team Liquid. The two companies are said to be working on creating community-based activities, providing engaging content, and building 5G sites for both Liquid’s athletes and creators alike.

In a post they made on 14 June, Team Liquid announced that Verizon will thus become their first and official 5G partner — but that’s not the only thing they are working on. Firstly, Liquid said that their pros are going to be featured in and conduct “original 5G-powered and branded streams” including hosting a series of exclusive events such as meet-and-greets, appearances, and giveaways through Liquid’s apparel lineup and Verizon’s Up Rewards.

Further, both parties are entering a joint effort in organizing communal projects like LIQUID HACKS, Amateur Academies, fan rewards, and promotions. Likewise, Verizon will be part of Liquid’s Diversity & Inclusion Task Force, which was recently launched. Ultimately, their partnership seeks to yield more content and events aside from providing 5G internet services to the team at Liquid.

In their release shared by Esports Insider, Team Liquid’s Chief Business Development Officer, Mike Milanov, said, “Verizon’s 5G continues to deliver impressive offerings in and around gaming. We’re eager to kick off our first-ever mobile network partnership and collaborate on innovative platforms and activations that help both Team Liquid and Verizon better connect with and support our communities.”

This is not the first time that Verizon has ventured into the esports market. Back in 2020, they too had partnered up with one of the world’s biggest esports organizations, FaZe Clan. Like Liquid, FaZe Clan is known for its esports team’s capability to win huge tournaments and their content creation/lifestyle aspect.

Moreover, Verizon has teamed up with various tournament organizers and game developers like Riot Games, whereby Verizon is the official 5G partner for both League of Legend’s LCS and several other competitive VALORANT tournaments.

It looks like, moving forward, Verizon will strike more deals related to the esports industry given how rapidly the market is growing and how the 5G industry is still well on its early successes.

Featured Image by Team Liquid.

Former Fnatic Midlaner, Kam “Moon” Boon Seng, Joins Team SMG

With the prior inactivity announcement of Kam “Moon” Boon Seng from Fnatic’s Dota 2 roster, the 26-year-old Malaysian Core player has found a new home in JJ Lin’s Team SMG. SMG continued their series of roster swaps before the upcoming The International 10 SEA qualifiers, planned to take place starting June 30.

On June 2, Fnatic announced that one of their longest players, Moon, will be moving into the inactive roster of the team. After playing under the Fnatic banner for close to two years, Fnatic finally allowed Moon to “explore his options and pursue new opportunities,” which then translated to him joining Team SMG’s roster.

Moon’s addition to the roster marked Team SMG’s second player swap following the release of the legendary veteran player, Mushi. Mushi, who played as a position 5 player, was first replaced by Roger “Roddgeee” Tan Boon Thye just three weeks before Moon’s arrival. Moon, on the other hand, replaced SMG’s former player, Muhammad Ammar “Neah666” Rasulli.

These drastic roster changes began to take place ever since the team acquired two prominent players, MidOne and kpii. Particularly, most sources claim that MidOne is highly responsible for these roster changes, including the one involving the departure of Mushi. Most speculate that the reason behind this surprising decision is due to SMG’s 0-2 loss against Motivate.Trust Gaming, leading up to the call for a roster revamp.

Nevertheless, it seems like Team SMG has finished rambling about to find their best set of players before TI10 kicks off while they have the time. Now with the acquisition of Moon, their roster looks like one of the most promising teams in Southeast Asia, at least on paper. Team SMG has shown promising results in DPC Season 2 since Roddgeee first joined their lineup. With Moon on board, their chances to qualify for TI10 are surely greater than ever.

With that, Team SMG’s roster consisting of MidOne, Moon, kpii, ah fu, and Roddgeee, will have their debut gameplay in the qualifiers of TI10. 15 Southeast Asian teams from both the Upper Division and Lower Division were gathered to battle for Southeast Asia’s last representative slot in 2021’s most prestigious Dota 2 tournament.

Featured Image by Fnatic.

Execration Secured a Convincing 4-1 Victory in Grand Finals of MSC 2021

Mobile Legends Southeast Asia Cup (MSC) 2021 has just come to an end, crowning the Philippines’ Execration as Southeast Asia’s best Mobile Legends team. Their victory came confidently after a whopping 4-1 finish against Blacklist International in the best-of-seven Grand Finals.

