Sunday, 31 March 2019

Tips On Becoming A Freelance Writer

By Linda Graham


Being a writer is purely a matter of passion and craft. One could not possibly fully express what they want to say through writing if they have no interest in it. It indeed is always more than sentence construction, grammar and punctuation. The most important part of which lies on how the though was creatively delivered on papers or even website making the readers be engrossed on what was written for them. Several people do aspire to be a freelance writer outdoor events but are rejected or not that confident enough to try and grab the opportunity for them. Of course, there are standards they would need to follow and meet but there also are tips they should remember to create a quality content to submit.

Because it is a freelancing set up, there are so many reason to have an idea rejected and set aside by editors. That happens typically when the writer have written something which is not that that interesting enough even though one has used the best grammar and the most accurate punctuations. Yes, it matters but the content would not revolve on those technicalities.

Now to mark the important part in writing, here are some tips one may base their works on to create a better content that would help them reach their future aims and goals. First tip is trying to make sure usage of words are easy to understand. Do not make a content which can lead to question and confusion rather than answer every readers would actually want to get.

They can make it exciting while using simple and easy to understand words and sentences. They do not have to dig in vocabularies which were used by the native people because most of the time, it will just confuse readers. At the end it no longer would make sense.

Once you have made sense, it will be less intimidating to sell the ideas in your head. Selling your idea needs to worth it and useful for publication. It should just not be just focusing on how the stuff and experience was narrated. Be sure that it is useful and people would want to read on it because they are to learn something from it.

Once one have successfully made the editor understand about the entire purpose of the topic, it normally is easier to sell the idea to them. Now, this part is where the quality should be obvious. Details are in need to be on point and there are many ways to make that happen.

Ask how they feel and ask relevant question from these people. Try to report and mirror how the rest of the people feel about certain topic. It should definitely be only based or revolving on the point of view of writers along because there are several people out there who could add insight to a content that will help in making it more flavorful for editors to approve.

It would also help if there is some kind of reporting vibe on the content. Simply because it is outdoor events, as a writer one should know how to deliver the entire happenings. That includes the perspective from other people.

Last tip is present a photograph. It makes everything extra interesting and people are drawn to write ups that has pictures in it. Especially with the fact that most people are visual learners.




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Saturday, 30 March 2019

The Meaning Of The Name Gail And Belinda Gail

By Jose Jackson


She was raised at ranches of Carson Valley Nevada and at the foothills near the national park. Her ranching was rich heritage and the love of west has runs deep on the music and the evoke of character of people, as well with the majesty, deep connection and beauty to land which only of those whom lived in ranch life could truly capture it. Belinda Gail had the cowboy life and ranching is much very part of that dynamic of dynamic performer.

She is humbled and honored in nothing only in counted among of top female in western music singer of that ear, yet she recently was listed as one in top fifty western and country entertainers at all time through American cowboy in magazine in the collector edition have entitled legends. She have committed the full time efforts to the music for around nearly two decades and the crisscrosses that country in taking the special brand to the western music masses.

People alongside of that name which have deep desire internally in using the abilities on leadership and having the personal independence. Also they could rather be focusing in important issues, delegate and large details. The people with that name would tend to being sympathetic, considerate, balanced, and cooperative to others and shy sometimes.

It been have her energy that was very high and the breathtaking performances which have earned the top vocalist female title. She also was nominated for the performer of year. She received also the cowboy award at nineteen ninety nine and in two thousand four in other category that was presented through western artists academy. In addition to that, she also been named as the veteran sweetheart because of her work in bring the heightened awareness at difficulties facing the nation veterans that are disabled. She recently have teamed with selected shows alongside of the music association.

The woman of that amazing beauty, intelligence and grace could have name. One also never just gives up and never leaves the ear silence. Someone should listen because of the importance at all parts of life. She would be the most awesome people that one would meet because they could be weird and hilarious, making they laugh hard. Yet she could be shy.

The lemonade and iced tea also are included, or the diners could bring the own beverages. She started out bit of skeptical about either or not they would enjoy the cuisine but in delicious meal. There was master Dutch chef oven and have awards in proving it.

That entertainment usually starts on six thirty with people reciting poetry of cowboy then one would then introduce the singer. Then all would sing together then the main would sing alone. She would be delighter in returning the beautiful valley.

The mere thought in recording and songwriting went in quickly on back burner yet the fans, friends, family and all of it, enduring the faith have set them on their feet. She felt blessed because she has achieved new life, new zeal and importantly passion for music. And that is because a lot of people have been important part in his life, additional in making one to them.

There also some of greatest cowboy music in all time melancholy. A lot of people, cowboy would be frozen at time with the songs such as streets in Laredo and bury not on lone prairie. Yet the song of the regret is still written through cowboys today because of the regrets in the world. It tells story of demise in grazing country at newly created.




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Friday, 29 March 2019

Linkedin & The Content Creation Pointers Online Marketing Companies Can Provide

By Rob Sutter


Anyone that uses LinkedIn knows how capable it is for professional reasons. However, most people seem to use it primarily for connecting with their coworkers and fellow industry professionals. They may not be aware of how it can be used for content creation and sharing. Are you looking to craft your own content, but don't know where to begin? With these pointers provided by online marketing companies, you can go about this more effortlessly than ever imagined.

Content creation, as it relates to LinkedIn, should be tied into specific industries. If a particular LinkedIn user is involved in information technology, the content that they post or share on the site should be related to IT. In a situation like this, according to the likes of www.fishbat.com, topics such as computers, software, and hardware would be touched upon. This is one of the ways to create content that online marketing companies can approve of.

Another way to create high-quality LinkedIn content is by proofreading. This may go without saying, of course, but it's easy for even the most confident writers to overlook spelling and grammatical errors they make. This is why proofreading, no matter what word processor is being used, should be emphasized. The more focus that you put on every piece of content, in this regard, the better it will ultimately be.

You should also include different types of media so that your content stands out. One of the benefits of publishing on LinkedIn is the option of adding pictures and videos, which can emphasize the points that you make with your words. This will make said content more engaging as well, which means that it'll be more likely to attract readers. Provided said media relates to what you're writing, feel free to include it. Just make sure that you don't go overboard, as too many pictures and videos can hinder performance.

These are just a few ways to create high-quality content for LinkedIn, but then you must post it. Fortunately, there are a few ways that you can do this so that said content reaches as many people as possible. First, it's important to post on weekdays, as most LinkedIn users will be active during these times. Second, posting during early mornings or late afternoons is ideal. By following these steps, you'll gain more readers than you would have otherwise.




