Friday, March 29, 2019

8 Best URL Shortener to Earn Money

  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. 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

  3. 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.
  4. 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

  5. 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

  6. 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

  7. 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.
  8. 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

Surprise, Baby: It's YouTube Rewind 2018!

In 2018, you danced your heart out to Drake, yodeled in Walmart, and played a lot of Fortnite. As we prepare to head into 2019, it's time for our annual look back at the year that was in video and the trends that you made possible.

This year was marked by surprising celebrity moments. In February, Kylie Jenner surprised the world with "To Our Daughter," an 11-minute film detailing her pregnancy and the birth of baby Stormi, which was watched over 53 million times on its way to becoming YouTube's global #1 Top Trending Video of 2018. Will Smith vlogged all over the world. Oh, and he also jumped out of a helicopter over the Grand Canyon on a dare. Rihanna started her own "Tutorial Tuesdays" makeup series. And, of course, Beyoncé's livestream from Coachella took #Beychella worldwide.

Emerging and well-known YouTube stars also showed up in a big way in the year's "Top Trending Videos" list. Liza and David shared the news of their breakup through tears and laughter, the guys from Dude Perfect somehow perfectly tossed bread into a toaster, and AsapSCIENCE once again solved the Internet's latest mystery. (Seriously, is it "Yanny" or "Laurel"?) India comedy sensation Amit Bhadana amassed an astounding 11 million subscribers in just one year and Lâm Chấn Khang's two-hour musical comedy set in the criminal underworld amassed more than 60 million views.

With more than 673 million collective views, these were the moments that had you watching, commenting and sharing in 2018:

Top Trending Videos



  1. To Our Daughter 
  2. Real Life Trick Shots 2 | Dude Perfect
  3. we broke up
  4. Walmart yodeling kid
  5. Do You Hear "Yanny" or "Laurel"? (SOLVED with SCIENCE)
  6. Portugal v Spain - 2018 FIFA World Cup Russia™ - MATCH 3
  7. Build Swimming Pool Around Underground House
  8. Cobra Kai Ep 1 - "Ace Degenerate" - The Karate Kid Saga Continues
  9. Behan Bhai Ki School Life - Amit Bhadana
  10. NGƯỜI TRONG GIANG HỒ PHẦN 6 | L M CHẤN KHANG | FULL 4K | TRUYỀN NH N QUAN NHỊ CA | PHIM CA NHẠC 2018


Following the success of last year's monster hit "Despacito," Latin Music has continued to explode on YouTube. in 2018. In fact, eight of the ten most-watched music videos over the past year were by Latin artists.


  1. Te Bote Remix - Casper, Nio García, Darell, Nicky Jam, Bad Bunny, Ozuna | Video Oficial
  2. Nicky Jam x J. Balvin - X (EQUIS) | Video Oficial | Prod. Afro Bros & Jeon
  3. Maroon 5 - Girls Like You ft. Cardi B
  4. Daddy Yankee | Dura (Video Oficial)
  5. Ozuna x Romeo Santos - El Farsante (Remix) (Video Oficial)
  6. Becky G, Natti Natasha - Sin Pijama (Video Oficial)
  7. El Chombo - Dame Tu Cosita feat. Cutty Ranks (Official Video) [Ultra Music]
  8. Drake - God's Plan
  9. Reik - Me Niego ft. Ozuna, Wisin (Video Oficial)
  10. Vaina Loca - Ozuna x Manuel Turizo (Video Oficial)


It's also time for our annual Rewind mashup video. But rather than trying to sum up 2018's biggest memes, personalities, and hit videos ourselves, we tried something different this time around. We asked some of YouTube's biggest names to tell us what they wanted to see if they controlled Rewind.

Check out the full video below and head over to our Rewind site to get to know the creators and artists who shaped popular culture in 2018.



Kevin Allocca, Head of Culture & Trends, and the YouTube Rewind team, recently watched "YouTube Rewind 2018: Everyone Controls Rewind."

A Word About The Polish Gaming Market

Last January, I was travelling in the European east. The main purpose of this trip was to finish my post-doctorate research about "Advergames: games as marketing tools" that I developed with Paneurópska vysoká škola at Bratislava (Slovakia). I presented the results and it was great (one more trophy achieved on the academic game).

After some days in Bratislava, I travelled to Kiev (Ukraine) and then to Krakow (Poland). In the last part of this trip, in Poland, I visited one awesome gaming studio named Moonlit. Knowing that the Polish land is a great market for games, I sent some e-mails trying to contact people from the local industry to share some ideas and discover new points of view. I talked to Mateusz Wanatowicz, PR and marketing specialist in Moonlit Games. Below, I surmised our conversation, sharing highlights of the polish gaming industry, Moonlit projects and an overview of polish gaming market.

1.Why do we need to pay attention to the Polish gaming market?

Well, it's one very important market in the central Europe. According to the last Newzoo gaming research, the country (with a population of 34 million people) has profited around 500 million dollars with gaming products. In comparison to Brazil - a country with 210 million people and a profit of 1.3 billion dollars in the gaming market - it's a very interesting emergent market to pay attention to.





