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Mark-x

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  1. A computer built to mimic the brain's neural networks produces similar results to that of the best brain-simulation supercomputer software currently used for neural-signaling research, finds a new study published in the open-access journal Frontiers in Neuroscience. Tested for accuracy, speed and energy efficiency, this custom-built computer named SpiNNaker, has the potential to overcome the speed and power consumption problems of conventional supercomputers. The aim is to advance our knowledge of neural processing in the brain, to include learning and disorders such as epilepsy and Alzheimer's disease. "SpiNNaker can support detailed biological models of the cortex -- the outer layer of the brain that receives and processes information from the senses -- delivering results very similar to those from an equivalent supercomputer software simulation," says Dr. Sacha van Albada, lead author of this study and leader of the Theoretical Neuroanatomy group at the Jülich Research Centre, Germany. "The ability to run large-scale detailed neural networks quickly and at low power consumption will advance robotics research and facilitate studies on learning and brain disorders." The human brain is extremely complex, comprising 100 billion interconnected brain cells. We understand how individual neurons and their components behave and communicate with each other and on the larger scale, which areas of the brain are used for sensory perception, action and cognition. However, we know less about the translation of neural activity into behavior, such as turning thought into muscle movement. Supercomputer software has helped by simulating the exchange of signals between neurons, but even the best software run on the fastest supercomputers to date can only simulate 1% of the human brain. "It is presently unclear which computer architecture is best suited to study whole-brain networks efficiently. The European Human Brain Project and Jülich Research Centre have performed extensive research to identify the best strategy for this highly complex problem. Today's supercomputers require several minutes to simulate one second of real time, so studies on processes like learning, which take hours and days in real time are currently out of reach." explains Professor Markus Diesmann, co-author, head of the Computational and Systems Neuroscience department at the Jülich Research Centre. He continues, "There is a huge gap between the energy consumption of the brain and today's supercomputers. Neuromorphic (brain-inspired) computing allows us to investigate how close we can get to the energy efficiency of the brain using electronics." Developed over the past 15 years and based on the structure and function of the human brain, SpiNNaker -- part of the Neuromorphic Computing Platform of the Human Brain Project -- is a custom-built computer composed of half a million of simple computing elements controlled by its own software. The researchers compared the accuracy, speed and energy efficiency of SpiNNaker with that of NEST -- a specialist supercomputer software currently in use for brain neuron-signaling research. "The simulations run on NEST and SpiNNaker showed very similar results," reports Steve Furber, co-author and Professor of Computer Engineering at the University of Manchester, UK. "This is the first time such a detailed simulation of the cortex has been run on SpiNNaker, or on any neuromorphic platform. SpiNNaker comprises 600 circuit boards incorporating over 500,000 small processors in total. The simulation described in this study used just six boards -- 1% of the total capability of the machine. The findings from our research will improve the software to reduce this to a single board." Van Albada shares her future aspirations for SpiNNaker, "We hope for increasingly large real-time simulations with these neuromorphic computing systems. In the Human Brain Project, we already work with neuroroboticists who hope to use them for robotic control."
  2. Nintendo president Shuntaro Furukawa has hinted that the hard- and software developer may move away from home console design in the future to ensure the developer remains flexible to the changing demands of the entertainment business. "We aren't really fixated on our consoles," Furukawa told Nikkei (via, and translated by, Nintendo Everything). "At the moment we're offering the uniquely developed Nintendo Switch and its software - and that's what we're basing how we deliver the 'Nintendo experience' on. That being said, technology changes. We'll continue to think flexibly about how to deliver that experience as time goes on. "It has been over 30 years since we started developing consoles. Nintendo's history goes back even farther than that, and through all the struggles that they faced the only thing that they thought about was what to make next. In the long-term, perhaps our focus as a business could shift away from home consoles - flexibility is just as important as ingenuity." Asked about how Nintendo intends to adapt to "fluctuations" in the industry, Furukawa added he was "thinking about little ways we can reduce that kind of instability" and said he'd "like to increase" Nintendo's smartphone game development to secure "a continuous stream of revenue". "We're also dabbling in theme parks and movies - different ways to have our characters be a part of everyday life. I'm anticipating a strong synergy like that," he said. "I don't want our developers to think too much along the lines of 'what should I do if we fail?'" he added. "My most important role is to facilitate an environment in which they can demonstrate their own abilities. I'm not a pro developer myself, so I leave the actual development to leaders that can tell what a good game is and what isn't." The Nintendo Switch is the fastest-selling video game system in the US this generation. From launch in March 2017, through to November 2018, Nintendo's hybrid console sold more than 8.7 million units.
  3. He ask who want i said i want so i didnt ask him for ammo he ask !
  4. So Its Not Anything bad he ask who want i said i so You are so Funny ? Any 2 thing he ask who wants he didnt said he want !
  5. First name: |NeVer B@cK Down| Number: 1 Other information?: Thanks For Great GiveAway
  6. Mark-x

    STAR CRAFT

    StarCraft is a military science fiction media franchise, created by Chris Metzen and James Phinney and owned by Blizzard Entertainment. The series, set in the beginning of the 26th century, centers on a galactic struggle for dominance among four species—the adaptable and mobile Terrans, the ever-evolving insectoid Zerg, the powerfully enigmatic Protoss, and the "god-like" Xel'Naga creator race—in a distant part of the Milky Way galaxy known as the Koprulu Sector. The series debuted with the video game StarCraft in 1998. It has grown to include a number of other games as well as eight novelizations, two Amazing Stories articles, a board game, and other licensed merchandise such as collectible statues and toys. Blizzard Entertainment began planning StarCraft in 1995, with a development team led by Metzen and Phinney. The game debuted at E3 1996, and used a modified Warcraft II game engine. StarCraft also marked the creation of Blizzard Entertainment's film department; the game introduced high quality cinematics integral to the storyline of the series. Most of the original development team for StarCraft returned to work on the game's expansion pack, Brood War; the game's development began shortly after StarCraft was released. In 2001, StarCraft: Ghost began development under Nihilistic Software. Unlike the previous real-time strategy games in the series, Ghost was to be a stealth-action game. After three years of development, work on the game was postponed in 2004. Development of StarCraft II: Wings of Liberty began in 2003; the game was announced in May 2007 and was released in July 2010. The StarCraft II franchise continued with the StarCraft II: Heart of the Swarm expansion, which was released in March 2013. The third StarCraft II installment, StarCraft II: Legacy of the Void, released in November 2015.
  7. Plenty of video games let you play as robots, but they’re mostly murder robots. If you’re looking for something a little more helpful, give Robot Vacuum Simulator from Stolidus Simulations might be right up your alley. The Norwegian developers have really put some thought into how it feels to be a Roomba, limited in your mobility and unable to contend with even the smallest staircase as you steadily glide around a home sucking up dust and dirt. A soothing modern jazz soundtrack caps off the whole experience.
  8. Many RPGs focus on tales of lone, wandering adventurers, but few if any pull it off it with such artistry as The Witcher 3. That artistry is most apparent in the setting itself, which is so packed with breathtaking sunsets and wind-tossed groves of trees that, months later, I still find myself opting to go to destinations on foot rather than taking the fast travel points. But the true strength of The Witcher 3 is that it po[CENSORED]tes these memorable landscapes with NPCs doling out humble but memorable quests (by the dozen) that help create one of the most human RPG experiences on the market. In decaying wayside towns, the witcher Geralt might find impoverished elves struggling in the face of local racism; elsewhere, he might help a self-styled baron reunite with his long-estranged daughter. These quests deftly navigate moral issues without being heavy-handed or offering obvious solutions Through it all, much as in The Witcher 2, Geralt usually plays the role of just another character on this troubled world's stage. In the process, this tale of monster slaying and inter-dimensional raiders becomes strangely and poignantly relatable.
  9. The Magnavox was the very first videogame console ever released, predating even the Atari Pong. A hybrid of both analog and digital circuitry, the Odyssey is the absolute starting point for all subsequent gaming platforms. Although lacking color video output or sound, the Magnavox still managed to sell over 300,000 units. The Odyssey used a cartridge system, although the games more closely resembled computer chips than actual games. The controllers were essentially boxes with horizontal and vertical axis knobs on both sides with very dense wires between them and the base console. The Odyssey also launched the very first home light gun ever produced, called the Shooting Gallery. The games for the Odyssey consisted of straightforward, single-function titles like Baseball, Basketball, Ski, and more. Due to the simplicity of the console, there weren’t any third-party games designed for it. But the precedent established by the Odyssey paved the way for subsequent systems -- a legacy that has secured the console a place in the Smithsonian National Museum of American History in Washington, D.C.
  10. Life is Strange was one of the biggest surprises of the last few years—a Telltale style episodic game that stood alone, and a clever gimmick backed up by tremendous heart. It’s the story of a nervous girl who discovers she has the power to rewind time, right on the edge of a disaster about to hit her town. Yet the drama really comes from her relationships, from the genuinely difficult choices to make, and the clunkily-written but still efficient coming of age story at its heart.
  11. Mark-x

    Grim Fandango

    Adventure game designers face a difficult task. The genre is by its very nature linear and serves primarily to tell stories, but without puzzles, there's no game. Combining these two elements is the challenge. The story must be intricate and engaging enough to make the inclusion of puzzles seem plausible, and the puzzles must be clever enough to not jump out as an artificial roadblock for the story. It's the rare game that meets one of these goals, let alone both. But Grim Fandango, the latest from Tim Schafer of Full Throttle and Day of the Tentacle fame, achieves this delicate combination and more. In addition to being a very good adventure game, it features great writing and beautiful art direction. Grim Fandango is based upon Mexican folklore, set in the land of the dead. You play Manny Calavera, employee of the Department of Death and travel agent to newly dead souls who are just setting out on the treacherous four-year journey to the ninth underworld. Employees of the DOD, as it is called, are souls who must work off debts from their previous lives in order to earn their own passage to the final resting place. To pay off the debts, agents must accrue a certain number of premium souls, those of the virtuous who have earned more pleasant means of passage, the ultimate of which is the Number Nine, a bullet-train that makes the journey in a more desirable four days. But Manny is down on his luck. His clients never qualify for the premium packages. And even when he meets one that does, the saintly Mercedes Colomar, he can't seem to find a suitably saintly mode of transportation, reluctantly setting her off on foot into the dangerous world beyond. But Colomar's case will lead Manny to the discovery that all is not as it seems in the DOD, and he will set out on his own journey to set things right. The game follows four years of Manny's afterlife as he travels through a variety of fantastic locales, searching for Mercedes and the real source of corruption. You will lead Manny through the city of El Marrow, the port town Rubacava, a mining colony at the edge of the world, and the gates of the ninth underworld itself. Each location is distinct, with its own atmosphere and interesting characters. The visual design is consistently great, drawing upon various Latin American sources, such as angular Aztec stonework and the stylized Day of the Dead skeletons, and using them to create modern buildings and vehicles such as cruise ships and casinos. The sound is equally impressive, with great voice acting, distinct sound effects, and a diverse and subtle score by Peter McConnell which ranges from mariachi to jazz. But the writing is where Grim Fandango earns the most praise. Parodying film noir cliches has become a cliche unto itself, and Grim Fandango thankfully avoids the obvious. This isn't just a faux Sam Spade mystery. Instead, the game draws upon darker and more complex sources, with Chinatown, Casablanca, and even David Mamet's Glengarry Glen Ross lurking in its shadows. And there are very few jokes in the game, but it is funny. It derives its humor from its situations and characters (such as Manny's oversized sidekick, Glottis) without making fun of itself, helping to create a believable world. The puzzles help to maintain this believability. While traditional in nature, they are worked into the storyline well. And they are varied, both in style and difficulty. For the most part, you'll have a series of known objectives to complete before moving on to the next locale. These objectives are complex, though, and often the solutions will have multiple parts. You'll undoubtedly be stumped more than once, but the solutions are logical and subtle clues are plentiful. Grim Fandango is not a typical LucasArts adventure. It's the first from the company to dispense with traditional 2D animation and move to the more cinematic 3D style made po[CENSORED]r with Infogrames' Alone in the Dark games, and also utilized in Origin Systems' underrated Bioforge. It uses a keyboard-driven interface instead of the traditional point-and-click, and Manny signals significant objects by turning his head and looking as he passes by. Grim Fandango overcomes the major problems with this style, so only rarely will you be frustrated by disorienting camera-angle switching or feel lost because of an obscure exit. It would be remiss to avoid mention of Grim Fandango's minor technical faults (such as the strange behavior exhibited by almost every elevator in the game). But these are unfortunate drawbacks to an otherwise great game. The one real problem with Grim Fandango is that the end comes too soon. This isn't because it's too short (it should take most a good two- to three-dozen hours), but because the designers have created a rich world that you won't want to leave, filled with memorable characters that are hard to say goodbye to. Don't be surprised if you're sad when it's over.
  12. Let's start with the influential FPS games that didn't quite secure a place on the list. If you side-step the genre's wireframe origins – expanded in our 43-year history of first-person-shooters – let's start with the granddaddy: the original, 1993 Doom. While not the first FPS, developer id's shooter is a masterclass in intelligent, cleverly-paced level design, alongside deceptively strategic gunplay - while also establishing id as the premier gun 'feel' craftsmen in the industry. In terms of its mainstream appeal and cultural crossover, the next most influential shooter was probably Goldeneye, which proved that FPS could truly work on a console, delivering the most cinematic action game of its era. Rare's shooter hosts one of the most legendary multiplayer modes in history. Oddjob is still banned, though. The split-screen multiplayer template evolved with Goldeneye's unofficial, next-gen follow-up, TimeSplitters 2. Headed up by key members of Rare’s Goldeneye team, TS2 is a history-spanning, thematic pick 'n’ mix campaign skewering movies - and even Goldeneye itself - with endless, brilliantly observed pastiche. Add another terrific multiplayer offering plus the staggering depth and imagination of its Arcade challenge leagues, and you have a game way, way ahead of its time. A less obvious choice, but a game that expertly stole – and re-assembled – the genre's greatest mechanics, is PS3's Resistance 3. With echoes of Half-Life 2, Chronicles of Riddick and Halo, this overlooked sequel is like a greatest hits package of FPS gaming's 40-year-history. A brilliantly structured campaign journey, fueled by inventive, satisfying weapon design, and serious fun. David Houghton
  13. Visual elements unique to the special-edition Mini include a new British Racing Green paint colour, contrasting black roof and wing mirrors, specially designed bonnet stripes and two-tone 17in lightweight alloy wheels. A commemorative badge features on the bonnet, indicator housings and as an LED projection from the bottom of the driver’s door. UK examples will receive a set of front-mounted, rally-style spotlights. The interior continues the anniversary theme, with seats upholstered in model-specific dark leather with contrast stitching and the 60 Years emblem displayed on the steering wheel and front seats. The Mini 60 Years Edition retains the 2.0-litre petrol engine and seven-speed automatic gearbox from the Cooper S to accelerate from 0-62mph in 6.7sec and on to a top speed of 145mph. OUR VERDICT Mini 3-door Hatch Mini Cooper S Now in its third generation, we find out if the bigger, cleverer and more mature Mini can still entertain like it predecessors did Find an Autocar car review Driven this week Mercedes-Benz S-Class S500L 2018 long-term review - hero front 15 JANUARY 2019 FIRST DRIVE Mercedes-Benz S-Class S500L 2018 long-term review Is the German limousine still a byword for luxury? We're about to find... Hyundai i30 Fastback N 2019 first drive review - hero front 15 JANUARY 2019 FIRST DRIVE Hyundai i30 Fastback N 2019 review Hyundai’s hot hatch follow-up act is a swoopy saloon that also happens to be... Nissan Leaf 2nd generation (2018) long-term review hero front 14 JANUARY 2019 FIRST DRIVE Nissan Leaf long-term review The first Leaf was an EV pioneer. Can the new one make as big an impact? We... Standard equipment includes an 8.8in touchscreen infotainment system, Apple CarPlay, Bluetooth connectivity and wireless smartphone charging. A rear-view camera and parking sensors are carried over from the Comfort package for the standard Cooper S. The 500 Mini 60 Years Editions headed for UK dealerships will be available from March 2019, priced at £29,990 – £8850 more than the standard model.
  14. The 28-year-old has refused to commit his future to the Premier League club despite confirming that he and his family are happy in London "He has rejected two contract offers so far and says that he doesn't want to sign right now. That means he is waiting for something and that something means just one thing, Real Madrid," Terreur told the Transfer Talk podcast. "Real Madrid are still interested as far as I know, but they are still yet to make their move. They don't have a personal agreement with him at this point, they don't have an agreement with Chelsea and they haven't even made the phone call like they did last summer." "When they called last summer, Marina Granovskaia said that he wasn't for sale and Real respected that. But they might come back in again as they need to strengthen their squad after this season and it is easier to get players with just over a year left on a contract." