Thursday, 28 March 2019

Pinball Dreams - Commodore Amiga - 1992


Pinball games have been few and far between on my shortlist.  There have been a few 8-bit games which were fairly primitive in both looks and physics.  More recently I've played four games in the 'crush' series.  While good they were designed from the outset as video pinball games and could never be physically recreated.

So, Pinball Dreams is the first such game to be included on my blog.  It was developed by Digital Illusions and originally released in early 1992 for the Commodore Amiga.  It has been ported quite a few times up to and including an HD version for OS X in 2011.

On loading the game the credits appear and it is reassuring to see an entry for 'Realtime Ball Calculations'.

There are four themed tables included in the game - 

  • Ignition is the easiest table and is based around a rocket launch and space exploration.
  • Steel Wheel is based around the railroad and the wild west.
  • Beat Box is themed around the music industry.
  • Nightmare is apparently the hardest table and is based around a haunted graveyard.

Each table is a tad over two screens high and scroll vertically.  They also have their own theme tune playing throughout.  Although decent I found the music overpowered the sound effects, but thankfully they can be switched off.



The controls are responsive with several keys to choose from for the flippers (I chose left and right shift).  The plunger can be controlled by the down arrow or pulling back on the mouse.  The space bar acts as the 'tilt' key although I have never understood why this is always included in video pinball games.

Apart from loading times, the only real criticism I can lay against Pinball Dreams is that the tables look slightly bland and flat.  This is especially so compared against the fantasy 'crush' series, and even against the Space Cadet table that came free with Windows XP.  I suppose the 32 colours the Amiga can display at once doesn't help there.  It is, however, the physics that can make or break a pinball game and in Pinball Dreams they are spot on. 


TOY FAIR 2012: Why, Yes ...

... That IS a Fembot doll from The Six Million Dollar Man. How did I ever live without one?





... and Bigfoot (6MM version) as well.




Posted using BlogPress from my iPhone

Wednesday, 27 March 2019

Which Games Are Useful For Testing Artificial General Intelligence?

It is very hard to make progress on artificial intelligence without having a good AI problem to work on. And it is impossible to verify that your software is intelligent without testing it on a relevant problem. For those who work on artificial general intelligence, the attempt to make AI that is generally intelligent as opposed to "narrow AI" for specific tasks, it is crucial to have reliable and accurate benchmarks of general intelligence.

I have previously written about why games are ideal as intelligence tests for AI. Here'd I like to go into more depth about what sort of games we would like to use to test AI, specifically AGI (artificial general intelligence). These are the properties I think games used to test AGI should have:


  • They should be good games. Well-designed games are more entertaining and/or immersive because they challenge our brains better; according to converging theories from game design, developmental psychology and machine learning the fun in playing largely comes from learning the game while playing. A game that is well-designed for humans is therefore probably a better AI benchmark.
  • They should challenge a broad range of cognitive skills. Classical board games largely focus on a rather narrow set of reasoning and planning skills. Video games can challenge a broader set of cognitive skills, including not only reasoning and planning but also e.g. perception, timing, coordination, attention, and even language and social skills.
  • * Most importantly, they should not be one game. Developing AI for a single game has limited value for general AI, as it is very easy to "overfit" your solution to particular game by implementing various domain-specific solutions (or, as they're usually called, hacks). In the past, we've seen this development over and over with AI developed for particular games (though occasionally something of great general value appears out of research on a particular game, such as the Monte Carlo Tree Search (MCTS) algorithm being invented to play Go). Therefore it is important that AI agents are tested on many different games as part of the same benchmark. Preferably these would games that the AI developer does not even know about when developing the AI.


So let's look at how the main game-based AI benchmarks stack up against these criteria.

To begin with, there are a number of game-based AI benchmarks based on individual games. A pretty big number, in fact. The annual IEEE Conference on Computational Intelligence and Games hosts a number of game-based AI competitions, where the software can also be used offline as a benchmark. And of course, classic board games such as Chess, Checkers and Go have long been used as AI benchmarks. An interesting recent addition is Microsoft's Project Malmo, which uses Minecraft as the base for an AI sandbox/benchmark.

But these are all focused on individual games, and therefore not well suited to benchmark general intelligence. Let's talk about general game playing frameworks.

General Game Playing Competition


First we have the General Game Playing Competition and its associated software. This competition has been going since 2005, initiated by Michael Genesereth. For the competition, a game description language was developed for encoding the games; this language is a logic programming language similar to Prolog, and allows the definition of in theory any turn-based game with discrete world state. (Initially these games could not have any hidden information, but that restriction has since been overcome with new versions of the language.) In practice, almost all games defined in this language are fairly simple in scope, and could very broadly be described as board games.

To compete in the General Game Playing competition, you submit an agent that can play any game defined in this language. The agents have access to the full game description, and typically a large part of the agent development goes into analyzing the game to find useful ways of playing it. The actual game-playing typically uses MCTS or some closely related algorithm. New games (or variations of old games) are used for each competition, so that competitors cannot tune their AIs to specific games. However, the complexity of developing games in the very verbose game description language limits the number and novelty of these games.

Arcade Learning Environment


The second entry in our list is the Arcade Learning Environment (ALE). This is a framework built on an emulator of the classic Atari 2600 game console from 1977 (though there are plans to include emulation of other platforms in the future). Marc Bellemare and Michael Bowling developed the first version of this framework in 2012, but opted to not organize a competition based on it. Agents can interface to the ALE framework directly and play any of several dozen games; in principle, any of the several hundred released Atari 2600 games can be adapted to work with the framework. Agents are only given a raw image feed for input, plus the score of the game. To play a game in the ALE framework, your agent therefore has to decipher the screen in some way to find out what all the colorful pixels mean.

Three different games in the ALE framework.


Most famously, the ALE framework was used in Google DeepMind's Nature paper from last year where they showed that they could train convolutional deep networks to play many of the classic Atari games. Based only on rewards (score and winning/losing) these neural networks taught themselves to play games as complex as Breakout and Space Invaders. This was undeniably an impressive feat. Figuring out what action to take based only on the screen input is far from a trivial transform, and the analogue to the human visuomotor loop suggests itself. However, each neural network was trained using more than a month of game time, which is clearly more than would be expected of e.g. a human learner to learn to play a single game. It should also be pointed out that the Atari 2600 is a simple machine with only 128 bytes of RAM, typically 2 kilobytes of ROM per game and no random number generator (because it has no system clock). Why does it take so long time to learn to play such simple games?

Also note that the networks trained for each of these games was only capable of playing the specific game it was trained on. To play another game, a new network needs to be trained. In other words, we are not talking about general intelligence here, more like a way of easily creating task-specific narrow AI. Unfortunately the ALE benchmark is mostly used in this way; researchers train on a specific game and test their trained AI's performance on the same game, instead of on some other game. Overfitting, in machine learning terms. As only a fixed number of games are available (and developing new games for the Atari 2600 is anything but a walk in the park) it is very hard to counter this by enforcing that researchers test their agents on new games.

General Video Game AI Competition


Which brings us to the third and final entry on my list, the General Video Game AI Competition (GVGAI) and its associated software. Let me start by admitting that I am biased when discussing GVGAI. I was part of the group of researchers that defined the structure of the Video Game Description Language (VGDL) that is used in the competition, and I'm also part of the steering committee for the competition. After the original concepts were defined at a Dagstuhl meeting in 2012, the actual implementation of the language and software was done first by Tom Schaul and then mostly by Diego Perez. The actual competition ran for the first year in 2014. A team centered at the University of Essex (but also including members of my group at NYU) now contributes to the software, game library and competition organization.

The "Freeway" game in the GVGAI framework.

The basic idea of GVGAI is that agents should always be tested on games they were not developed for. Therefore we develop ten new games each time the competition is run; we currently have a set of 60 public games, and after every competition we release ten new games into the public set. Most of these games are similar to (or directly based on) early eighties-style arcade games, though some are puzzle games and some have more similarities to modern 2D indie games.

In contrast to ALE, an agent developed for the GVGAI framework gets access to the game state in a nicely parsed format, so that it does not need to spend resources understanding the screen capture. It also gets access to a simulator, so it can explore the future consequences of each move. However, in contrast to both ALE and GGP, agents do not currently get any preparation time, but needs to start playing new games immediately. In contrast to GGP, GVGAI bots do also not currently get access to the actual game description - they must explore the dynamics of the game by attempting to play it. This setup advantages different agents than the ALE framework. While the best ALE-playing agents are based on neural networks, the best GVGAI agents tend to be based on MCTS and similar statistical tree search approaches.

