2,562 karma · joined March 3, 2008
It's no big deal, but I've also thought that if someone drowned it implies they died.
EDIT: I'm referring to the fact that the title says the girl drowned, not that she was at some point "drowning".
Your account number is made up of two parts - one part lets you view and deposit, the other lets you withdraw. You can give the first part of your account number to anyone (if you don't mind seeing how much money you have), but you should keep the second part you keep very safe.
In fact, once people hear that the second part (the private key) allows you to withdraw, they don't even need to hear the rest.
For many people though, they don't like the idea that people who can deposit can also view amounts and transactions. I guess that's why cryptos like Monero are worth looking into.
Generally though you would be fine with just sticking to the established brands. While I don't know what style of watch you prefer, for 300EU I don't think you can go wrong in terms of quality with a Seiko.
if (distanceBetweenChars() < THRESHOLD) then
chooseAppropriateMove(distanceBetweenChars())
end
etc...Here's a demo of one that reads the distance between characters and either dashes in and does a low attack, or attempts to throw you.
https://www.youtube.com/watch?v=R9THKU63viM
It's pretty simple to have this script run for Player 1 and Player 2.
In a competitive environment (ie. when you have AI vs AI) the players involved would need to agree on certain limitations, otherwise it would be pretty simple to build an AI that reacts "instantly" to stimuli.
http://www.polygon.com/2015/5/30/8691219/killer-instinct-tea...
It probably uses a hybrid or AI and scripting techniques.
As for things like human reaction limits etc, that can built into the AI as part of parameters it needs to operate within.
https://github.com/aikorea/strikersii_ai/tree/master/genetic
Demo:
https://www.youtube.com/watch?v=k6Ir8yd9iOk
In terms of FGs, you would store the relevant game state as inputs and build a reward function around health, time, damage done etc. A relatively simple (and useful!) SFII AI would be one that tries to win by only using crouching medium kick, sweep and throw.
Kinda. Some of the AI strategies are based on the behaviour of human players. For example, in the later versions when Ryu dizzies the opponent, he will whiff several jabs. This is widely regarded as a tribute to a combovideo maker known as TZW[1] who often did this in his videos. With regards to actual Fighting Game strategy, the AI in Super Street Fighter II absolutely uses tactics employed by real players.
These are a few off the top of my head:
- Tick throws
- Whiff aerial attacks into command grab
- Footsie spacing into whiff punish
- Fake footsie spacing into grab
- Low/Overhead attack mixup
- Left/Right attack mixup
Using Lua scripting, a compatible emulator and a rudimentary neural network it's completely possible to build a "better" AI. I believe a more advanced one was recently created for Super Smash Bros [2].
I suspect that my body was just "normalising" and after a certain threshold it would probably have become harder to start losing weight without exercising. After I traveled for work my diet got totally screwed up and I went back to 100kg. I'm now on day 3 of the same diet and am currently at 98.5kg. As for my mood, well-being etc, nothing's really changed except for the mild hunger pangs (which I got used to quickly) and that I seem to get drunk quicker when I drink.
This is just a personal anecdote. Don't take it as medical advice of any sort.
Problems:
- The app SUCKS. I can't stress this enough. You can't even request that the bot return to its dock without first asking it to do something else.
- It took forever to setup the WiFi. Randomly it just worked after trying 5 or 6 times, repeating the same procedure.
- There was no documentation for the API until very recently. And as far as I know, you need to connect to their cloud services to make use of the API.
https://forum.mysensors.org/topic/2619/hacking-a-neato-robot...
I don't about anyone else's experiences, but Modafinil seems to have a positive effect on me in terms of the way I work. I use it maybe once a week if I feel I need to focus.
Placebo? Who knows. Same effect as living a healthy lifestyle? Probably not, but then again I've never tested it. Does it have the same effect on everyone I know? Some say yes, others say it does nothing for them. But that's not strange at all. Some people just have different experiences with different things.
I haven't been following any stories about the Pacific Gyre in the mainstream media, but I've always understood it to be a region in the Pacific where garbage seems to concentrate because of ocean currents. Much of the garbage isn't visible as it floats just beneath the surface.
1. Sharing my mobile number via the Facebook app without my explicit consent or knowledge
2. Using my Whatsapp contact list to recommend people I might know
And now, I've recently started getting all sorts of arbitrary notifications even though I've stated several times I don't want to be notified of anything.
The only reason I still have a facebook account is so that I don't have to share stuff like my email address and phone number with people. But at this point it doesn't seem worth it any more.
https://daniel.haxx.se/blog/2016/08/19/removing-the-powershe...