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10 Best URL Shortener to Earn Money

  1. 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

  2. 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

  3. 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

  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. 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.
  6. 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

  7. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  8. 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

  9. 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

  10. 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

Rowan's Best Of Television 2011

When I voted for The A.V. Club's Best Of Television list, I included notes on all the shows I voted for. But since we only published the notes of shows that didn't make the main list, most of mine weren't included. In case you want more detail, here it is:

  1. Parks & Recreation (15) – Parks & Rec had an absolutely stellar shortened 3rd season, with maybe one episode of 16 being disappointing, and including all-time classics like "Flu Season" and "Fancy Party", my pick for best episode of the year in any category. The 4th season has been a little wobbly, but not enough to take the show out of the top tier.
  2. Community (15) – A show this audacious should have less to show for it, but Community's hits vastly outnumber its misses. Even better, as its gimmicks have become standard, Community has also developed much more of a soul than it's given credit for.
  3. Misfits (14) – Misfits' combination of comedy, drama, character work, and utter absurdity means that it, more than any other show, gives the impression that anything could happen. The tension helps the show be both more amusing and more emotional.
  4. Justified (13) – You could easily make the case that Timothy Olyphant, Margo Martindale, and Walton Goggins were the three best actors on TV this year. I wouldn't argue with you.
  5. Game of Thrones (12) – Possibly the most interesting show on television this year, thanks to considerations both on the screen and outside it. Also one of the best, although it did have its growing pains.
  6. Louie (12) – Louis C.K.'s formal experimentation is marvelous. His use of drama in a comedy show is bizarre and intense, both in good ways. His willingness to dredge up the darker side of his psyche is impressive. It doesn't always hit, and it occasionally focuses too narrowly on a subject or scene, but I'm glad someone is trying that hard.
  7. Archer (11) – I may be in the minority in preferring Archer's more grounded, lighter first season to its second. But that's not to say that there wasn't some great stuff, especially the three-part fall episode.
  8. The Vampire Diaries (10) – At some point the ride has to end, yes? A show can't be this tightly serialized, with so many intense cliffhangers, and actually keep getting better and smarter. Can it? It's working for The Vampire Diaries so far. Why complain?
  9. Mildred Pierce (9) - It's deliberately old-fashioned in a way that you might expect from, say, Masterpiece Theater, but Mildred Pierce has a distinct American flavor that keeps it interesting.
  10. Treme (8) – It's a little less surprising in its 2nd season, and some of the story decisions have been awkward, but Treme is as warm as ever.
  11. Ricky Gervais Show (8) – Tighter editing transformed the 1st season's occasional so-funny-you-choke-on-your-drink moment into a regular occurrence.
  12. Bob's Burgers (7) – Halfway through its first season, Bob's Burgers switched from "potentially interesting" into "possibly magical". Thanks to animal anus paintings, but hey, you take what you can get. If it can maintain that level of quality, it'll be towards the top of next year's list.
  13. Children's Hospital (6) – For bite-sized dumb fun, hard to beat Children's Hospital. For clever parody that shows just how manipulative TV shows can be, it's also a good choice.
  14. The Middle (5) – The Middle deserves recognition for being consistently good and sneaky-smart about class issues. It may never be one of the very best, but it's a great show to have around.
  15. American Dad (5) – Like The Middle, it's a show deserving of some recognition for consistency, although it does it from an almost totally opposite direction.

    Yes I Know About Breaking Bad - I started my catchup too late and it became a choice between that or three or four shorter, easier to handle shows. Next year.

    As a side note - I did the writeup for The Vampire Diaries on the main list, and also The Cape and cult-comedies-on-hiatus for the specific TV Club Awards.

Game Music Online: 8-Bit Music Theory

One of the old series I definitely want to bring back is the "Game Music Online" series where I highlight cool things that are game audio related on the internet.  I tend to like quite specific, in-depth analysis and explanation.  But, I can also like a viral fun video too.  In this case, I'm going with something a bit of both, but probably more in the first category.

Over the summer, YouTube suggested to me a video from a channel called 8-bit Music Theory.  This channel has incredible videos that are beautifully made and that have clear explanations of the musical analysis.  They are artistic and pleasant to watch, with a clear voice over game play as well as examples in western notation.  These videos are really fantastic resources that explain these music theory applications in a straight-forward, engaging manner.  I really wish more educators knew about these videos as resources when teaching.  Not only could they work well in a music appreciation sense, but also they would be great for AP Music Theory classes.  They could even to give ideas for how a college level teacher might incorporate using video game music in the teaching of a particular concept.

The channel isn't even a year old and has already gotten an impressive collection of videos and followers.  Having made some videos to teach musical concepts, I can't imagine the amount of time that it takes to create just one of these videos!  I'm also quite interested in knowing more about whomever is creating these.  I didn't notice a name or link on the YouTube site about the creator.  With a light bit of digging, I only find that the creator is from Canada and goes by "8-bit."  I'd love to know more-- if you do, leave me a comment.

One of the first videos I saw on the channel, and also one of my favorites, is the video on Nonfunctional Harmony in Chrono Trigger.  Chrono is one of my favorite games and I love the discussion of harmony presented here.


I also particularly enjoyed the video on the compositional style of Mega Man II.



There's a series on the music in Breath of the Wild that I enjoyed too.  Here, I link to the last video of the series on the music of Hyrule Castle.  I've planned to highlight the music on Hyrule Castle in my own post on BotW.  What the video misses for me is discussion about why the instrumentation changes between the inside and outside make sense for the player and the information that conveys.  Thankfully, it gives me a point to write about, since the other aspects of the theme are handled so well.  

I look forward to seeing what comes from this channel in the future.  Check it out and subscribe if you find it worthwhile, as I do.  


In-depth List Of All Driver Settings.

So, you've got the driver installed, and you want to know how to make the most of it.  Let's go through the options one by one.



First up is the "sensitivity" variable.  In povohat's readme for the driver, he writes, "if your intention is to replicate your existing QL mouse settings, set this value to your in-game sensitivity and continue to use this sensitivity value in-game."  It technically multiplies the sensitivity into the driver before acceleration calculations happen, and then divides it out after the calculations are done.  Simply put, keep sensitivity at 1 unless you are coming from Quake Live.

The "Acceleration" variable controls how quickly the mouse sensitivity will go up.  Pretty straightforward - the closer to 0, the closer to "no accel/flat sensitivity."  It's dependent on your mouse DPI and USB refresh rate, so keep that in mind when changing your hardware/mouse software around.  Also note that the Pre-Scales and Post-Scales will change this too!  There is an option in the GUI dropdown "Settings" menu that allows you to scale acceleration to maintain the same slope when changing post-scales and pre-scales.  I highly recommend checking those options once you have an accel curve that you like.

"Sensitivity Cap" is the glorious variable that determines where acceleration stops kicking in.  It's a multiplier of your base sensitivity (post-scale and pre-scale variables), so a cap of "2" means that accel will only double your sens from its slowest.  If you want to maintain muscle memory for flicks, you'll want to scale the sensitivity cap with post-scales and pre-scales too (Settings dropdown in the GUI).

