viernes, 29 de marzo de 2019

9 Best Highest Paying URL Shortener Sites to Make Money Online 2019

  1. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  2. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  3. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  4. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  5. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  6. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  7. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  8. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  9. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

The Only Reality That Matters

In an early version of Codex Bash, one of the puzzles - the one involving paper circuit diagrams - was different.

Recent players will have rummaged through laminated sheets strewn around the room and, I hope, will have tripped over a few before they got to the puzzle where they had to use them. But in the first version of the puzzle these circuit diagrams were all in the one booklet, pictured below. Hardly anyone could solve the puzzle without being told what to do.


I changed the user interface over and over. At one the point where the screen would show a picture of the schematics booklet, and the booklet itself would be in clear view right next to the screen. Yet players would still stare at the screen for ages trying to make sense of it. They would look directly at the booklet and stare back at the screen again, without laying a finger on the booklet itself.

I needed to work out what was going on.

Did they think the solution had to be entirely visible on the screen? Did they think the booklet was simply left behind by the tech crew and not meant for them? Whatever the reason, the booklet simply didn't exist in their mental model of the game. So interacting with the physical object never even crossed their mind.


As I've often said, the joy of Codex Bash is all the little "eureka" moments in each bite-sized puzzle. The realisation that physical objects in the play-space were actually part of the game itself is one of these mental leaps. Before they can make this particular leap, players need to be aware that there even are physical objects of unknown purpose around them.

The first part of the solution was to tear the pages out of the booklet and spread them around the room: next to the buttons so it was obvious that players would see them by accident. The second part was to laminate them, so they were clearly not flyers or pieces of litter. This also made them beer-proof.

This got me thinking about the difference between what we see and what we perceive. Is not perceiving an object in the game world congruent to it not existing at all? Is our awareness of an object being in a game dependent on whether or not we think it serves a purpose?

Object Permanence and the Magic Circle


Object permanence refers to the idea that even if we cannot see something we are aware of its continued existence in our world. It is a learned concept, which we acquire as infants.

When you play "peekaboo" with a baby it is surprised at the shocking reveal that, yes, you were hiding behind your hands all along. When a baby cannot see you you do not exist in its reality. It has not learned object permanence.

Indeed, scientists often talk about how much of our perception is based on our minds filling in the gaps. It's why optical illusions work. So if what we perceive in the real world is based on what we assume to be there, is what we see as part of the game world based on what we assume to be part of the game?

In game design we often talk about the magic circle. When we play a game together we suspend our notions of normal behaviour. As players we silently agree to a new reality. Within the magic circle it's okay to be silly, to make physical contact, or to lie, depending on the premise of the game.

Within the magic circle, we have a concept of what exists in realities inside and outside the game. Hunger, passers-by and trip hazards exist outside the game but continue to be relevant to us. No matter how engrossing the game, these objects remain permanent in our mind because they are important.

In a typical screen-based game - Super Mario Bros, for example - question mark boxes and goombas belong in the game world. Similarly our thumbs and the buttons on our controller are part of the game world, as they are essential to the game functioning. My belief is that our mental model of the game world is based on what has function within the game.


In the X-Men game on the Sega Mega Drive, one level required players to use the "reset" button on the console to move to the next level. It's an idea that sounds surprising and fascinating, but for so many players it was game-breakingly frustrating. The reset button is used for the mechanical functioning of the console - turning it on and off - and so in our mental model of the game it does not exist. Because of its function it is part of the real world.

All players are aware that the reset button exists. We can probably see it right in front of us. But if its function belongs in the real world, why would we ever think to press it to do something in the game world? With no perceived function within the game, it simply does not exist in our mental model.

When players were unaware that the booklet was part of Codex Bash they largely acted like it didn't even exist. Even when they looked directly at it, opening it did not cross their minds. And, as far as they were concerned it didn't exist. Stepping into the magic circle, it appeared to serve no purpose. It did not belong to the set of things involved with solving a video game.

The booklet existed in a reality, a reality that they could see, but not in a reality they actually cared about.

Virtual Realities


I was in Abu Dhabi recently for an A MAZE popup, and was speaking to its director, Thorsten S. Wiedemann, about VR. In January Thorsten spent 48 hours in an HTC Vive, and his experience was filmed for a documentary.


We chatted about the future of VR and his experience, and I asked him what his favourite VR experience was. He told me it was the chat rooms. Despite being filled with identikit human models sliding around a bland space unrealistically, he was connecting with other human beings sharing his experience. That social contact made it more real.

I believe that in more standard games, more akin to quick-fix experiences, the illusion of reality was fleeting. Social contact gave that reality a reason to matter.

My own experience with VR is limited, but I've personally found the sensory deprivation - brought on by the headset and earphones - to be incredibly powerful. I can always tell I have a screen very close to my face, regardless of how high-resolution that screen may be. I know that the polygonal ground is not real, that 2D particles are flying in front of my face, and that the virtual arms in front of me only vaguely line up with my own. But this isn't important.

When I have no engagement with any other stimulus, the virtual world in front of my eyes may as well be the only world there is.


This was clearly the case when playing Lucid Trips at the A MAZE festival earlier this year. I knew there was a crowd of people watching me, but I did not care how stupid I looked, jumping up and down and flailing my arms wildly. My attention was entirely on one goal: I wanted to fly.

I was fully aware there was a whole physical world going on around me. But my emotional desire to feel the sensation of flight won out. Additionally, to perceive the physical world outside, one that I could neither see nor hear, required extra effort. The real world lived on in object permanence, but I simply did not care about it as much. Flying was my purpose. The virtual world could create the sensation of flight.

It was purpose that people could not see in the Codex Bash booklet, or in the X-Men reset button. It was purpose that made me - rather than lose awareness of the real world around me - simply care about the virtual world much much more.

Purpose Makes the Reality


I propose that our perception of the world around us is not based on what's actually there, but instead on what matters to us - be it on an emotional or practical level. It's important to understand this when designing all user interfaces, not just in VR and physical games. It is important in any project where we want to create immersion, be it in a world or a task.

To convince me I am inside another world I do not need to be convinced that it is real. I need to be convinced that I should care. Perhaps I care because I get to prove something to myself and the people around me. Perhaps I care because the story and setting help me reflect upon similar situations my own life. Perhaps I care because I am isolated from the world of worries outside the game.

To find out why they will care we need to be aware of what's going on in our player's mind. What do they know? What do they want? What will they infer based on prior experience?

Once we can answer these questions we can build a picture of what our reality looks like in our players' minds, and perhaps we can reach them on a deeper level.

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Rooms : The Main Building



HandMade Game announces latest information of the deluxe version of Rooms, the IGF2007 Student Showcase Finalist game.

Rooms is an original puzzle game, based on logical sliding puzzle and platformer. As we've gotten hot response to the previously introduced freeware version of Rooms, we've been developing the deluxe version, Rooms: the main building.

The deluxe version contains 100% only-mouse interface, new objects & items, more improved graphics, 5 original soundtracks and a Level Editor to create your own puzzles. With all these, 80 new attractive levels are waiting for you to challenge.

For more info, visit HandMadeGame.

Also, HandMade Game is looking for the online distribution partner of Rooms: the main building.

Check out freeware version of Rooms.

Contact us anytime, if you are interested.

Name: Rooms: The Main Building
Developer: HandMade Game
Category: Puzzle-Platformer
Type: Download Commercial
Release: Coming soon…

jueves, 28 de marzo de 2019

Ben 10 Game On Android || Download Now

Hello Friends That is My Blog And I am Showing How To Download Ben10 Ultimate Alien Game On Android With Highly Compress That Game Is Very Good Graphic With Osm Gaming Controller.

                     Screenshot



Game Features


🔲Mission Type game.
🔲Awesome graphics.
🔲So many missions to enjoy.
🔲Original Size=1.25Gb
🔲Compres File=500Mb

How To Install

◾️So before you start download the files for the games please read this steps to install the game.
◾️Download all the files.

🔲First Download ppsspp Emulator or Ben10 Game rar File.

🔲Then Install ppsspp Emulator.

🔲Afer Extract Ben10  game file With zarchiver Apk.

🔲Then open ppsspp apk And search Ben10 Extract File and Finally Play Ben10 game.