2. About Moonlit Games studio

Moonlit is a gaming studio and a software house. In 2018, the company started to produce two authorial projects: Playerless - an arcade game where you need to fix bugs and the NPCs to run it correctly (PC); and Ignis - a battle arena game with wizards, sorcery and combats (PC and Xbox). Below, you can check some trailers and contents from both games.








3. Some aspects of the Polish gaming industry 

It is a promising industry as we saw in the first topic. According to Wanatowicz, the government of Poland sees this industry as a profitable area to invest money in and an entry door for many startups and small initiatives for new business. Wanatowicz highlighted that big events, games jams and young talents are receiving support from the government; and, another important point: careers in gaming area (coding, game designing, 3D art etc.) are also prominent in the academic area.

Another important thing to mention is the fact that the games from the series "The Witcher" were a way to present the Polish gaming industry to the whole world.

It is important to say that board games and card games have a main role in this context too. Local production of analogic games is growing year by year.

4.Polish gamers

Wanatowicz also said that Polish gamers, in a general way, support the local industry and they are proud of the national industry and gaming production.

5.A final message to the Gaming Conceptz audience

Mateusz Wanatowicz emphasizes that part of the success of a gaming industry is about how government, gamer community, studios/companies and universities can join powers to create a fertile ecosystem for different kinds of projects. Big initiatives as "The Witcher" series are fundamental, but supporting indie studios, small startups, events and clear marketing rules are also a key for a good gaming market.



Note: check Moonlit works in the official site and social media by clicking in the links!

#GoGamers

Flooded Village Xmas Eve - Water Christmas Trees For Christmas Eve

Christmas day is coming near the corner but the Christmas trees are not growing yet. Let's water them in Flooded Village Xmas Eve. Flooded Village Xmas Eve is one of the most interesting puzzle game but it is a Christmas edition. Much fun!
Flooded Village Xmas Eve - Water Christmas trees for Christmas Eve
Flooded Village Xmas Eve 

Your task in each stage is to help all of the pirates set sail and make all of the seeds grow into trees by removing tiles so that the water reaches the pirates' boats and touches seeded tiles games of 2018. Watch out the ice cubes. Do not freeze the pirates. However, the tree will turn to the Christmas tree when the ices touch them and you can get extra points. You have a limited number of moves at each stage, so you should move wisely. There are 18 stages waiting for you. Just solve all of them in a short of time. Have fun!

Controls: Use the mouse

Thursday, March 28, 2019

Download (33.6 MB) Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

Rolling Sky APK

The description of Rolling Sky

Rolling Sky is a game that pushes the boundaries of your speed and reaction. The splendid 3D effect scene enables you to experience the imaginary traps and barriers. Now, let's control the ball and conquer the world by overcoming challenges.

How to play?
Drag the ball left or right to avoid all obstacles and try not to fall off the track! Challenge your speed with the rhythm of the music and try your best to win each round!

Features:
• One-touch control with simple operations
• Stunning 3D worlds and effects
• Rich scenes (including Massif, Cosmos, Forest, Snowfield, Inferno and lots more!)
• A challenge to test your ultimate speed and fast reflexes!

Follow and contact us:
It's always pleasant to receive your valuable suggestions.We invite you to suggest game improvements, bugs or general feedback! Contact us!
[email protected]

Business Cooperation:
Cheetah Mobile is now sincerely inviting all the amazing mobile game developers globally to achieve mutual success! we are looking forward to the great games! 
Contact us on: [email protected] 

Privacy Policy :
http://www.cmcm.com/protocol/site/privacy.html

Rating : 4.4 of 5.0
Developer : Cheetah Games
Versi : v1.3.6.1
Update : 2016-11-28
Ukuran : 33.6 MB
OS : v1.3.6.1 (10100045) for Android 4.0.3+ (Ice Cream Sandwich MR1, API 15)
Download 33.6 MB

Explore Simple Game Algorithms With Color Walk: Part 9

Welcome back for more exploration of game algorithms using the simple game Color Walk. In the last post we covered the other fundamental graph search algorithm, depth-first search (DFS), the counterpart to the previously discussed breadth-first search (BFS). These graph algorithms do a full search of the graph of a color walk game, the full set of board positions resulting from each move at each point in the game. We found that running either of these algorithms to completion is extremely prohibitive due to the graph size being exponential in the number of moves. In order to deal with that exponential growth, we need to look at other graph algorithms, and we have quite a few to choose from. We'll explore some categories of graph algorithms and look at one in more detail, Dijkstra's algorithm.