"Speed Cap" is a gimmick.  I say this because I specifically asked povohat to add it :).  If you've ever been in a game with a vehicle that limits you from turning too quickly, that's what the speed cap feels like.  I asked for it to see if you could use it to get perfect turning rate circle jumps in Quake.  It's really not that useful though.

"Offset" determines how long it will be until mouse acceleration starts to kicks in.  You can effectively make the sensitivity flat (no accel) for a short period of time, then let the accel raise it up after that threshold is met.  This is nice in theory, but I found that having an offset made it difficult to get used to small changes in the curve.  I keep mine at 0, but if you have a curve with a non 0 value that you are happy with, that's quite fine.

"Power" determines the exponent of the curve.  If you set it to 2 (the default), acceleration is linear.  If you set it to 3, you have a parabola.  Personally, I like linear accel, but I did try stuff like 2.5 for a while and enjoyed it.  Similar to the offset, I found straying from the default made it harder to adjust to small changes to your accel curve, but there's nothing fundamentally wrong with using non standard values.

"Pre-Scale X"/"Pre-Scale Y" is a flat multiplier on top of everything (separated into horizontal and vertical mouse movements), but it occurs before the acceleration and offset calculations.  Changing this has a tendency to change a few other things inconveniently... I recommend using the next values:

"Post-Scale X"/"Post-Scale Y" is what you will change to affect your starting sensitivity before the acceleration kicks in.  It also impacts the other variables you will be changing, but not as dramatically as the Pre-Scales, and as seen above there are options to make the important variables scale with changes to your Post-Scale X value.  The X value is for left/right, Y is for up/down.  If you want to have your horizontal sensitivity the same as your vertical sensitivity, there is a check box under settings to lock Y to X.

"AngleSnapping" allows you to make mouse movements that are close to a right angle be snapped to a right angle - basically it lets you draw horizontal and vertical lines with your mouse easier.  I haven't found much use of it in FPS games, so I keep mine at 0.

"Angle" is a rotation of the initial mouse movement before any other calculations are performed.  It is there to correct for any oddly placed mouse sensors.  If you move your mouse perfectly left/right on your mousepad and see that it isn't moving perfectly left/right on screen, you might want to tweak this value.

Thursday, 28 March 2019

Things To Think About Before Going For A Small Group Adventure

By William Thomas


Whenever people decide to go on a trip, it helps that they follow the required procedure. It would not be sensible if you choose to go to a place whereas you are not certain of whether or not it is the best choice for you and your friends. There are many options out there and you ought to be vigilant. This article will help you make the right resolutions when you want to go for a small group adventure.

Choose the location. You cannot just set off when you do not know precisely where you want to go. This is because that will make you get disappointed in the long run. It helps that people take their time to look for a location that all members will enjoy. Consulting with your friends is the best decision you can make before resolving.

Be vigilant not to get scammed. Many travel agencies promise you a lot. Although some of these companies are legitimate, some of them will take your money, and then they will disappoint you eventually. There is always a need to look for companies that are registered, and they have been around for a long period.

Checking their online reviews and also asking the clients are some of the ways that you can use to get enough data about them. Speak with residents, and you are all set. Failure to ask will make you end up wishing you did not choose to work with the individuals or go to a particular place. Since you can avoid that, speak with several individuals out there.

Think about your budget. There is nothing more annoying than running short of money whereas you are out on vacation. It is even more distressing when you are with your friends. Therefore, ensure that you take a moment to search for the money. Also, consider whether the places you go to are affordable depending on the money that you have.

Reflect on whether you need a tour guide or not. It is always advisable to have someone who knows the place in and out. While some tour guides are competent and they know their job, others just work to get some money. Make certain you go for a tour guide who is well versed with their job, they have excellent communication skills, and they are witty.

Choosing an eatery can also be a tricky exercise. This is because there are many hotels out there and it is not easy to know which one is better than the other. However, you can utilize various sources to become sure that you have selected the best eateries. Also, ask around to be convinced you are on the right track.

Time is always vital. Before you can even set off, it is vital that you have a good schedule regarding the places you want to visit, the times they open and also whether or not you will be available. It annoys when you pay for entrance only for you to arrive when you are late and hence getting denied access.




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Drug And Alcohol Course: A Tool To Achieve Collective Empowerment

By Karen Evans


Are you excited about the new chapter of your life. It s only normal as a teenager to be excited and nervous about taking their drivers test and getting that valuable license. If you get it you have car privileges. Car privileges come with a ton of responsibilities and sometimes it means dropping your little sister at their friends. As collective empowerment, an 8-hour drug and alcohol course has to be passed before you can get your license though.

This class is intended to teach people about the risks posed by driving while intoxicated by one substance or another. Some of the classes go to lengths to highlight the effects of these substances on the psychological and physiological state of the driver. This is done by portraying how the substances move throughout the body and how the body deals with these substances once taken.

This class can act as a way to hinder any thoughts or ideas that prospective drivers might have had concerning this issue. This is especially true for younger drivers as they are more irresponsible when it comes to such matters. This is achieved in many ways and one of the effective ways is through films and documentaries.

These films and documentaries look to portray real-life stories, highlighting the possible fall out of driving while under the influence. Drivers who get behind the wheel while under the influence, pose such a massive threat to not only themselves, but also to other drivers on the road and pedestrians who might be using the road.

These consequences can affect you, as the driver, throughout the rest of your life. It is even more misfortunate when victims of your actions are affected throughout their lives by this lapse in judgment As this can not only result in jail time for you, but the loss of life for innocent law-abiding drivers, who had the misfortune of sharing the road with you, the intoxicated driver.

The purpose of this course is to ensure that prospective drivers understand the responsibility that comes with operating a vehicle and the dangers that are posed by driving while under the influence. In order for people to enroll for this course, they need to bring with them their birth certificate, passport, permanent resident card, their ID photo or learners permit, and the payment for the lesson. It is also possible to pay online and those who choose this option will need to bring their documentation on the day of the lesson.

This is not the kind of course that takes 3 weeks to a month to complete. Everything happens on the same day. It takes only a couple of hours to get through the course. There isn t just one specific place to go when looking for this course. If you look it up.on the internet, you ll find it s offered by a lot of people. The website should offer up all the information needed to proceed. Remember To have the payment with you.

All that remains at this point is to find a decent place where you can take the class, during a day and time that works for you. The importance of these classes comes from the fact that they will educate you on how to protect yourself and others from driving while intoxicated.




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Ekam: Core Model Improvements

Finally got some Ekam work done again. As always, code can be found at:

http://code.google.com/p/ekam/

This weekend and last were spent slightly re-designing the basic model used to track dependencies between actions. I think it is simpler and more versatile now.

Ekam build model

I haven't really discussed Ekam's core logic before, only the features built on top of it. Let's do that now. Here are the basic objects that Ekam works with:

  • Files: Obviously, there are some set of input (source) files, some intermediate files, and some output files. Actually, at the moment, there is no real support for "outputs" -- everything goes to the "intermediate files" directory (tmp) and you have to dig out the one you're interested in.
  • Tags: Each file has a set of tags. Each tag is just a text string (or rather, a hash of a text string, for efficiency). Tags can mean anything, but usually each tag indicates something that the file provides which something else might depend on.
  • Actions: An action takes some set of input files and produces some set of output files. The inputs may be source files, or they may be the outputs of other actions. An action is specific to a particular set of files -- e.g. each C++ source file has a separate "compile" action. An action may search for inputs by tag, and may add new tags to any file (inputs and outputs). Note that applying tags to inputs is useful for implementing actions which simply scan existing files to see what they provide.
  • Rules: A rule describes how to construct a particular action given a particular input file with a particular tag. In fact, currently the class representing a rule in Ekam is called ActionFactory. Each rule defines some set of "trigger" tags in which it is interested, and whenever Ekam encounters one of those tags, the rule is asked to generate an action based on the file that defined the tag.

Example

There is one rule which defines how to compile C++ source files. This rule triggers on the tag "filetype:.cpp", so Ekam calls it whenever it sees a file name with the .cpp extension. The rule compiles the file to produce an object file, and adds a tag to the object file for every C++ symbol defined within it.

Meanwhile, another rule defines how to link object files into a binary. This rule triggers on the tag "c++symbol:main" to pick up object files which define a main() function. When it finds one, it checks that object file to see what external symbols it references, and then asks Ekam to find other object files with the corresponding tags. It does this recursively until it can't find any more objects, then attempts to link (even if some symbols weren't found).

If not all objects needed by the binary have been compiled yet, then this link will fail. That's fine, because Ekam remembers what tags the action asked for. If, later on, one of the missing tags shows up, Ekam will retry the link action that failed before, to see if the new tag makes a difference. Assuming the source code is complete, the link should eventually succeed. If not, once Ekam has nothing left to do, it will report to the user whatever errors remain.

Note that Ekam will retry an action any time any of the tags it asked for change. So, for example, say the binary calls malloc(). The link action may have searched for "c++symbol:malloc" and found nothing. But, the link may have succeeded despite this, because malloc() is defined by the C runtime. Later on, Ekam might find some other definition of malloc() elsewhere. When it does, it will re-run the link action from before to make sure it gets a chance to link in this new malloc() implementation instead.

Say Ekam then finds yet another malloc() implementation somewhere else. Ekam will then try to decide which malloc() is preferred by the link action. By default, the file which is closest to the action's trigger file will be used. So when linking foo/bar/main.o, Ekam will prefer foo/mem/myMalloc.cpp over bar/anotherMalloc.cpp -- the file name with the longest common prefix is preferred. Ties are broken by alphabetical ordering. In the future, it will be possible for a package to explicitly specify preferences when the default is not good enough.

The work I did over the last two weekends made Ekam able to handle and choose between multiple instances of the same tag.

Up next

  • I still have the code laying around to intercept open() calls from arbitrary processes. I intend to use this to intercept the compiler's attempts to search for included headers, and translate those into Ekam tag lookups. Once Ekam responds with a file name, the intercepted open() will open that file instead. Thus the compile action will not need to know ahead of time what the dependencies are, in order to construct an include path.
  • I would like to implement the mechanism by which preferences are specified sometime soon. I think the mechanism should also provide a way to define visibility of files and/or tags defined within a package, in order to prevent others from depending on your internal implementation details.
  • I need to make Ekam into a daemon that runs continuously in the background, detecting when source files change and immediately rebuilding. This will allow Ekam to perform incremental builds, which currently it does not do. Longer term, Ekam should persist its state somehow, but I think simply running as a daemon should be good enough for most users. Rebuilding from scratch once a day or so is not so bad, right?
  • Rules, rules, rules! Implement fully-featured C++ rules (supporting libraries and such), Java rules, Protobufs, etc.
  • Documentation. Including user documentation, implementation documentation, and code comments.

After the above, I think Ekam will be useful enough to start actually using.

What Is ‘Adaptive’ Learning?

Personalised 'adaptive' learning came top of this 2019 survey in L&D. Having spent a few years involved with an adaptive learning company, delivering real adaption to real learners, on scale, I thought I'd try to explain what it is, a taxonomy of adaptive learning. The problem is that the word has been applied to many things from simple pre-test assessment to full-blown algorithmic and machine learning adaption, and lots in-between. 
In essence it means adapting the online experience to the individual's needs as they learn, in the way a personal tutor would adapt. The aim is to provide, what many teachers provide, a learning experience that is tailored to the needs of you as an individual learner. 
Benjamin Bloom, best know for his taxonomy of learning, wrote a now famous paper, The 2 Sigma Problem, which compared the lecture, formative feedback lecture and one-to-one tuition. It is a landmark in adaptive learning. Taking the 'straight lecture' as the mean, he found an 84% increase in mastery above the mean for a 'formative feedback' approach to teaching and an astonishing 98% increase in mastery for 'one-to-one tuition'. Google's Peter Norvig famously said that if you only have to read one paper to support  online learning, this is it. In other words, the increase in efficacy for tailored  one-to-one, because of the increase in on-task learning, is huge. This paper deserves to be read by anyone looking at improving the efficacy of learning as it shows hugely significant improvements by simply altering the way teachers interact with learners. Online learning has to date mostly delivered fairly linear and non-adaptive experiences, whether it's through self-paced structured learning, scenario-based learning, simulations or informal learning. But we are now in the position of having technology, especially AI, that can deliver what Bloom called 'one-to-one learning'.
Adaption can be many things but at the heart of the process is a decision to present something to the learner based on what the system knows about the learners, learning or context.

Pre-course adaptive
Macro-decisions
You can adapt a learning journey at the macro level, recommending skills, courses, even careers based on your individual needs.
Pre-test
'Pre-test' the learner, to create a prior profile, before staring the course, then present relevant content. The adaptive software makes a decision based on data specific to that individual. You may start with personal data, such as educational background, competence in previous courses and so on. This is a highly deterministic approach that has limited personalisation and learning benefits but may prevent many from taking unnecessary courses.
Test-out
Allow learners to 'test-out' at points in the course to save them time on progression. This short-circuits unnecessary work but has limited benefits in terms of varied learning for individuals.
Preference
Ask or test the learner for their learning style or media preference. Unfortunately, research has shown that false constructs such as learning styles, which do not exist, make no difference on learning outcomes. Personality type is another, although one must be careful with poorly validated outputs from the likes of Myers-Briggs. The OCEAN model is much better validated. One can also use learner opinions, although this is also fraught with danger. Learners are often quite mistaken, not only about what they have learnt but also optimal strategies for learning. So, it is possible to use all sorts of personal data to determine how and what someone should be taught but one has to be very, very careful.

Within-course adaptive
Micro-adaptive courses adjust frequently during a course to determine different routes based on their preferences, what the learner has done or based on specially designed algorithms. A lot of adaptive software within courses uses re-sequencing. The idea is that most learning goes wrong when things are presented that are either too easy, too hard or not relevant for the learner at that moment. One can us the idea of desirable difficulty here to determine a learning experience that is challenging enough to keep the learner driving forward.
Preference
Decision within a course are determined by user choices or assessed preferences. There is little evidence that this works.
Rule-based
Decisions are based on a rule or set of rules, at its simplest a conditional if… then… decision but I often a sequence of rules that determine the learner's progress.
Algorithm-based
It is worth introducing AI at this point, as it is having a profound effect on all areas of human endeavour. It is inevitable, in my view, that this will also happen in the learning game. Adaptive learning is how the large tech companies deliver to your timeline on Facebook/Twitter, sell to you on Amazon, get you to watch stuff on Netflix. They use an array of techniques based on data they gather, statistics, data mining and AI techniques to improve the delivery of their service to you as an individual. Evidence that AI and adaptive techniques will work in learning, especially in adaption, is there on every device on almost every service we use online. Education is just a bit of a slow learner.
Decisions may be based simply on what the system thinks your level of capability is at that moment, based on formative assessment and other factors. The regular testing of learners, not only improves retention, it gathers useful data about what the system knows about the learner. Failure is not a problem here. Indeed, evidence suggests that making mistakes may be critical to good learning strategies.
Decisions within a course use an algorithm with complex data needs. This provides a much more powerful method for dynamic decision making. At this more fine-grained level, every screen can be regarded as a fresh adaption at that specific point in the course.
Machine learning adaption
AI techniques can, of course, be used in systems that learn and improve as they go. Such systems are often trained using data at the start and then use data as they go to improve the system. The more learners use the system, the better it becomes.
Confidence adaption
Another measure, common in adaptive systems, is the measurement of confidence. You may be asked a question then also asked how confident you are of your answer.
Learning theory 
Good learning theory can also be baked into the algorithms, such as retrieval, interleaving and spaced practice. Care can be taken over cognitive load and even personalised performance support provided adapting to an individuals availability and schedule. Duolingo is sensitive to these needs and provides spaced-practice, aware of the fact that you may have not done anything recently and forgotten stuff. Embodying good learning theory and practice may be what is needed to introduce often counterintuitive methods into teaching, that are resisted by human teachers.

Across courses adaptive
Aggregated data
Aggregated data from a learner' performance on a previous or previous courses can be used. As can aggregated data of all students who have taken the course. One has to be careful here, as one cohort may have started at a different level of competence than another cohort. There may also be differences on other skills, such as reading comprehension, background knowledge, English as a second language and so on.
Adaptive across curricula
Adaptive software can be applied within a course, across a set of courses but also across an entire curriculum. The idea is that personalisation becomes more targeted, the more you use the system and that competences identified earlier may help determine later sequencing.

Post-course adaptive
Adaptive assessment systems
There's also adaptive assessment, where test items are presented, based on your performance on previous questions. They often start with a mean test item then select harder or easier items as the learner progresses.
Memory retention systems
Some adaptive systems focus on memory retrieval, retention and recall. They present content, often in a spaced-practice pattern and repeat, remediate and retest to increase retention. These can be powerful systems for the consolidation of learning.
Performance support adaption
Moving beyond courses to performance support, delivering learning when you need it, is another form of adaptive delivery that can be sensitive to your individual needs as well as context. These have been delivered within the workflow, often embedded in social communications systems, sometimes as chatbots.

Conclusion
There are many forms of adaptive learning, in terms of the points of intervention, basis of adaption, technology and purpose. If you want to experience one that is accessible and free, try Duolingo, with 200 million registered users, where structured topics are introduced, alongside basic grammar 

THE AMAZING SPIDERMAN 400MB GAME ON ANDROID !

THE AMAZING SPIDERMAN 400MB GAME ON ANDROID



Get ready for intense web-slinging action with The Amazing Spider-Man! Join Spidey in the official game app of this highly anticipated 2012 blockbuster! Play through the movie storyline as Spider-Man faces off against the Lizard and rampaging gangs. Web-sling and crawl your way through an open, fully 3D New York while using your amazing skills to save the city.

** Note that The Amazing Spider-Man needs 2GB of free memory to install **

THE OFFICIAL GAME OF 2012's HIGHLY AWAITED SUPER HERO BLOCKBUSTER

FREE NEW YORK CITY
• Explore the city through its five distinctive districts (Central Park, Business, Downtown, Pier and Residential)
• An exciting and enjoyable fighting system with melee, ranged, combo attacks and much more
• A wide selection of upgrades to customize your style, attacks and skills.

DOWNLOAD GAME FILES APK+DATA: DOWNLOAD APK+DATA (Via Drive)


LINK 2: DOWNLOAD APK+DATA



Minimum hardware requirements to play The Amazing Spider-Man:


- 1 GHz CPU
- 512 MB RAM
- PowerVR SGX540 GPU or equivalent
- 1.5 GB of free space on the device

For optimal performance, we recommend restarting your device and closing other applications before playing The Amazing Spider-Man.

Wednesday, 27 March 2019

Elopement Packages Bring Out Some Raw Emotions

By David Morgan


Traditionally, romance has had a way of breaking all the rules. Who writes the rules anyway, right? But how do you cut out the burdens that are placed on you and your future forever? How do you celebrate your union in a private setting that truly makes you the center of attention and share your raw emotions? Is there really even a rule that stipulates that friends, family and even strangers have to bear witness to this particular moment in time? I m thinking: Elopement packages.

We are, in all honesty, living in exciting times where companies specifically design escapes for lovebirds. There are an array of escapes that will fit your budget perfectly. From seaside destinations to mountainous pastures in remote regions. The negative stigma has lost its gravitas.

Who wants the hassle of planning a wedding that must meet expectations that aren t even fully yours? How about sifting through a guest list of people deemed worthy of how much you are able to spend before breaking the bank? Do you even care about assigning roles and holding people accountable for their deliverable? None of that sounds romantic and worse still it can come across as uncontrollable.

At its core, marriage is about the coming together of two people, sharing a common goal and following through. Those in support of your union will not be there behind closed doors where the real work happens. It is in no way a betrayal. Rather it is an affirmation of your merger which can never be taken away.