The two Grand Finalists came into MSC 2021 with a highly competitive outlook, especially after the two fought an intense 4-3 Grand Finals in Mobile Legends Professional League (MPL) Philippines a while ago. Both teams looked utterly dominant, especially after outperforming the defending world champions of Bren Esports — winners of M2.

Indeed, both Execration and Blacklist International topped their respective groups during the Group Stage phase of MSC 2021 as none of them dropped a single map out of four games. Blacklist International was able to beat the likes of Impunity KH and Bigetron Alpha, while Execration took down MPL Singapore champions EVOS SG and Laos’ Nightmare Esports.

However, in the Playoffs, Blacklist International was the one who had a smoother run. Blacklist International won all games they played in the Upper Bracket, first by winning 2-0 against RSG MY and 3-0 against EVOS Legends thereafter. On the other hand, execution lost 1-2 in the first Upper Bracket round against EVOS Legends, thus having to survive the harsh Lower Bracket.

Nevertheless, Execration persevered despite the initial hurdle. They eliminated Impunity KH, RSG MY, and even avenged their loss against EVOS Legends, before finally meeting their destined rivals of Blacklist International in the Grand Finals.

The remaining story was truly miraculous. Blacklist International won the first match after a back-and-forth tug of war. In game two, Execration understood that Blacklist International was looking to play the long game, so they drafted an early-game-centric burst draft to counter the snowball potential; surprisingly, the formula worked. Blacklist International lost their first game in MSC 2021 and the stakes are equal now.

With the momentum they have accumulated, Execration kept the ball rolling in games three, four, and five that followed. Ultimately, Execration had the upper hand in all four wins though Blacklist International did whatever sustainability they had left.

Duane “Kelra” Pillas wins MVP title of MSC 2021. Source: Twitter @ExecrationGG.

Execration earned a total of $70,000 as prize pool, with their Non-Turtle Lane player, Duane “Kelra” Pillas, winning the MVP title of MSC 2021. Blacklist International and EVOS Legends won $30,000 and $15,000 after becoming first and second runner-up teams respectively.

In hindsight, Execration’s victory showed how unpredictable the competitive scene really is. World champions nor regional champions managed to emulate their tale on a continental-level tournament. Execration claims the MSC trophy of 2021, but the next event’s winner could only be a wild guess.

Featured Image by @ExecrationGG.

ONIC Esports Crowned Champions of SEA Icon Series 2021: Summer Indonesia

The first official Wild Rift tournament circuit for the Indonesian region, Southeast Asia Icon Series 2021: Summer, has just found its new reigning kings. ONIC Esports have successfully toppled Bigetron Infinity in the best-of-seven Grand Finals series, attaining a first-place finish for themselves.

SEA Icon Series 2021: Summer – Indonesia commenced back in May, starting with the Open Qualifiers that led to the Final Qualifier consisting of the nation’s top 16 teams. Afterward, only the top 8 teams were taken to proceed into the Group Stage. The list of teams includes Monochrome Esports, Bigetron Infinity, MBR Esports, ONIC Esports, Eagle 365 Esports, ECHO Esports, Dewa United Esports, and Aerowolf.

During the Group Stage, it seemed clear which teams were going to dominate as the tournament progresses. In Group A, Bigetron Infinity utterly crushed every other team, dropping zero games in total and winning all 6 maps that they played. Eagle 365 Esports trailed them in second place, hence both teams were allocated to the Upper Bracket Playoffs.

On the other hand, Group B was relatively more stable all around. Both MBR Esports and ONIC Esports were tied with a game score of 5-3 and a total match score of 2-1, allowing both of them to advance to the Upper Bracket playoffs. Only four of these teams made it through the Playoffs stage; the remaining were eliminated thereafter.

The Playoffs stage only spanned for two days, with each series being a best-of-five, except for the Lower Bracket Semifinals and the Grand Finals; the latter being a best-of-seven. From the start, ONIC Esports looked prominent. They were able to beat Bigetron Infinity in the first round of the Upper Bracket 3-1 and later swept MBR Esports 3-0 in the Upper Bracket Finals.

Despite their early loss, Bigetron Infinity strived in the Lower Bracket, first by eliminating Eagle 365 Esports 2-0, and later MBR Esports 3-1. Their Lower Bracket run was already amusing to watch, so their Grand Finals match against ONIC Esports was even more exciting.