Different Graph Algorithms for Different Questions


Before getting into the algorithms, we should review what makes up a graph and how it relates to the move graph for Color Walk. Most graph algorithms, beyond the basic BFS and DFS, are designed to work on graphs with weighted edges. A weight on an edge means the edge has a value associated with it that can be thought of as a cost of traversing that edge from one vertex to another. A vertex is the same thing as what we've been calling, so far, a node, because we've been talking about the game's move graphs as trees. Internal nodes in a tree are connected by edges and end in leaf nodes. The root node of the move tree is just another vertex, and in the case of a generic graph, any vertex in the graph could potentially be the root node of a corresponding tree. We simply have to pick which vertex we want to use as the root, and the rest of the tree branches out from there. In the case of our move graph, we pick the vertex with the starting board position as the root of the tree.

We can further compare trees and graphs by noticing that a tree is a special type of graph, namely a directed, acyclic graph (DAG). Directed means that edges are traversed in one direction, and in the move graph that direction is from vertices corresponding to earlier moves to vertices corresponding to later moves. More precisely, the vertices are the board positions that are arrived at for each move, and the edges represent the moves that change one board position into another board position by removing blocks.

Acyclic means that a vertex cannot be revisited by following some finite number of edges without backtracking (since the DAG has directed edges, we can't backtrack anyway). The move graph isn't quite acyclic because each vertex has an edge to itself for the same move as the move that results in that board position. Some vertexes also have edges that come back to themselves because the corresponding move doesn't remove any blocks, resulting in the same board position. These cycles can easily be detected and eliminated, as we saw in the BFS and DFS algorithms, so the move tree can be thought of as a DAG, even if it isn't in the strictest sense, by removing these cyclic edges.

Returning to the idea of edge weights, most graph algorithms work by optimizing the cost of traversing edges by their weights. A path consisting of the lowest sum of weights is considered the best path, and graph algorithms will work to find those paths. We have already been assigning weights to the edges in our greedy algorithms. We called them heuristics instead of weights, but they amount to the same thing. The heuristic values associated with each move can be considered the weights assigned to each corresponding edge in the graph. Different heuristics are different weight functions. For example, in the basic greedy algorithm the heuristic was the number of blocks removed on a given move. The number of blocks removed would be the weight of the edge corresponding to that move. So far all of the weights we've used have been positive, but it is feasible to have negative weights on graph edges as well. Some graph algorithms will work with negative weights, while others require all positive (or all negative) weights.

Graph algorithms can be classified into four different types, based on what they solve for a given graph. Minimum spanning tree algorithms will find the minimum set of edges, taking weights into account, that connects all of the nodes in the graph. Basically, these algorithms remove the most costly and unnecessary edges from the graph to create a tree still containing all vertices from the original graph. Since our move graph is already a tree and we're interested in finding the minimum path from one vertex to another, minimum spanning tree algorithms won't be too useful for us, but they do solve a large class of problems, including automatic routers for circuit board or integrated circuit layouts, for example.

The shortest paths algorithms are the ones we're most interested in. These algorithms find the lowest-cost path from a source vertex to all other vertices in the graph. It is interesting that solving this problem is asymptotically as fast as finding the shortest path between two specific nodes, but we are working with an enormous graph, so we'll have to make some modifications to Dijkstra's algorithm, the shortest path algorithm we'll use, to make it tractable for the move graphs. Part of that modification will be stopping early when we find the shortest path to the end vertex we're looking for.

Another type of algorithm that's similar to the shortest paths algorithms is the all-pairs shortest paths algorithm. These algorithms will efficiently find the shortest paths between all pairs of vertices in a graph. This problem seems much larger than the single-source shortest path problem, but it can actually be solved faster than iterating through every vertex and running Dijkstra's algorithm. We don't need to do this for our problem, so we won't be looking into this type of algorithm here.

The last type is the maximum flow algorithms. These algorithms take a pair of vertices and find the maximum rate that something can move through the graph from one vertex to the other without overflowing any of the weights in the graph. The weights can be thought of as capacities for each edge between vertices, and this type of problem has all kinds of applications such as electricity in wires, liquids in pipes, traffic flow, assembly lines, and much more. Yet, it's not useful for our immediate problem, although it's good to know that these algorithms exist.

Single-Source Shortest Path Algorithms


As described just a moment ago, single-source shortest path algorithms will find the shortest path from a source vertex to all other vertices in the graph. Let's ignore for the moment that this is a colossal problem for our move graphs, with well over 440 vertices for most boards even after trimming out all cyclical edges. Instead, think about what the graph looks like. It's a tree with a single root node, our source vertex, that spreads out at each level by a factor of four.

At some point the branches in the exponentially expanding tree will start reaching leaf nodes, but these leaf nodes are, in fact, all the same vertex—an empty board. That means at some point every branching path in the tree will end up at the same vertex with an enormous number of edges coming into it, and we want to find the one that comes from the path through the least number of vertices. This is a potentially simplifying insight that we'll have to keep in mind. Take the example sub-graph pictured below as an example, where there are three colors to choose from for moves, and each vertex is labeled with its move number. Eventually, every path of moves ends in the same place, at the end vertex.

Example move graph with three colors and an end node

The most straightforward way to find this path is to use the Bellman-Ford algorithm. This algorithm will sweep through every vertex in the graph, and for each vertex it will take each edge in the graph and relax it. You see, each edge has a source vertex, where the edge comes from, and a sink vertex, where the edge goes to. Each vertex will also have a distance associated with it that starts at infinity, unless it is the overall source vertex where the path starts, in which case the distance is zero. Relaxing an edge means that we compare the distance of the sink vertex with the distance of the source vertex plus the edge weight. If the sink distance is more, then the sink distance will be updated to the source distance plus the edge weight. The pseudo-JavaScript code for the Bellman-Ford algorithm looks like this:
function BellmanFord(graph) {
_.each(graph.vertices, function(vertex) {
_.each(graph.edges, function(edge) {
relax(edge);
});
});
}

function relax(edge) {
if (edge.sink.distance > edge.source.distance + edge.weight) {
edge.sink.distance = edge.source.distance + edge.weight;
edge.sink.previous = edge.source;
}
}
This code makes some assumptions about the graph's data structure, namely that it has a list of vertices and edges, and each edge has properties for its source and sink vertices and weight. Vertices have properties for their distance and a link to the previous vertex that is on the currently found shortest path. A proof of the correctness of this algorithm is a bit too involved to get into here, but essentially, it relaxes every edge in the graph for every vertex in the graph so that the calculated distances are guaranteed to fully propagate through the graph. The result is that each vertex will have its shortest distance to the source vertex, and a link to the previous vertex in its shortest path.

This algorithm is dead simple, but also completely unworkable for our problem for two reasons. First, it requires us to generate and store the entire move graph before running the algorithm. This task has already been shown to be quite beyond the ability of any computer for the foreseeable future. Second, we have to run relax(edge) for every edge in the graph, and do that full sweep of edges for every vertex in the graph. In other words, this algorithm is O(V2) where V is the number of vertices. Such a processing feat is never going to happen. We need to find a better way.

One thing we should notice is that the Bellman-Ford algorithm is doing a ton of extra work to propagate distances through the graph. Most vertex distances will not change on any particular sweep of the edges because the distances around them haven't changed. The algorithm was designed to work with any type of graph and tolerate cycles, but the move graph has the added restriction of being a DAG. Using that restriction, we can improve the algorithm by traversing the graph in breadth-first order while relaxing edges.
function dagShortestPaths(graph) {
var vertices = new Queue();
vertices.enqueue(graph.root);
while (vertices.getLength() > 0) {
var vertex = vertices.dequeue();
_.each(vertex.edges, function(edge) {
relax(edge);
vertices.enqueue(edge.sink);
});
}
}
The relax() function is the same as with Bellman-Ford. With this improvement, we're doing much less work, while propagating vertex distances in a way that ensures that vertices are updated quickly and without a lot of extra waste. In the case of our move graph, where vertices nearly always have one incoming edge, the running time will be O(V).

This algorithm is a great improvement over Bellman-Ford, but we've run into a somewhat silly issue. This algorithm is basically BFS with edge weights added into the mix. Because edge weights are just an additional metric in the move graph and not a strict cost of traversing the edges, they become meaningless, and the algorithm will perform no better than BFS. It should be obvious that it would take at least as long to run, and if we allow it to run over the entire graph as defined, much longer. Remember, BFS stopped as soon as it found the empty board node.

This DAG shortest paths algorithm is great for smaller DAGs than what we're working with, and with DAGs that have true edge weights instead of weights that we're just using as heuristics. What we need is an algorithm that uses the edge weights in a way that dramatically reduces the number of vertices visited before the destination node is visited, and for that we need Dijkstra's algorithm.

Dijkstra's Algorithm


To implement Dijkstra's algorithm for the Color Walk move graph, we're going to need to revisit the the heuristics we would use for edge weights. Simply using the number of blocks removed for each edge (move) probably won't be good enough, but to see why, let's first look at an outline of the algorithm.
function Dijkstra(graph)
var vertices = new Queue();
vertices.enqueue(graph.root);
while(vertices.getLength() > 0) {
var vertex = vertices.extractMin();
_.each(vertex.edges, function(edge) {
relax(edge);
vertices.enqueue(edge.sink);
});
}
}
Waaait a minute! This algorithm looks almost exactly like the DAG shortest paths algorithm, which looks almost exactly like BFS. What gives? In truth, it is very similar to both of those algorithms. The key difference here is that we're not pulling the vertices out of the queue in the same order that we're adding them in. We're pulling out the vertex with the minimum distance to the source vertex of all the vertices in the queue with vertices.extractMin(). That means the queue is actually a priority queue of some kind. That means that we're efficiently prioritizing which path we're looking at each time we look at a new vertex. That means we need to make sure we're prioritizing the vertices with the right weight function.

When we were searching for the empty board node with BFS, we were searching in move order, meaning we searched all first moves before searching all second moves, before searching all third moves, and so on. Now with Dijkstra's algorithm, we could be searching moves out-of-order. We could be headed down a promising path on the twelfth move when the next vertex pulled out of the priority queue is actually for the tenth move because the previous 12-move path has gotten too long, and there are shorter paths with less moves at the top of the queue. We want to capture the property that the shortest path is the one with the least number of moves, but balance that with the idea that moves that remove more blocks are likely to be on the shortest path.

The problem with simply combining the move number for a vertex and the number of blocks removed for that vertex is that we want to minimize the former and maximize the latter. We can't mix the two goals. We need to pick either minimization or maximization for the priority queue to work. It doesn't much matter which way we choose, so we'll stick with minimization and make the values for number of blocks removed negative. Thus, the weight for any given edge is

weight = 1 - blocks_removed_on_move

This equation is true because each move will increase the number of moves by 1 and remove a certain number of blocks. To calculate the distance associated with a new vertex, v, we add the weight to the distance of the previous vertex, u:

distancev = distanceu + weightu,v

We can simplify this equation by noticing that the distance to any vertex is simply the accumulation of moves minus the accumulation of blocks removed, or:

distancev = move_number - blocks_removed

With that worked out, we can start implementing our version of Dijkstra's algorithm for Color Walk. First, we add the algorithm to the list of choices in the HTML input element and to the switch statement:
  function Solver() {
// ...

this.init = function() {
// ...

$('#solver_type').change(function () {
switch (this.value) {
// ...
case 'dijkstra':
that.solverType = that.dijkstra;
that.metric = areaCount;
break;
default:
that.solverType = that.roundRobin;
break;
}

// ...
});

// ...
};
Then we need to fill in the algorithm function, which is similar to the BFS algorithm, but with a priority queue instead of a regular queue and some changes to the limit checking on the size of the queue:
    this.dijkstra = function() {
var vertices = new PriorityQueue({ comparator: function(a, b) { return a.cost - b.cost } });
vertices = addVertices(vertices, 1, null, blocks[0].cluster.blocks.length);

while (vertices.length > 0) {
var vertex = vertices.dequeue();
markers = vertex.markers;

if (vertices.length > 250000) {
doMarkedMoves();
vertices.clear();
} else {
vertices = addVertices(vertices, vertex.depth + 1, vertex.control, vertex.cleared);
}

vertex.markers = null;
}
}
This code follows the outline of the pseudocode presented above fairly closely. It creates a priority queue, adds the first vertex, and then loops through vertices, pulling the vertex with the minimum cost (or distance, they're interchangeable) out of the queue each time and adding its child vertices to the queue inside addVertices(). I looked around for a JavaScript priority queue to use for this task, and found a nice one with a clean API. When creating the queue, you need to provide a comparator function so that it knows how to compare the value of nodes in the queue and maintain its priority requirement. The cost properties are an additional property on the vertices that's calculated inside addVertices().

Because the vertices don't stay in inserted order, and we need to know the cost of vertices before adding them to the queue, we need to run checkGameBoard() on each vertex in addVertices(). (Check out this previous post on BFS for details on how it was implemented before.) This change simplifies the above function a bit, and other than what's already been described, we only need to make sure the queue doesn't get too big. If it reaches too big of a size, we're going to forget adding more vertices, do the moves corresponding to the current minimum vertex, clear the queue, and bail out. We'll come around again at the new move number and partially cleared board to try again to find the end-of-game vertex. Some boards will have so many similarly weighted paths that this tactic is necessary, otherwise the queue will get too large and cause a crash. Surprisingly, this doesn't happen too often, and the algorithm will be able to complete the search on most boards in a single sweep.

Now let's look at what's going on in addVertices(). The idea is simple. This function needs to run through all of the controls, checking to see how many blocks each control removes, calculating the cost of each of these new vertices, and adding the vertices to the queue. If it runs into the end-of-game vertex, it should stop. Here's what it looks like:
    function addVertices(vertices, depth, prev_control, prev_cleared) {
var stop = false;
_.each(controls, function (control) {
if (control !== prev_control && !stop) {
var removed_blocks = control.checkGameBoard(depth, areaCount);

if (endOfGame()) {
doMarkedMoves();
vertices.clear();
stop = true;
} else if (removed_blocks - prev_cleared > 0) {
var markers_dup = markers.slice();
var cost = max_moves*depth - removed_blocks;
if (removed_blocks > 590) cost -= (max_moves - 5)*depth;
vertices.queue({markers: markers_dup,
depth: depth,
control: control,
cost: cost,
cleared: removed_blocks});
}
}
});
While the concept of the function is simple, the implementation has a number of tricky details. I had a pretty rough time getting this code right. It tripped me up more times than I care to admit, but let's go through and look at each detail anyway. Starting at the top, we need a stop flag to know when we've found the end-of-game and need to stop searching. If we only did the moves and cleared out the queue, we may have found the end while having more controls to loop through, and the each() function would go on its merry way, adding more vertices to the recently emptied queue. The algorithm wouldn't actually stop when it was supposed to, so we need the flag to make sure we ignore any leftover controls after finding the end-of-game vertex.