Minimum Requirements

Ram 1GB

Storage 1.25GB

OS 5.0 Or Higher

My Phone(Game Played Successfully)
Redmi Note 4

3GB Ram,32GB Storage,Adreno GPU,Android 7.0

How To Download

Download The Required Files From The Link Given Bellow

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🔲Download ppsspp Emulator


🔲Download Ben10 Ultimate Alien compress Fille

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McGuire House Rules For Cartegena

Cartagena is a board game for 2-5 players. With the simple McGuire house rules modifications described below, it works well as a strategic family game for players as young as five.

The game features teams of pirate markers racing through a random board depicting a tunnel. The pirate theme continues through the main commodities in the game: rum, guns, swords, hats, and flags.

The strategic decisions made by players are largely timing. The two main moves are pushing forward by playing cards, and dropping back to accumulate cards and establish tactical positions. There's no direct player vs. player conflict.



(There is a 2nd edition called Cartagena II that can be played with the same pieces if you're willing to mark the face of a few cards. It differs primarily in the end-game rule and that "dropping back" is now "advancing an opponent". I think that it is a little better balanced but also a little less kid-friendly because of the complexity. You can download the new rules from the Rio Grande site and play with the original set.)

The game suggests two variants in the rules. Even with all adults, I never play the "strategic" variant in which the draw deck is visible. That variant allows (i.e., forces) players to consider too many options and slows the game too much.

McGuire House Rules
Some simple changes make Cartagena a fast and fun game to play with young children without sacrificing its core strategic value.

1. Remove a few tunnel pieces during setup to reduce game length. The base game takes about 20 minutes with handicapped players. It can easily be reduced to about 10 minutes plus setup time by removing two tiles. That means that you can play two games in half an hour, including setup and cleanup.

2. Give weaker players extra cards during setup to give them a lead. Don't change the number of pirates or advance the pirates--because of the leapfrogging mechanic, moving pirates affects the game in complex ways. I currently grant my elementary school children six cards each at the start of the game.

3. For players having a very hard time with strategy, a simple rule change can reduce the worst case that players can get themselves into with poor play. The minor version is to add the retreat rule:
Retreat: A pirate may drop back out of the tunnel to the start and draw one card as an action. A player with no pirates currently in the tunnel may draw two cards as an action.
A more dramatic version also adds the cave-in rule to increase the bonus for retreating:
Cave-In: When a tile at the start end of the tunnel has no pirates on it, it is removed from the game. Any pirates who aren't yet in the tunnel or the boat move up to being just before the end of this tunnel.
I found that using a physical boat instead of the boat card/tile greatly increases the enjoyment of children when moving their pirates off the board. We use a Lego boat hull, but any toy about 8 cm or longer will suffice.


Morgan McGuire (@morgan3d) is a professor at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Project Rocket Golfing for iOS and Skylanders: Superchargers for consoles. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

Empiricism And The Limits Of Gradient Descent

This post is actually about artificial intelligence, and argues a position that many AI researchers will disagree with. Specifically, it argues that the method underlying most of deep learning has severe limitations which another, much less popular method can overcome. But let's start with talking about epistemology, the branch of philosophy which is concerned with how we know things. Then we'll get back to AI.

Be warned: this post contains serious simplifications of complex philosophical concepts and arguments. If you are a philosopher, please do not kill me for this. Even if you are not a philosopher, just hear me out, OK?

In the empiricist tradition in epistemology, we get knowledge from the senses. In the 17th century, John Locke postulated that the mind is like a blank slate, and the only way which we can get knowledge is through sense impressions: these impressions figuratively write our experience onto this blank slate. In other words, what we perceive through our eyes, ears and other sense organs causes knowledge to be formed and accumulated within us.

The empiricist tradition of thought has been very influential for the last few centuries, and philosophers such as Hume, Mill and Berkeley contributed to the development of empiricist epistemology. These thinkers shared the conviction that knowledge comes to us through experiencing the world outside of us through our sense. They differed in what they thought we can directly experience - for example, Hume though we can not experience causality directly, only sequences of world-states - and exactly how the sense impressions create knowledge, but they agree that the sense impressions are what creates knowledge.

In the 20th century, many philosophers wanted to explain how the (natural) sciences could be so successful, and what set the scientific mode of acquiring knowledge apart from superstition. Many of them were empiricists. In particular, the Vienna Circle, a group of philosophers, mathematicians, and physicists inspired by the early work of Wittgenstein, articulated a philosophy that came to be known as Logical Empiricism. The basic idea is that sense impressions is all there is, and that all meaningful statements are complex expressions that can be analyzed down to their constituent statements about sense impressions. We gain knowledge through a process known as induction, where we generalize from our sense impressions. For example, after seeing a number of swans that are white you can induce that swans are white.

A philosopher that was peripheral to the Vienna Circle but later became a major figure in epistemology in his own right was Karl Popper. Popper shared the logical empiricists' zeal for explaining how scientific knowledge was produced, but differed radically in where he thought knowledge came from. According to Popper, facts do not come from sense impressions. Instead, they come "from within": we formulate hypotheses, meaning educated guesses, about the world. These hypotheses are then tested against our sense impressions. So, if we hypothesize that swans are white, we can then check this with what our eyes tell us. Importantly, we should try to falsify our hypotheses, not to verify them. If the hypothesis is that swans are white, we should go looking for black swans, because finding one would falsify our hypothesis. This can be easily motivated with that if we already think swans are white, we're not getting much new information by seeing lots of white swans, but seeing a black swan (or trying hard but failing to find a black swan) would give us more new information.

Popper called his school of thought "critical rationalism". This connects to the long tradition of rationalist epistemology, which just like empiricist epistemology has been around for most of the history of philosophy.  For example, Descartes' "I think, therefore I am" is a prime example of knowledge which does not originate in the senses.

Among (natural) scientists with a philosophical bent, Popper is extremely popular. Few modern scientists would describe themselves as logical empiricists, but many would describe themselves as critical rationalists. The main reason for this is that Popper describes ways of successfully creating scientific knowledge, and the logical empiricists do not. To start with the simple case, if you want to arrive at the truth about the color of swans, induction is never going to get you there. You can look at 999999 white swans and conclude that they are all white, but the millionth may be black. So there can be no certainty. With Popper's hypothetico-deductive method you'd make a hypothesis about the whiteness of swans, and then go out and actively try to find non-white swans. There's never any claim of certainty, just of an hypothesis having survived many tests.

More importantly, though, the logical empiricist story suffers from the problem that more complex facts are simply not in the data. F=ma and E=mc2 are not in the data. However many times you measure forces, masses and accelerations of things, the idea that the force equals mass times acceleration is not going to simply present itself. The theories that are at the core of our knowledge cannot be discovered in the data. They have to be invented, and then tested against the data. And this is not confined to large, world-changing theories.

If I already have the concepts of swan, white and black at the ready, I can use induction to arrive at the idea that all swans are white. But first I need to invent these concepts. I need to decide that there is such a thing as a swan. Inductivists such as Hume would argue that this could happen through observing that "a bundle of sense impressions" tend to co-occur whenever we see a swan. But a concept such a swan is actually a theory: that the animal is the same whether it's walking of flying, that it doesn't radically change its shape or color, and so on. This theory needs to somehow be invented, and then tested against observation.

In other words, empiricism is at best a very partial account of how we get knowledge. On its own, it can't explain how we arrive at complex concepts or theories, and it does not deliver certainty. Perhaps most importantly, the way we humans actually do science (and other kinds of advanced knowledge production) is much more like critical rationalism than like empiricism. We come up with theories, and we work to confirm of falsify them. Few scientists just sit around and observe all day.

Enough about epistemology for now. I promised you I would talk about artificial intelligence, and now I will.

Underlying most work in neural networks and deep learning (the two terms are currently more or less synonymous) is the idea of stochastic gradient descent, in particular as implemented in the backpropagation algorithm. The basic idea is that you can learn to map inputs to outputs through feeding the inputs to the network, seeing what comes out at the other hand, and compare it with the correct answer. You then adjust all the connection weights in the neural network so as to bring the output closer to the correct output. This process, which has to be done over and over again, can be seen as descending the error gradient, thus the name gradient descent. You can also think of this as the reward signal pushing around the model, repelling it whenever it does something bad.

(How do you know the correct output? In supervised learning, you have a training set with lots of inputs (e.g. pictures of faces) and corresponding outputs (e.g. the names of the people in the pictures). In reinforcement learning it is more complex, as the input is what an agent sees of the world, and the "correct" output is typically some combination of the actual reward the agent gets and the model's own estimate of the reward.)

Another type of learning algorithm that can be used for both supervised learning and reinforcement learning (and many other things as well) is evolutionary algorithms. This is a family of algorithms based on mimicking Darwinian evolution by natural selection; algorithms in this family include evolution strategies and genetic algorithms. When using evolution to train a neural net, you keep a population of different neural nets and test them on whatever task they are supposed to perform, such as recognizing faces or playing a game. Every generation, you throw out the worst-performing nets, and replace them with "offspring" of the better-performing neural nets; essentially, you make copies and combinations of the better nets and apply small perturbations ("mutations") to them. Eventually, these networks learn to perform their tasks well.

So we have two types of algorithms that can both be used for performing both supervised learning and reinforcement learning (among other things). How do they measure up?

To begin with, some people wonder how evolutionary algorithms could work at all. It is perhaps important to point out here that evolutionary algorithms are not random search. While randomness is used to create new individuals (models) from old ones, fitness-based selection is necessary for these algorithms to work. Even a simple evolution strategy, which can be implemented in ten or so lines of code, can solve many problems well. Additionally, decades of development of the core idea of evolution as a learning and search strategy has resulted in many more sophisticated algorithms, including algorithms that base the generation of new models on adaptive models of the search space, algorithms that handle multiple objectives, and algorithms that find diverse sets of solutions.

Gradient descent is currently much more popular than evolution in the machine learning community. In fact, many machine learning researchers do not even take evolutionary algorithms seriously. The main reason for this is probably the widespread belief that evolutionary algorithms are very inefficient compared to gradient descent. This is because evolutionary algorithms seem to make use of less information than gradient descent does. Instead of incorporating feedback every time a reward is found in a reinforcement learning problem, in a typical evolutionary algorithm only the end result of an episode is taken into. For example, when learning to play Super Mario Bros, you could easily tell a gradient descent-based algorithm (such as Q-learning) to update every time Mario picks up a coin or gets hurt, whereas with an evolutionary algorithm you would usually just look at how far Mario got along the level and use that as feedback.

Another way in which evolution uses less information than gradient descent is that the changes to the network are not necessarily done so as to minimize the error, or in general to make the network as good as possible. Instead, the changes are generally completely random. This strikes many as terribly wasteful. If you have a gradient, why not use it?

(Additionally, some people seem to dislike evolutionary computation because it is too simple and mathematically uninteresting. It is true that you can't prove many useful theorems about evolutionary algorithms. But come on, that's not a serious argument against evolutionary algorithms, more like a prejudice.)

So is the idea that evolutionary algorithms learn less efficiently than gradient descent supported by empirical evidence? Yes and maybe. There is no question that the most impressive results coming out of deep learning research are all built on gradient descent. And for supervised learning, I have not seen any evidence that evolution achieves anything like the same sample-efficiency as gradient descent. In reinforcement learning, most of the high-profile results rely on gradient descent, but they also rely on enormous computational resources. For some reinforcement learning problems which can be solved with small networks, evolutionary algorithms perform much better than any gradient descent-based methods. They also perform surprisingly well on playing Atari games from high-dimensional visual input (which requires large, deep networks) and are the state of the art on the MuJoCo simulated robot control task.

Does evolutionary algorithms have any advantage over gradient descent? Yes. To begin with, you can use them even in cases where you cannot calculate a gradient, i.e. your error function is not differentiable. You cannot directly learn program code or graph structures with gradient descent (though there are indirect ways of doing it) but that's easy for evolutionary algorithms. However, that's not the angle I wanted to take here. Instead I wanted to reconnect to the discussion of epistemology this post started with.

Here's my claim: learning by gradient descent is an implementation of empiricist induction, whereas evolutionary computation is much closer to the hypothetico-deductive process of Popper's critical rationalism. Therefore, learning by gradient descent suffers from the same kind of limitations as the empiricist view of knowledge acquisition does, and there are things that evolutionary computation can learn but gradient descent probably cannot.