Organizing this isn t that hard a job if you have all your particulars, witnesses and someone who can legally marry you. Getting married is so easy today that if you wanted you to ask you best friend get officiated. This means you could sneak off to a beautiful spot where and get married by someone you both love. After all that you can take all that money you were going to spend, and go on an awesome honeymoon.

With accommodation covered for you and your loved one, complimentary breakfast with champagne, a complimentary minibar with an array of drinks and a catered ceremony. Does all of that now sound like the ideal situation? An additional plus is that the honeymoon comes included in a beautiful and exotic location.

Think of it as an adventure. A chance to share a crazy story with your friends, family, and colleagues. Being the author of your own story has never been easier. Avoiding certain family members also comes as a benefit especially with the family members that clash. The last thing you want on your big day is to be stressing about all the things that are going wrong.

To put it plainly, you can feel free to throw the rulebook out the window. The fact that people are resistant to change because of a lack of understanding is far from an applicable reason not to go for it. You are deserving of all the things you want out of life, settling for less will only leave you regretting the opportunities missed.




About the Author:



Guest Post: Student Andrew Lipian Attends GDC On A GANG Scholarship

I'm delighted to have my first guest post on my blog!  The below is written by my first ever one-on-one game audio student, Andrew Lipian.  Andrew won a student scholarship from the Game Audio Network Guild to attend GDC in March and I ask him to document his experience.  I thought it'd be cool to hear about the conference from the viewpoint an attendee who is both very interested in the field, a young up-comer in the area, and who went to GDC on scholarship.  Also, a great chance for him to synthesize all the notes he took there and his overall experience.  Andrew will have a second post upcoming soon as well where he describes his recent experience at NYU Steinhardt's Video Game Scoring Workshop.  



Four months have passed since the Game Developers Conference (GDC) in San Fransisco, where droves of video game industry elites gather annually to discuss the mechanics and business of gaming. I recall a large, imposing map of the world in one of the conference halls with the words "where are you from," scribed above it. The map was bathed in little red dots indicating where attendees hailed from; not even Siberia was without a few. As I squinted between the chicken pox markers to find my home in Ohio, I began to reflect on the awesome conditions that brought me to this remarkable conference; how, exactly, did I get here?

Why, studying video game music with Matthew Thompson, of course! His guidance helped make my secret passion for game audio a not-so-secret passion by having me apply for a longshot scholarship to the Game Audio Network Guild. This award included an All Access pass to GDC with a personal industry mentor in game audio. I submitted a 1-minute RPG-style battle track I wrote under Thompson's supervision, a narrative with some letters of recommendation, and I was elated to see I was selected for the award! The University of Michigan School of Music Theater and Dance (SMTD) even paid for my flight! 

What would follow? A whirlwind of corporate convention constructs the size of circus tents, endless panels and seminars on all aspects of game development; industry titans roaming about like average Joes, and a bevy of indie video game stations ready for play. 

The Moscone Center, host of GDC, was a veritable sea of people. The complex is broken into three massive buildings (North, East, and West), the former two with sprawling convention expos in each basement (if you can call something the size of a NASA Space Silo a basement). Throngs of video game journalists, voice actors, narrative writers, graphics artists, directors, CEOs, programmers, and game designers painted the halls and courtyards. While I enjoyed these diverse people and their ideas, what I was really there for was the Game Audio. 





I would soon be greeted by my assigned mentor, Adam Gubman. CEO and founder of Moonwalk Audio, who has written music for hundreds of clients such as Disney, Zynga, Storm8, Sony, PlayFirst, GSN, GameHouse, NBC Today, and Warner-Chappell – to name a few. We met at one of the many meet-and-greet tables on the third floor of Moscone West, where I would get acquainted with one of the most motivated people I have ever met. With a forward, engaged posture and a surveying glance, Gubman was a dodecahedra-tattooed, spikey haired mensch; intense and cool, with a quick wit and boundless passion for music. He also had a no-nonsense approach to success: if you want this, work hard every day, don't burn bridges, absorb all you can, and persist. I've seen men of his intensity in successful musicians like Tommy Tallarico and Tom Salta and have come to identify it as the flagship trait that makes these men so successful. Their time is precious, they waste precious little of it, and tackle every task with speed and abandon. 

Adam would prove an impactful mentor, spending a great deal of time with me despite a very busy schedule of his own. Explaining a personal story of how a demo song of his won a Golden Globe, Gubman said you never know what each opportunity could bring. Demonstrating loyalty and compassion, he tells me, creates a "halo effect," building rapport and camaraderie with potential clients. Trust and Loyalty, Adam believes, set you apart from other composers and earn you respect. He advised I take on GDC as a sponge, absorbing all I could, and give my time to every opportunity, even if the upshot for involvement wasn't clear yet; I decided to run with his advice.

There was no shortage of sessions to enjoy in game audio. From a seminar in VR audio, featuring Winnifred Phillips as lecturer, we analyzed how special positioning for music can be more immersive than stereo in this medium, using 3D elements to implement a 2D score into the VR world. Music could even transition from 2D to 3D for dramatic effect, citing how she used 3D sound effects in the game "fail factory," to accent the 2D musical score, creating several sounds in the "VR space." One example was the loud "clang," of a factory mallet dropping as the downbeat to a soundtrack for a stage. Analyzing "Shadows of Mordor," with Nathan Grigg and Garry Schyman, they discussed how the tribal identity of various tribes in the game informed the musical themes. Using a tribe's unique armor types, appearance and function of forts, enabled them to use the music to accent these properties. For example, the "Machine Tribe Fort Theme," is comprised of billowing smokestacks, so he created a "non-melodic, plodding rhythmic theme with odd sets of industrial sounds to blend together and bring the orchestra in, underneath. Also, in a post-mortem on the "Call of Duty WWII," sound track, Will Roget –who took home almost every award at the 2018 G.A.N.G. awards – described his embrace of a "modern," sound through expanding on tradition and not limiting oneself to "genre expectation." For example, to create the "WW II vibe," he decided upon string quartet and solo cello over big drums and high winds or overt brass. This enabled him to focus on a modern presentation, with an early focus on the "in-game mix," such as using trumpets only for doubling horns (instrumental EQ), and expanded low winds and brass into a "synth tuba." He peppered his music with signature sounds, like the "echo horns," in the piece "Memory of War," or air raid sounds in the piece, "Haze of War." Roget even used extended playing techniques, such as aleatoric orchestral techniques and "overpressure" in the strings. 

There was so much to absorb, I haven't space in this post to include it all! 

When not at the many seminars, I met developers seeking music for their games, attended a G.A.N.G town hall where I pitched an idea to head up a student committee, volunteered at an IASIG meetup to run their slack channel, and got to present an award at the 2018 G.A.N.G Audio Awards ceremony as one of the 4 scholars at GDC. To top it off, I even got to meet "The Fat Man."



GDC was an unforgettable experience, where endless paths crisscross into an intricate network to produce the pixelated art and sonic beauty keeping our hands glued to a controller. Whether I was examining the music of "Middle Earth: Shadow of War," having my music played and critiqued before a panel of game composers at the "Demo Derby," (where it was well received), or making new friends and colleagues, GDC provided an invaluable foot in the door for what I love to do. 

As I left my friends, boarded my flight, and scribbled notes on contacts from the handfulls of cards I obtained, the words of Adam Gubman pushed me forward faster than the jet I sat on. "You gotta be fast, you gotta work hard to deliver for your client; you have to push and persist every day." 

Tuesday, 26 March 2019

Explore Simple Game Algorithms With Color Walk: Part 10

We're back for another round of exploring game algorithms using the simple game Color Walk. We finally reached the point of evaluating Dijkstra's algorithm—the classic, efficient graph algorithm for finding shortest paths—in the last post. It performed pretty well against the top dogs: Greedy Look-Ahead (GLA) and the GLA-BFS hybrid, especially when it came to consistently finding the best moves. However, it failed to find the best moves when a board could be solved in under 29 moves, so we're going to see if we can squeeze out any more performance by modifying Dijkstra's algorithm further. To do that, we're going to try combining Dijkstra's algorithm with GLA, running Dijkstra's algorithm in more than one pass, and changing the heuristic we use to guide the search.

Dijkstra and an Assist


We saw in the last post that we couldn't use Dijkstra's algorithm in its purest form because that would still require searching the entire move graph to find the true shortest path from the source vertex (the start-of-game) to the sink vertex (the end-of-game). In fact, Dijkstra's algorithm, when run to completion, will find the shortest path from the source vertex to every other vertex in the graph. Since the move graph is actually a tree, we don't care what the shortest path is to most of the vertices, save one, the end-of-game vertex. Because of that restriction, we restricted the algorithm to only search until the end-of-game vertex was found, and then try to balance the search heuristic so that we reached that vertex on as short of a path as possible.

This tactic of using a heuristic search and stopping once a goal is reached is actually a variant of Dijkstra's algorithm by another name, called A* search. This algorithm is a popular way to do path finding in games where computer-controlled characters are moving around in a 2D or 3D space. The natural heuristic in that application is the straight-line distance from the current position of the character to the target position, and A* search is pretty effective at this task.

In using a heuristic for the Color Walk move graph search, we have given up the guarantee of finding the true shortest path because the heuristic is not perfect, but we gain a huge benefit in efficiency and tractability. Without the heuristic, the search would go on forever (or at least until it ran out of memory) in such a large graph. Even with the current performance of the algorithm, we want to try to tighten up the heuristic to find a shorter path, but to do that, we want to do something to shrink the size of the graph that it needs to search. To do that, we can add in our old friend GLA to make fast headway into the move graph before switching to Dijkstra's algorithm.

Adding this hybrid GLA-Dijkstra's algorithm is straightforward. We start with the normal task of adding the algorithm to the list of choices in the algorithm pull-down list and to the switch statement that lives behind the list:
  function Solver() {
// ...

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

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

// ...
});

// ...
};
}
The implementation of the hybrid algorithm is about as simple as the other hybrid algorithms:
    this.dijkstraWithGla = function() {
if (moves < 15) this.greedyLookAhead();
else this.dijkstra();
}
It seemed like running GLA for 15 moves was reasonable, considering most boards are not solved in less than 30 moves, and then Dijkstra's algorithm is run to the end-of-game condition. Now we have a problem, though. We have two knobs to turn—one for the maximum number of moves to look ahead in GLA and one for the scale factor used in Dijkstra's algorithm, but only one text box in the UI. (Another knob would be the number of moves to run GLA for, but we'll just keep that at 15 to reduce the number of combinations to look at.) We'll want to separate those two knobs out by adding another text box for the scale factor to the UI. Let's call it solver_scale_factor and add it as another parameter in the code:
  function Solver() {
var that = this;
var iterations = 0;
var max_moves = 2;
var scale_factor = 25;
var time = 0;
var start_time = 0;

this.index = 0;
this.metric = nullMetric;

this.init = function() {
this.solver = $('<div>', {
id: 'solver',
class: 'control btn',
style: 'background-color:' + colors[this.index]
}).on('click', function (e) {
max_moves = $('#solver_max_moves').val();
scale_factor = $('#solver_scale_factor').val();
that.runAlgorithm();
}).appendTo('#solver_container');

// ...

$('#solver_play').on('click', function (e) {
_block_inspect_counter = 0;
_block_filter_counter = 0;
iterations = $('#solver_iterations').val();
max_moves = $('#solver_max_moves').val();
scale_factor = $('#solver_scale_factor').val();
start_time = performance.now();
time = start_time;
that.run();
});
};

// ...

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, markedBlockCount);
if (endOfGame()) {
doMarkedMoves();
vertices.clear();
stop = true;
} else if (removed_blocks - prev_cleared > 0) {
var markers_dup = markers.slice();
var cost = scale_factor*depth - removed_blocks;
if (removed_blocks > 590 ||
removed_blocks > 560 && vertices.length > 200000) {
cost -= (scale_factor - 5)*depth;
}
vertices.queue({markers: markers_dup,
depth: depth,
control: control,
cost: cost,
cleared: removed_blocks});
}
}
});

return vertices;
}
Inside addVertices() we simply replace max_moves with the new parameter scale_factor. Now we can independently control both parameters and more easily explore variations on this hybrid algorithm. After much experimentation with the max moves in the range of 4-7 and the scale factor in the range of 25-30 using ten iterations, I found that a max moves of 7 and a scale factor of 28 performed well. Then, running for 100 iterations produced the following results.

Color Walk results for 100 iterations of GLA-Dijkstra hybrid

This is quite good performance, meeting or exceeding the best algorithms in every metric except for the standard deviation as compared to Dijkstra's algorithm alone. But Dijkstra's algorithm didn't do as well on the min, mean, or max statistics, so in absolute terms the hybrid algorithm found better move sequences for nearly every board.

Before looking at the table of algorithm performance, let's add in another quick algorithm by reversing GLA and Dijkstra's algorithm to create the Dijkstra-GLA hybrid algorithm. We can add it to the algorithm list:
  function Solver() {
// ...