Next, the check to make sure at least one block was removed on the current move before adding the new vertex to the queue needed to be correct. The correct calculation is the difference between the removed blocks after the move and those blocks that were cleared before that move, because areaCount() counts all of the marked blocks in markers, not just the ones marked on the current move. Therefore, I needed to pass prev_cleared, the number of previously cleared blocks, into addVertices() from the parent vertex, which means I needed to store the number of blocks removed on a move in that move's vertex for this whole calculation to work.

Another subtle point is that with vertices being pulled out of the queue in a different order than they were inserted, each set of markers needed to be copied instead of sharing the same copy among all of the child vertices from any given parent vertex. That means the markers.slice() line needed to get moved inside the each() loop.

Then, the basic cost function of move_number - blocks_removed didn't work too well. Why that is has to do with the scale of those two values and how they work together. Imagine getting rid of either one of them. If the cost function was only move_number, then every vertex with a smaller move number would be pulled out of the priority queue before any vertex with a larger move number. Dijkstra's algorithm would reduce to BFS in that case. If, on the other hand, the cost function was only -blocks_removed, then the vertex with the most blocks removed would always be pulled out of the queue first, reducing the algorithm to the greedy algorithm.

These three possible cost functions all lie on a continuum, with BFS on one end, the greedy algorithm on the other end, and move_number - blocks_removed somewhere in the middle. But move_number - blocks_removed is not the only intermediate option. Consider that move_number is on the order of 30-40 moves, and blocks_removed will always end in 600 for a 30x20 block board. The move_number has much less weight than blocks_removed, but we can add a scale factor to it. This scale factor is actually necessary to get good performance because otherwise it's possible, and indeed likely, that the minimum vertex pulled out of the queue at some point during the search will clear out a dozen or more blocks and end the game, but be several moves more than the minimum number of moves. We want to add weight to move_number, so we can use max_moves from the UI input as the scale factor for move_number (represented in the code as depth).

With the correct scale factor—found to be around 25—the performance of the algorithm is much better, but it then hits another snag. Near the end of the search, the algorithm hits a wall and starts churning on all of the other possibilities in the queue because the move_number gets larger than blocks_removed on the vertices closest to the end-of-game vertex. The algorithm kind of devolves into BFS again, and it would take forever backtracking to explore older paths in its history unless we can find a way of forcing it to choose the vertices close to the finish line. To force this behavior, if we're within 10 blocks of finishing, we'll reduce the scale factor to bump the priority of those vertices. Since we're within 10 blocks of finishing, there are likely only a few colors of blocks left, and we can move more towards the greedy algorithm on the spectrum to finish quickly.

After getting all of these little, important details right, we can finally run a version of Dijkstra's algorithm that will run to completion without crashing and, hopefully, find some good solutions to the game boards. Let's see what happens when we run 100 iterations of this algorithm.

Dijkstra's Algorithm Results

We should keep in mind when looking at these results that the version of Dijkstra's algorithm that we're using is not the complete algorithm. We're intentionally stopping early when we find the first end-of-game vertex because if we let it run to completion, it would take an eternity to run, and in its current form would always run out of memory and crash. Taking that into account, here are the results with a move scale factor of 25:

100 iterations of Color Walk with Dijkstra's Algorithm

That result seems pretty good. How does it stack up to the other algorithms?

AlgorithmMinMeanMaxStdev
RR with Skipping 37 46.9 59 4.1
Random with Skipping 43 53.1 64 4.5
Greedy 31 39.8 48 3.5
Greedy Look-Ahead-2 28 37.0 45 3.1
Greedy Look-Ahead-5 25 33.1 41 2.8
Max Perimeter 29 37.4 44 3.2
Max Perimeter Look-Ahead-2 27 35.0 44 2.8
Perimeter-Area Hybrid 31 39.0 49 3.8
Deep-Path 51 74.8 104 9.4
Path-Area Hybrid 35 44.2 54 3.5
Path-Area Hybrid Look-Ahead-4 32 38.7 45 2.7
BFS with Greedy Look-Ahead-5 26 32.7 40 2.8
DFS with Greedy Look-Ahead-5 25 34.8 43 3.9
Dijkstra's Algorithm 29 33.1 40 1.9

Well, the minimum number of moves for Dijkstra's algorithm was bested by GLA, BFS, and DFS, but the mean was only barely bested by BFS and the maximum was equal to the previous best, BFS. Look at the standard deviation, though. Dijkstra's algorithm gives consistently good solutions by a significant margin. The next best algorithm for giving consistent results is the deep path-area hybrid algorithm with look-ahead by 4, and that one performs 5.6 moves worse on average.

Dijkstra's algorithm definitely has some nice characteristics, but why doesn't it perform the best in all cases? The main reason is because of what was mentioned earlier: we're not running the algorithm to completion. Cutting it off early means that there are still potentially shorter paths in the priority queue that could be explored, but we stop searching the first time we find the end-of-game vertex. The weight function also plays a role here because we're trying to play a balancing act between optimizing the primary goal—the number of moves—and the secondary goal that helps focus the search—the number of blocks removed. If we increased the scale factor to add more weight to the number of moves, the search will take much longer, and it will run out of memory for the growing priority queue more often, requiring the algorithm to commit to some number of moves for the last minimum vertex it pulls out of the queue and start again from that point.