The game "Run" in GVGAI.

The GVGAI competition and framework is very much under active development, and in addition to the planning track of the competition (with the rules described above), there is now a two-player track and a learning track is in the works, where agents get time to adapt to a particular game. We also just ran the level generation track for the first time, where competitors submit level generators rather than game-playing agents, and more tracks are being discussed. Eventually, we want to be able to automatically generate new games for the framework, but this research yet has some way to go.

To sum up, is any of these three frameworks a useful benchmark for artificial general intelligence? Well, let us acknowledge the limitations first. None of them test things skills such as natural language understanding, story comprehension, emotional reasoning etc. However, for the skills they test, I think they each offer something unique. GGP is squarely focused on logical reasoning and planning in a somewhat limited game domain. ALE focuses on perception and to some extent planning in a very different game domain, and benefits from using the original video games developed for human players. I would like to argue that GVGAI tests the broadest range of cognitive skills through having the broadest range of different games, and also the best way of preventing overfitting through the simplicity of creating new games for the framework. But you should maybe take this statement with a pinch of salt as I am clearly biased, being heavily involved in the GVGAI competition. In any case, I think it is fair to say that using any of these frameworks clearly beats working on a single game if you are interested in making progress on AI in general, as opposed to a solution for a particular problem. (But by all means, go on working on the individual games as well - it's a lot of fun.)


Tuesday, 26 March 2019

Tools To Take Charge Of Your Digital Wellbeing

At Google I/O in May, we introduced new tools that help people better understand their tech usage, focus on what matters most and disconnect when needed. Starting today, you can find all of the YouTube tools in one place, alongside your personal time watched profile. Our goal is to provide a better understanding of time spent on YouTube, so you can make informed decisions about how you want YouTube to best fit into your life.

Here are a few tips and tricks to get you started toward building your own sense of digital wellbeing:

Know how much you actually watch (new!): To give you a better understanding of how much you watch, we've built a profile that's available in your account menu rolling out starting today. This profile tells you how long you've watched YouTube videos today, yesterday and over the past 7 days.


Remind yourself to take a break: Once you know how much time you're spending in the app, you may want to set a limit. It's easy to lose track of time when you're having fun, which is why we'll help you set up a reminder to take a break. Just head over to your settings and pick the amount of YouTube time that's right for you. Once you've hit that limit, a friendly reminder will pop up on your screen.



Keep it to one notification a day: If you want more control over when you receive notifications from YouTube, you can bundle all of your YouTube push notifications into a single notification each day and set a specific time to receive your digest. Just go to your settings to choose when you'd like to receive your digest, and from then on you'll only receive one notification per day.




Disable notification sounds and vibrations: Resisting the urge to check your phone when it buzzes is really difficult, and this can make it hard to fall asleep. So we've recently made a change to send all notifications without sound and vibration between 10pm and 8am. You can enable sounds and vibrations, or customize the start and end time in your settings.



We're dedicated to making sure that you have the information you need to better understand how you use YouTube and develop your own sense of digital wellbeing. We hope these tips are a good start.


Posted by: Brian Marquardt, Director of Product Management, who recently watched Take a Break: Backstreet Boys in Las Vegas

Gangstar Rio City Of Saints Android APK And OBB Working

Gangstar Rio City of Saints game for android is an open world game where your aim is to save the society and city from evil beings and complete the Game objectives to finish the game.

I found the below given file link, which is working otherwise I've found License issue when tried apk from many other Links.

This Gangstar Rio city of saints game is available on Play Store for $7.8 or ₹549 made by Gameloft and it has 4 star rating because I think Game controls are not good.

gangstar rio city of saints android

About Gangstar Rio City of Saints Game :

The story happens in the city of Rio de Janeiro, rotates around the group of lawbreakers, degenerate lawmakers alongside their secret exercises. You will end up being the focal character of this city, encompassed by the presence of dark society, continually endeavoring to murder you since you know an excessive number of their insider facts. You are the main individual who sees the complexities of Brazilian culture so you realize that there is no law in this city that can spare you. Along these lines, do everything to ensure your life, while devastating the dark society and insidiousness trouble makers.
When you join this Android Game Gangstar Rio City of saints, you are taken to the city of Rio de Janeiro with the picture of a free criminal kid. You can begin your game by going up against journeys or visiting the city and causing turmoil all over. You can take any vehicle out and about you see, at that point scan for or purchase weapons to guard when society is assaulted by dark culture. There are numerous weapons for you to look over: bazooka, projectile, shotgun, expert sharpshooter and even lasers for you to choose. They are in plain view at the store on the off chance that you need to possess it, purchase or grab them in the event that you need.
ongoing interaction and illustrations and interactivity is very like the well known GTA Game  for some time. Be that as it may, the account of each game is extraordinary, and you will confront new difficulties. Would you be able to make Rio de Janeiro a serene city, clean of wrongdoing and debasement? Join this Gangstar Rio City of Saints Game and demonstrate your skills.