Bigetron Infinity, runner-up finishers of SEA Icon 2021: Summer Indonesia. Source: @bigetronesports.

Surely enough, Bigetron Infinity took the first two games in a breeze, which led to ONIC Esports turning the tables around and stabilizing the series 2-2. Bigetron stepped themselves up, took game five, to which ONIC too, regained their momentum and balancing the series into a 3-3 score.

Game seven, the deciding match, putting everyone on their seats in a very intense final match. ONIC Esports were outrun by Bigetron in the early game, but somehow was able to flip the tides around to their favor, securing the series and were crowned champions of the SEA Icon Series 2021: Summer – Indonesia.

ONIC’s newest addition of Phoenix and Susugajah into their Wild Rift roster proved to be the secret formula that the lineup needed to overthrow Bigetron’s earlier dominance. The two players had backgrounds in professional League of Legends, Mobile Legends: Bang Bang, and Arena of Valor. Their competitive history must have surely translated to this very victory on new grounds.

Phoenix and Susugajah join ONIC Esports. Source: @onic.esports.

Both ONIC’s and Bigetron’s battle has only started as the two have successfully qualified to the SEA Icon 2021: Summer Super Cup – the Southeast Asian Wild Rift scene’s penultimate battleground. The event will commence June 19 and will feature the region’s 16 best teams, including winners from the respective regional tournaments held in Vietnam, Singapore, Thailand, Philippines, Malaysia, Taiwan, Hong Kong, and of course, Indonesia.

Featured Image by @onic.esports.

10 Most Influential People in the Development of Computer Games

Previously, we have discussed 10 of the most influential people in the development of computers. Since then, these machines which were initially seen simply as a business machine, have evolved to cater to different markets and purposes.

Computer games, in particular, have grown side-by-side with the advancement of computer technology. The two fields are intertwined, in a sense that development in one would influence the other in a positive way.

This time around, we are going to list ten of the most influential people in the field of computer games. Their contributions have paved the way for modern game titles as we know them today and provided us with a unique form of entertainment like no other. In no particular order, these are ten out of many influential people in the development of computer games of all time.

 

Steve Russell

One of the pioneers of computer gaming is Steve Russell, whose game Spacewar! is widely considered as one of the first video games. As an MIT student in 1961, Russell and his friends utilized the PDP-1 computer’s statistical calculations to create Spacewar! The game paved way for modern video games on computers and was widely distributed among the public domains to run on different computers.

Steve Russell and PDP-1. Source: Wikimedia.

Aside from his work on Spacewar!, Russell is responsible for the first two punch cards IBM 704 implementations of the Lisp programming language. Russell realized what John McCarthy, inventor of Lisp, thought would be impossible, that is to interpret/evaluate Lisp code instead of compiling it. In the later years, Russell proceeded to become Bill Gates’ and Paul Allen’s mentor when the two were part of the Lakeside School programming group.

 

Gordon Earle Moore

Known famously for his empirical approximation called Moore’s Law, Gordon Moore is one of the founders of the Intel company. As many of you might be familiar, Intel is one of the leading manufacturers and pioneers of computer microchips that essentially serve as the brain of all the technological devices, gadgets, and hence games, our world relies on.

Before producing microchips, Intel initially wanted to manufacture logic circuits based on semiconductors. However, they soon realized that their Japanese competitors were very much ahead and so they shifted to semiconductors. It was a big-brain move after all. As hinted earlier, Moore’s Law is an empirical trend which Moore posited in 1965 that projects the doubling of the number of components per integrated circuit for every two years. The trend holds true until today.

 

William Crowther

Before the dawn of computer graphics-based video games, most computer games were based on text-based commands. As a player, you interact with the system through different commands to which the system would respond, and thus the game would then continue to build on. One of the first text-based games was William Crowther’s Adventure.

The game Adventure was first built for the PDP-11 minicomputer and requires its players to enter two-word commands in order to navigate around. Soon after, computers became powerful enough to render prettier graphics, but Adventure served as the precursor for the adventure game genre and other role-playing computer games.

 

Tim Sweeney

Tim Sweeney is perhaps best known for founding one of the leading game developers and publishers of today, Epic Games. But before the company bloomed to its glorious era, Sweeney began by developing a game known as ZZT, which later became the basis of Potomac Computer Systems’ initial success in game development. Soon after that, he decided to rename his company to Epic MegaGames.