Part of what makes Dijkstra's algorithm so consistently effective is that it is another form of a greedy algorithm, but it keeps track of other promising paths while it pursues what looks like the best option at every moment. Each time through the while loop, it's looking at the current best possible next vertex in the path, and when the child vertices of that vertex are added to the queue, the next best vertex may not be one of those just added, but a vertex from a different promising path stored in the queue. The algorithm will remember all of the other paths it could take, and once the current path gets too expensive, it will switch to a cheaper one until that one also gets too expensive. This constant development of numerous good options for the shortest path turns out to be a very efficient way to find one that's quite short, if not the shortest.

Given the potential of Dijkstra's algorithm, we're not quite done exploring it. While implementing it, some options became apparent for making it perform better. We could look at another hybrid approach with the greedy algorithm, either running the greedy algorithm before or after Dijkstra's algorithm, or we could try running Dijkstra's algorithm twice—once to half the blocks removed and again to complete the game. Much experimentation is possible here, combined with varying the scale factor, to see if we can push Dijkstra's algorithm to beat GLA-5. We'll explore those options next time.


Article Index
Part 1: Introduction & Setup
Part 2: Tooling & Round-Robin
Part 3: Random & Skipping
Part 4: The Greedy Algorithm
Part 5: Greedy Look Ahead
Part 6: Heuristics & Hybrids
Part 7: Breadth-First Search
Part 8: Depth-First Search
Part 9: Dijkstra's Algorithm
Part 10: Dijkstra's Hybrids
Part 11: Priority Queues
Part 12: Summary

SuperTuxKart 0.9.2 Released & New Website

Great news from our friends of the SuperTuxKart project! Read all the details on their latest blog-post here.

They also made a nice new trailer showing off a more unusual game-mode:



Clearly this project has come a long way and looks better with every release! So grab your copy over at their fancy new website.

Wednesday, March 27, 2019

How To Download Gta San Andreas 502 Mb Only

if you searching to download gta san andreas for PC in 502 MB only then this Gaming website will give you a gta san andreas pc file. so direct go downside of this Gaming website page and click on the download button to download  gta san andreas for PC in 502 MB only because there are a lot of Gaming sites in the world but they give you GTA San Andreas in 600 MB but here I will give you GTA San Andreas in 502 MB which is best open word game PC . this game is also known as grand theft auto san Andreas and please don't forget to check your minimum Requirements for playing this Game. 
    

    complete information about   san andreas  

GTA San Andreas PC Game is a computer game which is most popular game in all over the world and it is in top category of most played game and it is an open world game pc in which you can play in all over the city, in city a man survives in the city ,you can control a man by your computer keyboard or mouse . you can also open the car door and get enter to drive the cars and bikes. it has also an Aeroplane inside the city, and you will become fly airplane and helicopter inside the biggest open world game city.
 

System Requirements of GTA San Andreas PC Game Setup Free Download

Before you start GTA San Andreas PC Game Setup Free Download make sure your PC meets minimum system requirements.                               screen  shots of game
Image result for GTA SA

  • Tested on Windows 10 64-Bit
  • Operating System: Windows Vista/7/8/8.1/10
  • CPU: 1Ghz Pentium III or AMD Athlon Processor
  • RAM: 256MB
  • Setup Size: 502 MB
  • Hard Disk Space: 4GB

                      AFTER DOWNLOAD THE GAME

  • INSTALL winrar
  • extract the file
  • Open the gta sa application 
  • enjoy 😊😊😊😊😊😊😊
                                                  

Tuesday, March 26, 2019

Battlefield V - Review | Pro-GamersArena




Battlefield V - Review:

Battlefield V's (It's not Battlefield Vietnam which was released back in 2004) road to release hasn't actually been smooth, nor typical of an EA product. And to be honest, I didn't expected going in that playing Battlefield V's multiplayer would feel so much amazing and satisfying as Battlefield V doesn't feel like a complete experience at the launch. Battlefield V creates the impression that there's a sizeable number of modes and significant bug fixes still to be delivered. In this article, you're gonna hear from us about the Battlefield V Review. 


Quick Facts:

  • Initial release date: 15 November 2018
  • First released: 20 November 2018
  • Engine: Frostbite
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows


Straight away, it worth focusing on that while Battlefield V is set during WWII, it doesn't feel outdated. Mechanically speaking, it's the absolute best-feeling Battlefield in quite a while. These short stories plan to tell the stories behind the soldiers that battled in the two world wars, with Battlefield V's selection highlighting some of the more dark records of World War 2. The three being referred to bring a profound jump into the British Special Boat Section, the Norwegian resistance during the German occupation, and the efforts of black West African soldiers in their offer to overthrow the Nazi reign in France. Additionally: for better and for more worse, the game doesn't retread familiar. ground. It spins around the period's lesser-known stories and settings, which can be at the same time reviving and a bit of disappointing, particularly for 1942 fans.