How to Install Gangstar Rio City of Saints Game in Android :

  1. Go to settings ->Security.
  2. Go to Security menu and check Unknown Sources check box first.
  3. Get the Gangstar Rio City of Saints obb file in zip format.
  4. Extract the obb game Data file by using any zip extractor into the location /Android/obb/  (Note: Don't put the obb file without folder because you need to provide the correct path.)
  5. Istall the APK from below link and enjoy.
  6. Now run your game without any errors.
You need a working internet connection to start this game.





Grow Your Indie Game With Google Play

Posted by Patricia Correa, Director, Platforms & Ecosystems Developer Marketing

Google Play empowers game developers of all sizes to engage and delight people everywhere, and build successful businesses too. We are inspired by the passion and creativity we see from the indie games community, and, over the past few years, we've invested in and nurtured indie games developers around the world, helping them express their unique voice and bring ideas to life.

This year, we've put together several initiatives to help the indie community.

Indie Games Showcase

For indie developers who are constantly pushing the boundaries of storytelling, visual excellence, and creativity in mobile we are announcing today the Indie Games Showcase, an international competition for games studios from Europe*, South Korea and Japan. Those of you who meet the eligibility criteria (as outlined below) can enter your game for a chance to win several prizes, including:

  • A paid trip and accommodation to the final event in your region to showcase your game.
  • Promotion on the Google Play Store.
  • Promotion on Android and Google Play marketing channels.
  • Dedicated consultations with the Google Play team.
  • Google hardware.
  • And more...

How to enter the competition

If you're over 18 years old, based in one of the eligible countries, have 30 or less full time employees, and have published a new game on Google Play after 1 January 2018, you can enter your game. If you're planning on publishing a new game soon, you can also enter by submitting a private beta. Submissions close on May 6 2019. Check out all the details in the terms and conditions for each region. Enter now!

Indie Games Accelerator

Last year we launched our first games accelerator for developers in Southeast Asia, India and Pakistan and saw great results. We are happy to announce that we are expanding the format to accept developers from select countries in the Middle East, Africa, and Latin America, with applications for the 2019 cohort opening soon. The Indie Games Accelerator is a 6 month intensive program for top games startups, powered by mentors from the gaming industry as well as Google experts, offering a comprehensive curriculum that covers all aspects of building a great game and company.

Mobile Developer Day at GDC

We will be hosting our annual Developer Day at the Game Developers Conference in San Francisco on Monday, March 18th. Join us for a full day of sessions covering tools and best practices to help build a successful mobile games business. We'll focus on game quality, effective monetization and growth strategies, and how to create, connect, and scale with Google. Sign up to stay up to date or join us via livestream.

Developer Days

We also want to engage with you in person with a series of events. We will be announcing them shortly, so please make sure to sign up to our newsletter to get notified about events and programs for indie developers.

Academy for App Success

Looking for tips on how to use various developer tools in the Play Console? Get free training through our e-learning program, the Academy for App Success. We even have a custom Play Console for game developers course to get a jump start on Google Play.

We look forward to seeing your amazing work and sharing your creativity with other developers, gamers and industry experts around the world. And don't forget to submit your game for a chance to get featured on Indie Corner on Google Play.

* The competition is open to developers from the following European countries: Austria, Belgium, Belarus, Czech Republic, Denmark, Finland, France, Germany, Israel, Italy, Netherlands, Norway, Poland, Romania, Russia, Slovakia, Spain, Sweden, Ukraine, and the United Kingdom (including Northern Ireland).


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Saturday, 23 March 2019

ouo.io - Make short links and earn the biggest money



Shrink and Share

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You'll be paid for any views outside of your account.

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We also provides full mobile supports, you can even shorten the URL and view the stats on a mobile device.