How are those philosophical concepts similar to these algorithms? In gradient descent, you are performing frequent updates in the direction that minimizes error. The error signal can be seen as causal: when there is an error, that error causes the model to change in a particular way. This is the same process as when a new observation causes a change in a person's belief ("writing our experience on the blank slate of the mind"), within the empiricist model of induction. These updates are frequent, making sure that every signal has a distinct impression on the model (batch learning is often used with gradient descent, but generally seen as a necessary evil). In contrast, in evolutionary computation, the change in the model is not directly caused by the error signal. The change is stochastic, not directly dependent on the error and not in general in the direction that minimizes the error, and in general much less common. Thus the model can be seen as a hypothesis, which is tested through applying the fitness function. Models are generated not from the data, but from previous hypotheses and random changes; they are evaluated by testing their consequences using the fitness function. If they are good, they stay in the population and more hypotheses are generated from them; if they are bad, they die.

How about explicitly trying to falsify the hypothesis? This is a key part of the Popperian mode of knowledge acquisition, but it does not seem to be part of evolutionary computation per se. However, it is part of competitive coevolution. In competitive coevolution, two or more populations are kept, and the fitness of the individuals in one population are dependent on how well they are perform against individuals in the other population. For example, one population could contain predators and the other prey, or one could contain image generators and the other image recognizers. As far as I know, the first successful example of competitive coevolution was demonstrated in 1990; the core idea was later re-invented (though with gradient descent instead of evolutionary search) in 2014 as generative adversarial networks.

If you accept the idea that learning by gradient descent is fundamentally a form of induction as described by empiricists, and that evolutionary computation is fundamentally more like the hypothetico-deductive process of Popperian critical rationalism, where does this take us? Does it say anything about what these types of algorithms can and cannot do?

I believe so. I think that certain things are extremely unlikely to ever be learned by gradient descent. To take an obvious example, I have a hard time seeing gradient descent ever learning F=ma or E=mc2. It's just not in the data - it has to be invented. And before you reply that you have a hard time seeing how evolution could learn such a complex law, note that using evolutionary computation to discover natural laws of a similar complexity has been demonstrated almost a decade ago. In this case, the representation (mathematical expressions represented as trees) is distinctly non-differentiable, so could not even in principle be learned through gradient descent. I also think that evolutionary algorithms, working by fewer and bolder strokes rather than a million tiny steps, is more likely to learn all kinds of abstract concepts. Perhaps the area where this is likely to be most important is reinforcement learning, where allowing the reward to push the model around seems to not be a very good idea in general and testing and discarding complete strategies may be much better.

So what should we do? Combine multiple types of learning of course! There are already hundreds (or perhaps thousands) of researchers working on evolutionary computation, but for historical reasons the evolutionary computation community is rather dissociated from the community of researchers working on machine learning by gradient descent. Crossover between evolutionary learning and gradient descent yielded important insights three decades ago, and I think there is so much more to learn. When you think about it, our own intelligence is a combination of evolutionary learning and lifetime learning, and it makes sense to build artificial intelligence on similar principles.

I am not saying gradient descent is a dead end nor that it will necessarily be superseded. Backpropagation is obviously a tremendously useful algorithm and gradient descent a very powerful idea. I am also not saying that evolutionary algorithms are the best solution for everything - they very clearly are not (though some have suggested that they are the second best solution for everything). But I am saying that backpropagation is by necessity only part of the solution to the problem of creating learning machines, as it is fundamentally limited to performing induction, which is not how real discoveries are made.

Some more reading: Kenneth Stanley has though a lot about the advantages of evolution in learning, and he and his team has written some very insightful things about this. Several large AI labs have teams working on evolutionary deep learning, including Uber AI, Sentient Technologies, DeepMind, and OpenAI. Gary Marcus has recently discussed the virtues of "innateness" (learning on evolutionary timescales) in machine learning. I have worked extensively with evolutionary computation in game contexts, such as for playing games and generating content for games. Nine years ago, me and a perhaps surprising set of authors set out to briefly characterize the differences between phylogenetic (evolutionary) and ontogenetic (gradient descent-based) reinforcement learning. I don't think we got to the core of the matter back then - this blog post summarizes a lot of what I was thinking but did not know how to express properly then. Thanks to several dead philosophers for helping me express my thoughts better. There's clearly more serious thinking to be done about this problem.

I'm thinking about turning this blog post into a proper paper at some point, so feedback of all kinds is welcome.

miércoles, 27 de marzo de 2019

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martes, 26 de marzo de 2019

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Samurai Warriors 4-II [Includes All DLCs + MULTi2 Languages] For PC [9.7 GB] Highly Compressed Repack

Samurai Warriors 4-II - is a hack and slash game by Koei Tecmo, and sequel to Samurai Warriors 3. Unlike past Samurai Warriors games, this one only has Japanese voice and it is the revised edition of Samurai Warriors 4.


Featuring: The last title released for the tenth anniversary of the series, Samurai Warriors 4-II, is here at last! Naomasa Ii appears as a playable character for the first time, and the various personalities of the age are explored in more depth in "Story Mode", which is now focused on individual characters. Series favorite "Survival Mode" returns, powered up from its previous iterations.The most well-received elements are carried over, while the action balance, cut-scenes and character development systems have all been upgraded.
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Board Game Inspired By Craps - Revisited

Some time ago (almost 9 years??!) I started thinking about a board game using the casino game Craps as a main mechanism. I have mentioned before that I like the idea of a game based on a core mechanism that is itself another, simpler game. So it makes sense that I could see using casino games to drive a bigger game.

When I posted about the game based on Craps, I posited a theme and some basic mechanics, but it wasn't a finished game. Over the years I've remembered this idea, and thought it would be fun to revisit that some day.

Well, recently I started thinking about the idea a little harder. One main problem with a game based on a gambling game is that if it's just a theme on top of craps, then you're just gambling. There's not much agency, and the result is all luck. Gambling can be fun, but not because you're engaging the other players in a battle of wits (or a contest of decision making) -- various forms of Poker excluded -- but because you stand to win or lose actual money. The higher the stakes, the more emotionally invested you are in the outcome.

But in a board game, there's no money on the line. People play board games for very different reasons than they play casino games. Therefore, I believe there has to be something more to the game than simply the gambling mechanics of Craps (or any other casino game). Thinking about it some more, the bigger the effect of the gambling mechanism in the game, the more luck-based the game will be. Any game will have a certain tolerance for luck, depending on the genre and audience, an all-luck game could be just fine. But the games I like to play, and therefore the games I like to make, are ones where luck plays a much smaller role in the outcome.

So, how do you at once utilize the mechanics of gambling games and minimize the role of luck? Well, that's the question I've been asking myself. I haven't got a definitive answer, but so far I've had the following thoughts on the topic:

* In an effort to keep the board game from just being the gambling game on which it's based, there needs to be more to what you do than simply place bets as you would in the casino. Perhaps a good way to proceed is to entangle the gambling choices with other in-game choices. For example, my game based on Craps sounds a lot like a worker placement game -- perhaps the worker spots could resolve to give you game actions, such as collecting, transforming, or cashing in resources, while also acting as bets on a craps table. Thus you may want to go to a space for it's in-game effect, or you may want to go there because at the moment, the gambling odds are in your favor.

* As I mentioned above, if the gambling mechanism is too consequential, then the game may be too much like just gambling. Therefore perhaps the effect of the gambling mechanism should be relegated to a secondary status, a bonus that's not as significant as the basic in-game effect. On the other hand, why base a game on a particular mechanism just to relegate that mechanism to the background?

* In my game based on Craps, about doing projects, I could use the Craps mechanism as I had described in my previous post, but as I said back then, I need something else for you to do with your managers (and laborers). Perhaps you could use them to collect resources with which to finish projects faster, or earn more points for projects. Like when the "complete project" card comes up, you get your payout, and additional benefits for the resources you've collected and spent on that project. Or when the "cancel project" card comes up, you get something for having partially completed the project with resources you have collected (insulating you from losses incurred by crapping out).

A friend of mine is working on a board game based on another casino game (Faro). I'm not too familiar with that one, but I think much of the same logic applies. I intend to get on a skype call with him one of these days so we can chat about ways to implement these gambling mechanisms in the types of euro-style games we like.