Cyber Robo Challenge

MECHANICS

  • 1.1 The competition is open to all students currently enrolled in college. Participants must provide proof of their enrollment status upon request, and any participant found ineligible will be disqualified from the event.
  • 1.2 All participants must register for the competition before the designated deadline. Any participant who has not registered will not be allowed to compete. Participants must provide all necessary information.
  • 1.3 Ensure you have a computer with internet access and compatible hardware.
  • 1.4 Access the web browser and create an account. After creating an account log in and create your own team.

    (Erovoutika CTF Competition (ec2-13-237-88-164.ap-southeast-2.compute.amazonaws.com))

  • 1.5 Ask you teammates to join your team and start the challenges.
  • 1.6 Capture the Flag (CTF) competitions are exercises in which participants, either individually or as part of a team, are challenged to find and exploit vulnerabilities in a system to capture a "flag" or piece of information.
  • 1.7 Participants are tasked with capturing a flag—quite literally a message that says "FLAG{YOU_FOUND_ME}”—that’s hidden behind a cybersecurity-based obstacle.
  • 1.8 The goal of the competition is for teams to achieve the highest score in the fastest time possible by answering the questions related to cybersecurity.
  • 1.9 The teams will be given 2 hours to answer the questions, each question corresponds to different points, the higher the points the higher the difficulty of the question.
  • 1.10 The team who finishes the challenges the fastest will become the Cyber Robo Challenge champion.
  • 1.11 If nobody finishes the challenges within the time limit the organizers will look at the score of every team and the highest score will be crowned CTF champion.
  • 1.12 The competition's outcome will depend on the time and scoring, and the team that achieves the fastest time will be declared as the Champion followed by the 1st runner-up and 2nd runner-up, respectively.
  • 1.13 By participating, all participants automatically agree that they vow to respect fellow participants and staff.

General Conduct

  • 2.1 Players are expected to conduct themselves and compete with the spirit of sportsmanship, maintaining a friendly and polite demeanor in activities involving other participants and the public in general.
  • 2.2 The organizer/ facilitators have the right to apply penalties, disqualify and dismiss any registered participants from the competition, at their discretion, at any stage of the competition.

General Rules

  • 3.1 All participants must arrive and be ready at the competition zoom meeting at least 30 minutes before the scheduled start time. Latecomers will not be permitted to compete and will be disqualified from the event. Any participant unable to attend the competition due to unforeseen circumstances must notify the organizers as soon as possible.
  • 3.2 All participants must stay within the Zoom meeting once the event begins. Leaving the meeting during the competition is prohibited, and any participant who does so will be disqualified.
  • 3.3 Once the event starts, all participating groups are prohibited from communicating with any other groups until the competition ends. Any attempt to communicate or collaborate with other groups will result in immediate disqualification.
  • 3.4 Facilitators reserve the right to edit the rules at any time and disqualify teams for reasons not stated in this list or take other action.
  • 3.5 Ignorance of rules does not justify rule breaking. If you have questions about any rules, contact our support.

Participant Requirements

  • 4.1 Participants must adhere to a code of conduct that outlines expected behavior during the event, such as respect for other participants, non-discrimination, and ethical conduct.
  • 4.2 Participants are encouraged to leverage their creativity and knowledge to develop innovative solutions in designing the fastest line-following robot.
  • 4.3 Participants must adhere to rules related to intellectual property rights, which could include restrictions on the use of copyrighted materials or ownership of the intellectual property developed during the event.

Team Requirements

  • 5.1 All participants must form teams of two (2) members. Participants may also have one (1) coach.
  • 5.2 Participants may request to change teams prior to the start of the competition, but the organizers reserve the right to deny such requests. Each team will be given a team name and must work together throughout the competition.