Tim Sweeney. Source: Protocol.com.

Epic MegaGames’ next successful title was the first-person shooting game Unreal. In the process, however, Sweeney developed a game engine, called Unreal Engine, that would eventually shape the foundation of today’s video games like Fortnite, PlayerUnknown’s Battleground, VALORANT, and many others. With it, developers are able to create 3D games that run on versatile platforms and even made influences on the film and television industry.

 

John Carmack

If some of you grew up in the early 90s, you’re probably familiar with video game titles like Wolfenstein, Doom, Quake, and their various renditions afterward. These titles are all products of id Software, a video game developer founded by four individuals, including John Carmack. Aside from these nostalgic titles, Carmack has made long-lasting impacts in the technical side of game development that allowed for modern titles like Half-Life and Call of Duty.

John Carmack. Source: dev.to.

Particularly, Carmack popularized the usage of techniques known as adaptive tile refresh, ray casting, binary space partitioning, surface caching, z-fail stencil shadows, and various other very technical computer graphics methods. Also, Carmack is a huge advocate for open-source software over software patents, allowing others to build and work on top of the code Carmack and his team have written.

 

Gabe Newell

If you’re like me and grew up playing games in the early 2000s, the game distributor Steam shouldn’t be fairly new to you. And the name Gabe Newell, nicknamed Gaben, is all too coupled with the platform that he and his company Valve created. With Valve, Gabe funded the development of older game titles like Half-Life, as well as the GoldSrc game engine. The GoldSrc engine evolved into the more modern game engine known as the Source Engine.

Speaking about Source Engine, it is the very engine that the games Counter-Strike and Half-Life: 2 run on. Later down the line, it too became the engine on which esports titles like Dota 2 and Counter-Strike: Global Offensive live on. Steam became the home and distributor of these two beloved games alongside countless others.

 

David Brevik

Dubbed one of the most influential people in computer gaming of 1996, David Brevik is a video game creator of Diablo. Although, of course, the game itself was a joint effort of a group of developers, Brevik spearheaded much of the game’s early development and made much of the internal decisions within the development of Diablo.

David Brevik. Source: PC Gamer.

More importantly, Diablo paved way for action and RPG games to enter the realm of computer gaming. Later on, Brevik’s company Condor Games was acquired by the company Blizzard Entertainment. With the immense popularity of Diablo as an RPG game, titles like World of Warcraft would soon follow the same path lit by Diablo.

 

Shigeru Miyamoto

Although the Japanese video game company Nintendo rarely dabbles with the field of computer gaming, their all-time popular video game titles like Mario Bros. and The Legend of Zelda surely have influenced young children of their time to play games in the comfort of their homes. Not to mention, a lot of arcade and PC game developers have also probably found inspiration by playing Nintendo’s games.

Shigeru Miyamoto is the man behind the design of both Super Mario Bros. and The Legend of Zelda. They are two out of countless famous arcade games played on the Nintendo Entertainment System and reached quite a significant percentage of the console game market.

 

Hideo Kojima

Like Miyamoto, Hideo Kojima is a Japanese video game designer that had a massive influence in the realm of gaming. Kojima specifically impacted the genre of stealth games with the creation of one of his most popular titles of all time, Metal Gear. Metal Gear ran on a home computer known as MSX2, with its future renditions running on both PC and various console platforms.

Kojima’s achievements would continue to rack up until today, including one of his independent studio’s first video game titles called Death Stranding. Though his primary field is video games, Kojima found multiple inspirations from movies and films. Returning his favor back to the movie industry, Kojima has spoken about producing his own films, thus completing his circle of inspiration.

 

Ivan Edward Sutherland

We shall end the list with the person dubbed as the father of computer graphics, Ivan Edward Sutherland. During his time as a professor in the Computer Science Department at the University of Utah, Sutherland and his colleague David Cannon Evans founded the company, Evans & Sutherland. The company pioneered the earliest works involving 3D computer graphics which would not only bleed to video games, but also movies.

In fact, some of the company’s former employees included other legendary figures like Adobe founder John Warnock, Pixar co-founder Ed Catmull, Oracle’s Scott P. Hunter, and many more. Sutherland would also continue to win a Turing Award, oftentimes considered the Nobel Prize of Computer Science, for his program known as Sketchpad. Sketchpad formed the foundations of graphical user interfaces, which are pretty much found in almost every software we use today.