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

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

// ...
});

// ...
};
}
And add another simple algorithm function that calls both of the base algorithms in the hybrid algorithm:
    this.glaWithDijkstra = function() {
if (moves < 5) this.dijkstra(300);
else this.greedyLookAhead();
}
Notice that the call to Dijkstra's algorithm now includes an argument of 300. This argument is the number of blocks that should be cleared before Dijkstra's algorithm stops. It's pretty easy to limit the algorithm by adding a condition to the if statement where the algorithm is stopped before it runs out of memory:
    this.dijkstra = function(blocks_to_clear = 600) {
var vertices = new PriorityQueue({ comparator: function(a, b) { return a.cost - b.cost } });
vertices = addVertices(vertices, 1, null, blocks[0].cluster.blocks.length);
this.max_depth = 0;
while (vertices.length > 0) {
var vertex = vertices.dequeue();
markers = null;
markers = vertex.markers;

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

vertex.markers = null;
}
this.index = null;
}
By the default parameter, all blocks are cleared when the algorithm is run so the other two calls to dijkstra() still work like they did before. For this run the max moves was still set at 7, but the scale factor had to be rolled back to 25, like it was for Dijkstra's algorithm alone because otherwise it would stall on some boards. The performance of this hybrid algorithm comes out surprisingly worse:

Color Walk run with Dijkstra-GLA algorithm of 100 iterations

I didn't expect that just swapping the order of the two algorithms would have such a marked difference in performance. The slightly smaller scale factor doesn't account for the difference, either, because if it's set to 28, as it was in the GLA-Dijkstra algorithm, the performance is even worse. Let's look at how these two hybrid algorithms stack up to the rest of the algorithms we've looked at so far:

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
GLA-Dijkstra Hybrid 25 31.8 37 2.2
Dijkstra-GLA Hybrid 28 36.3 44 3.1

While the GLA-Dijkstra hybrid performs better than any other algorithm we've seen so far, and seems to combine all of the best characteristics of its constituent algorithms, Dijkstra-GLA doesn't even perform as well as Dijkstra's algorithm alone. It's more on the level of the max perimeter heuristic, which is decidedly middle-of-the-road as far as these algorithms go. Looking at the boards from a high level, this disparity makes some sense. It looks like at the beginning of a game it's more important to figure out how to remove as many blocks as possible on each move. As the game progresses and gets closer to the end, where the graph search algorithms can "see" more easily to the end of the game, their ability to find the shortest path becomes more effective, and that benefit is especially true for Dijkstra's algorithm because it's more efficient than the other graph search algorithms. Swapping Dijkstra's algorithm and GLA ends up crippling both of them.

Self-Assist


A curious idea comes out of these hybrid algorithms by thinking about the difference between Dijkstra's algorithm and GLA. GLA operates on a per move basis, meaning for each move under consideration, the algorithm looks some number of moves ahead and then commits to a move before going on to consider the next move. If we string one GLA algorithm together with another GLA, it wouldn't look any different than running GLA all the way through in one pass.

In contrast, Dijkstra's algorithm looks as far forward as it's allowed to try to find the shortest path to the end-of-game condition, and once a path is found, it does all of the moves in that path at once. If we string Dijkstra's algorithm together with another Dijkstra's algorithm, running the first one to the halfway point, it looks different than running Dijkstra's algorithm once for the entire board. The combination of the first run to the halfway point and the second run to the end may find quite a different path than a single run does. It should also run faster because the paths it needs to search are shorter by half. Let's give this idea a try by running Dijkstra's algorithm with itself. First, we add the new hybrid algorithm to the list of choices again:
  function Solver() {
// ...

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

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

// ...
});

// ...
};
}
And then we can simply call Dijkstra's algorithm twice for the implementation of dijkstraDijkstra() (it's so fun to say, isn't it?):
    this.dijkstraDijkstra = function() {
if (moves < 5) this.dijkstra(300);
else {
scale_factor = 28;
this.dijkstra();
}
}
The first call to dijkstra() specifies the number of blocks to remove to get to the halfway point. The second call changes the scale_factor to the optimal value for when Dijkstra's algorithm is run for the later moves, as we found in the GLA-Dijkstra algorithm. The scale_factor for the first run can be set through the UI, so we can experiment a little. We could add another UI element so that two scale factors could be specified, but this should demonstrate the idea without adding that complication. With this simple addition to the algorithms, we can see how it performs:

Color Walk run with Dijkstra-Dijkstra hybrid algorithm for 100 iterations

This version of the hybrid Dijkstra's algorithm performs better than Dijkstra-GLA, but worse than GLA-Dijkstra, adding more evidence to the idea that Dijkstra's algorithm does better in the second half of the game than the first half. The first run of Dijkstra's algorithm to remove 300 blocks probably does not do as well as GLA, but the second run does do better than GLA, giving this hybrid a performance result that lands it squarely in between the other two hybrid approaches.

An Assist from the Perimeter


One more option to explore for amping up Dijkstra's algorithm is using other heuristics with the GLA part of the hybrid algorithm. We've continued to use the heuristic of maximizing blocks removed with areaCount(), but we did look at a number of other options for heuristics. Even though they didn't improve over the super-strong area-maximizing heuristic, the other heuristics are potentially interesting for use in paring down the move graph before running Dijkstra's algorithm. They're quite easy to add to our list of algorithms, so let's look at one of them, the perimeterCount() heuristic for maximizing the cleared perimeter:
  function Solver() {
// ...

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

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

// ...
});

// ...
};
}
It's so simple that all we had to do was add another choice to the algorithm list and add another case to the switch statement that uses the dijkstraWithGla() algorithm and the perimeterCount() heuristic. Everything else is already available and ready to go. So how does it perform?

Color Walk run with Max-Perimeter-Dijkstra hybrid algorithm for 100 iterations

It looks like another decent algorithm—slightly better than Dijkstra's algorithm alone, but not quite as good as GLA-Dijkstra. Here's the updated table of all the algorithms tried so far:

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
GLA-Dijkstra Hybrid 25 31.8 37 2.2
Dijkstra-GLA Hybrid 28 36.3 44 3.1
Max-Perimeter-Dijkstra Hybrid 27 32.8 38 2.3

We have built up quite a list of algorithms, with some of the best performing ones at the very end finally overcoming the surprisingly solid performance of one of the earlier algorithms, GLA-5. If we're looking only at average performance, the GLA-Dijkstra hybrid is the clear winner, with BFS+GLA-5 and Max-Perimeter-Dijkstra hybrid coming in second and third with an average of one extra move per game. However, that higher performance in number of moves comes at a cost. Those algorithms take significantly longer to search for their results than GLA-5 does. If we ordered these top four algorithms based on search speed, the order would be reversed to GLA-5, Max-Perimeter-Dijkstra hybrid, BFS+GLA-5, and GLA-Dijkstra hybrid. At the top of the leaderboard there is a clear trade-off between average performance and search time.

While we've looked at graph algorithms in general and Dijkstra's algorithm in particular fairly extensively now, one thing that was somewhat glossed over was the workings of the priority queue that is the key to making Dijkstra's algorithm work so well. Next time we'll take a closer look at this essential data structure and see how it enables Dijkstra's algorithm to quickly choose each vertex to look at next.


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