Over the majority of its current multiplayer modes, Battlefield V's default mechanics step toward the hardcore. Health recovery is limited, The time to execute is reduced, and the spotting system is almost entirely removed. And keeping in mind that a portion of these changes feel like a Band-Aid being ripped off, Battlefield V is a superior shooter as a result of them. All things considered, the revisions are more thoughtful than essentially adopting the majority of the hardcore rules. And, in lieu of the whole removal of 3D spotting, just a bunch of gadgets and certain battle characteristics would now be able to put that infamous red circle over enemies heads. This change will help you remain connected with Battlefield V's stunning surroundings instead of playing the HUD. In nutshell, these changes aim to underscore teamplay, fulfilling gunplay, and immersion and every one of them find their marks.

Here's an amazing gameplay by TheRadBrad.





Also Read: Overkill's The Walking Dead - Review 


Most important of all, the gun handling is fluid. Combat feels misleadingly easy, yet it's sufficiently layered to liberally reward skillful play, thoughtful strategies, or more all, teamwork. The maps are generally magnificent and advance shifted playstyles, from the flowing fields of Arras - a moment classic - to the omnipresent, all-knowing bridge of Twisted Steel. Wonderfully, every character class is impactful and enjoyable.

The incentives for coordinating with your four-person squad are borderline coercive. Lost health no longer again recovers past a specific point without a medkit, and ammo reserves are less abundant - most weapons are sustained by just two additional magazines to begin, making a Support partner an exceptionally welcome ally.


But there are many flaws which can't be neglected and need to be fixed as soon as possible like, at launch, Battlefield V was suffering from an unusually high amount of bugs and glitches which can possibly ruin a match. We've read reports of much further issues, but we ourselves have suffered with animation glitches that make pointing from turrets an impossibility, and the act of your weapon isolating from your character meaning you can't aim properly because the butt of your rifle is in your face as opposed to the iron sights. In addition, geometry in some cases neglects to stack in, leaving a church's bell tower suspended in mid-air, while trees and rocks don't show up properly, making them look like pixelated messes. The wonderful finish, however, was the point at which the 'Return to combat area' warning inaccurately showed up on our screen, which means we were killed following eight seconds for absolutely no reason. All of these issues is in all likelihood a basic fix via a patch, but they start to add up after occurring consecutively match after match to make an experience that you can't completely depend on to be reasonable nor stable.

An amazing video showing some funny glitches in Battlefield V by IGN.









Also Read: Cyberpunk 2077 | Release date, trailer, gameplay, news and more.



Battlefield V: Maps And Modes

Battlefield V offers eight maps at launch, and I felt all the maps to be quite enjoyable. Fjell 652 happens on a high-altitude Norwegian mountain overlooking the total of the Norvik map and is liable to exceptional and atmospheric snowstorms. Twisted Steel is built around a huge bridge that serves in as both a fabulous milestone and a functional mechanism to add a straight path to the map's familiar open environment speckled with rural villages.



And coming to modes, Shorter game modes, for example, Team Deathmatch, Domination, and Frontlines make up the numbers to give a multiplayer experience that will feel exceptionally familiar to returning players. Instead of update any of its online mechanics, Battlefield V refines and makes minor enhancements to the chaotic and tremendous battlegrounds it is known for. Despite everything you'll have those great Battlefield moments as you hold out against axis forces while your ticket counter drops to an alarming number, explode a rooftop to cut the rubble down onto your opponents, or you swoop in from the air and take out a target from a plane's gunner seat. There's no enormous disclosure to reveal, rather a stunningly better Battlefield experience to find.




Battlefield V: Company Coins?

Perhaps Battlefield V's greatest takeoff from what it's known for comes as its customization and cosmetic capabilities. Your Company enables you to kit out the four classes of assault, medic, support, and recon to your correct taste, with class particular weapons for each and a preposterous measure of customization to whack to finish everything. Specializations enable you to affect the stats of a weapon, choosing four of eight unique upgrades to better your odds of survival. And in addition that, you can give it an extension and add decals in five distinct territories, and after that, each weapon has its very own level progression to work through. And afterward, there's your soldier themselves, who can be kitted out with various headgear, outfits, and face paint to truly make them look like it. It's an astronomical measure of customisation, and it's everything fuelled by the in-game currency named Company Coins. 


Earned by leveling up and finishing day by day orders, the money can be spent on cosmetic items for either your solider or skins for your weapons. This extends the visual abilities beyond basic unlocks via progression and enables you to pick what you need when you need it. There is no real way to buy Company Coins by means of microtransactions, however, EA has expressed that a different paid currency will be introduced at a later date.


Also Read: Days Gone | PS4 Release date, Gameplay



The Verdict:

Battlefield V is going to be an extraordinary game, of that we're certain, but because of various glaring omissions at launch and one an excessive number of glitches, the final product isn't there just yet. The good news is that fixes are already taking off, and with a year or a greater amount of free maps and modes on the way, Battlefield V can just show signs of improvement from here.