Featured Image via Wikimedia Commons.

Sentinels Completes Buyout Purchase of Former Cloud9 Player TenZ

After a successful and flawless run at VCT Masters – Reykjavík, Sentinels completes their buyout process for Tyson “TenZ” Ngo, formerly one of Cloud9 Blue’s players. The deal was, in fact, part of his loan contract all the way back from April, right when the two teams were trying to qualify for VCT Masters – Reykjavík.

According to The Esports Observer and their sources, the purchase of TenZ was a seven-figure deal, while others have also reported that Sentinels paid a total of $1.25 million as the transfer fee. Large numbers aside, many have discussed the fact that this deal may have been completed before the Reykjavík event.

Addressing this belief, Cloud9 Founder/CEO Jack Etienne, gave some context to the blurry rumor. On the VALORANT Competitive subreddit page, Jack said that “this deal was done before Iceland. It was a dangerous deal for us as we knew we would soon face Sentinels in the Iceland Qualifiers, however it was important to Tyson to play and I wanted to make it happen for him.”

The TenZ Effect. Source: Twitter @ValorantEsports.

Funnily enough, this light of clarification only came after Sentinels’ fans became very much vocal about wanting TenZ to stay in Sentinels after he displayed stellar gameplay in VCT Masters. A lot of people started to criticize Jack for putting TenZ in a “contract jail” and so the CEO did what he needed to do.

Below his first comment, Jack further explained why he needed to address this issue once and for all and had to reveal that the deal lasted since April. “It was painful to hear all the negativity but people are making judgements with limited information so I’m not surprised. It helped knowing that before long more of the story would get out and with that perspective there would be less hate.”

TenZ initially joined Sentinels to replace their suspended player Jay “sinatraa” Won. It remains unclear whether the latter would continue playing under the Sentinels banner once his suspension duration ends. TenZ has proven himself to be a critical member of Sentinels as he also won the title of MVP of the Series in Reykjavík.

Featured Image by @ValorantEsports.

Fnatic Secures $17 Million Investment Led by Marubeni Corporation

After a groundbreaking crowdraise in 2020, Fnatic has yet again secured another successful round of investment, this time led by a Japanese conglomerate known as Marubeni Corporation. This partnership would allow the London-based organization to expand its activities into the presently thriving East Asian esports market.

Marubeni Corporation is a 72-year-old general trading company located in Nihonbashi, Chuo, Tokyo, Japan. It began as a textile trading firm, but has since extended its reach to various markets and became a leading “trading and investment business conglomerate”.

The fruits of Fnatic’s partnership with Marubeni include a whopping $17 million total of funding and the relocation of their Rainbow 6 Siege team to Japan. According to the official Fnatic report, Marubeni’s investment would also “accelerate Fnatic’s growth in the substantial Asia-Pacific market with a new strategic partnership that will incorporate the expansion of Fnatic’s base of operations in Japan”.

Fnatic x Marubeni. Source: Fnatic.

Indeed, Japan and East Asia in general host a series of untapped markets that could surely be beneficial for esports organizations in the long run. Fnatic believes that the ever-growing Japanese esports market is expected to “increase in value by more than 250 per cent between 2019 and 2023,” so it’s unsurprising that they are amongst the first to enter the Japanese market where gaming is a huge part of the mainstream culture.

Regarding their exciting expansion to Japan, Sam Matthews, CEO of Fnatic, gave the following statement: “We’re so excited to have the strategic know-how of Marubeni leading this funding round. Marubeni’s knowledge of Japan’s business landscape will be a huge asset to Fnatic as we expand our commitment to APAC.”

Sam and co. took it a step further by hiring new additions to their current leadership team, in hopes of reaching new heights through this novel investment. For instance, they hired a wide range of experienced names such as Georgina Workman as Head of Studios, Julien Dupont as Partnership Development Director, Oliver Royce as Head of Apparel, and Patrick Foster as Chief Financial Officer.

Featured Image by @FNATIC.

Sentinels Crowned Champions of VCT Reykjavík

VALORANT has just found their first-ever world champion: the North American team, Sentinels. Sentinels had just claimed a sweeping 3-0 victory over team Fnatic in the Grand Finals of VCT 2021: Stage 2 Masters – Reykjavík, crowning them as the best VALORANT team at this moment of writing.

Since the start of the event, Sentinels looked as strong as ever. They qualified for the event by winning first place in VCT North America and dropped not a single map throughout the entirety of VCT Reykjavík. Sentinels played four series in total, consisting of three best-of-three series in the Upper Bracket and a final best-of-five series in the Grand Finals.

First, they took down London-based Fnatic in Upper Bracket Round 1, continued to stomp the Brazilian Team Vikings in Round 2, the Korean team NUTURN Gaming in the Upper Bracket Finals, and finally defeated Fnatic for the second time in the Grand Finals.

Throughout the event, it’s clear that their newest addition, Tyson “TenZ” Ngo, is a vital factor that led to their ultimate victory in Iceland. Though it should still be noted that the remaining members of Sentinels too played godly during the Grand Finals.

Sentinel’s Flawless Victory at VCT Reykjavík. Source: Twitter @Sentinels.

Most notably, their in-game leader, Shahzeb “ShahZaM” Khan proved that he has what it takes to lead his new VALORANT squad — translating his past leadership experience in Counter-Strike: Global Offensive. SicK, zombs, and dapr, also contributed significantly to Sentinels’ victory, since VALORANT is ultimately a five-man game.

And as pointed out by InvenGlobal, Sentinels’ roster remains relatively the same since their first premiere VALORANT lineup, with the exception of TenZ replacing sinatraa. TenZ came in as a loaned player from Cloud9, substituting sinatraa who had been suspended previously.

ShahZaM, in particular, addressed the doubt that most viewers had when he first created this team. In the post-match interview, the 27-year-old leader said, “We made this team over a year ago now, there was a lot of doubt . . . but like this proves the point, don’t let anyone else tell you what you can and cannot do. Don’t let others decide your future, we put the work in and we are here now.”

It shall be interesting to see the VALORANT professional scene unfold and mature as the field progresses forward after Reykjavík. As for the time being, it’s quite apparent that North America’s Sentinels remains the best VALORANT team around.

Featured Image by @Sentinels.

12 Southeast Asian MLBB Teams Finalized for MSC 2021

With the recent conclusion of Mobile Legends Professional League (MPL) Malaysia and Philippines, the list of participants of Mobile Legends Southeast Asia Cup (MSC) 2021 has been finalized. It will feature the best teams from MPL Indonesia, Malaysia, Singapore, Phillipines, as well as qualified teams from Thailand, Laos, Cambodia, and Vietnam.

Mobile Legends developers Moonton first announced the return of MSC 2021 back in April in the middle of the ongoing MPL Indonesia. MSC was a recurring event that showcased the region’s best Mobile Legends teams since 2018, but ultimately canceled its 2020 rendition due to the abrupt COVID-19 pandemic.

Now that esports events have adapted to the current situation, MSC will have its return by inviting the two best teams from four different MPL regions. That includes Indonesian teams EVOS Legends and Bigetron Alpha, Singaporean teams EVOS SG and RSG SG, Malaysian teams RSG MY and Todak, and Filipino teams Blacklist International and Execration.

To further hype the excitement, four distinct local qualifiers were held in non-MPL regions. It led to the qualification of former MSC 2018 champions team I Do Not Sleep from Thailand, Nightmare Esports from Laos, Impunity KH from Cambodia, and Cyber Exe from Vietnam.

Judging from the participant lineup alone, MSC 2021 is loaded with a potential epic ending plot from different directions. For instance, two EVOS rosters are on the list given that they have won the Indonesian and Singaporean MPL Playoffs in their respective regions. M2 World Champions Bren Esports isn’t on the list either, which means the Filipino scene had changed quite drastically.

Furthermore, some of the brightest Southeast Asian favorites like RRQ Hoshi, Alter Ego, Burmese Ghouls, Aether Main, and ONIC Esports are absent from the event. Indeed, the Mobile Legends competitive scene has witnessed multiple surprising outcomes in 2021 in various regions.

MSC Group-drawing Process. Source: Instagram @mobilelegendsgame.

MSC 2021 will commence on June 2 with the first Group Stage phase. The second Group Stage phase will proceed on the 9th and the Playoffs will be conducted from 11 to 13 June. As of the time of writing, the MSC Group split is currently being drawn and will be finalized on June 2.

Featured Image by MSC.