Hmmm... have you actually looked?
https://en.wikipedia.org/wiki/Refugees_of_the_Syrian_Civil_W...
This is doesn't even include Palestinian refugees.
http://www.unrwa.org/where-we-work/jordan
Same story in Lebanon and Turkey
https://mgtvwspa.files.wordpress.com/2015/09/refugee-story-3...
Secondly, I really don't mean any disrespect, but your article completely misses the point. Competitive gamers don't care about those types of reasons, and not because they are being obtuse or unreasonable - there exists a healthy overlap between software developers after all. We too have been studying the topic for years.
For example, you care about faithful emulation more than anything - we don't. We don't mind playing without the sound, or turning off graphics layers, or even turning off a complete subsystem if it improves latency and maintains a faithful framerate (it's no good if it doesn't slow down when it's supposed to - see Cave Shmups - or if it runs too fast - see SF2:HF). We often have different emulators for different games simply because one handles a certain case better than another. We'll use emulators like Shmupmame that use tricks to make the input lag closer to what it's like on the arcade cab. And we certainly don't think in terms of milliseconds (and of course we understand the issues mentioned in your article...). We only think in terms of frames and everything around that. What is the FPS? How often does the game loop run? Once/multiple times every frame? How often is the game state rendered? Can the emulator process everything before the game's internal loop ends? What about if I use tricks like running @ 144hz? What about if we alter the input handler so that it disregards every but player 1's inputs, or "impossible" combinations, or buttons that don't exist in that game? Etc etc etc.
And of course we're no stranger to resistance from emulator developers. That's why so many forks exist. I myself have got my own forks of Mame. And, as with everything else, sometimes we are wrong. Sometimes the devs are wrong (recently: see Hunter K's discovery that shaders can in fact introduce latency, like players have been claiming for years). Often both parties are wrong and everyone learns something new. That's just the way it goes.
My point is that many of the people you interact with actually do know what they are talking about. They might not know the minutiae about the inner workings of Higan, but often this is exactly why they post on your board, as evidenced by the thread you locked. And in terms of your article, you skip the known methods already used by developers (and hackers), and you don't offer anything else besides something else we already know - getting as close to the bare metal as possible. Is there really anything that you added to the conversation, besides describing how Higan works? Don't get me wrong, it's a useful for someone who doesn't know anything about the topic. But for everyone else? That's debatable.
It's completely understandable that you are tired of the subject. But in that case you should just not respond instead of alienating yourself from your users. People will figure it out eventually, or just do what they've been doing for years - use the method that works for them even though they don't fully understand it.
According to popular consensus answer was SED which eventually lost to LCD.
https://en.wikipedia.org/wiki/Surface-conduction_electron-em...
While they do play on "real" hardware, when runners practice for runs they generally load up a particular scenario in an emulator and repeat the practice a particular section that may require just frame inputs over and over until they are comfortable enough that it can be considered a valid strategy.
So while it's true that the SR community only forms a minority of gamers, any sort of argument that relies on the experience of the majority effectively rules them out of a conversation that affects them the most.
But besides that, it could be argued that in today's day and age, SNES Speed Runners probably do form a non-negligent subgroup, considering that the majority of gamers don't play games like SMW, Metroid or Megaman any more.
For those who aren't aware, the Speed Running community has charity events that have in the past raised over $1m for cancer research etc. They may be "small", but they are far from insignificant in terms of their gaming presence.
So for example in the Street Fighter community, players are really upset that the inherent input lag in SFV is much higher compared to previous versions.
http://www.eventhubs.com/news/2016/may/08/community-begins-r...
This has an impact on how the game is played.
http://www.leobodnar.com/shop/?main_page=product_info&produc...
FWIW: I think byuu overreacted to the last few questions regarding latency-related issues.
http://board.byuu.org/phpbb3/viewtopic.php?f=8&t=1058&start=...
Apparently he won't even look at the test results...
Besides all that, while I completely agree that the easiest way to reduce latency is by getting better hardware etc, in terms of competitive gaming 1f of lag is quite a big deal at high levels of play for some games. For example, games often utilize the concept of "just frame" inputs, meaning that inputs are required on very a specific frame (the definition has been slightly relaxed in recent years). Now there are two types of ways to do these: Muscle Memory (the easiest, you just repeat the move non stop in practice mode till it becomes second nature), and using an external cue (eg. audio/video). When it comes to muscle memory, input lag isn't that much of a deal breaker because once the first move is inputted, everything else will follow correctly, even if the entire sequence is 1f or 2f off. However, when it comes to using external cues, even 1f latency can cause the sequence to fail.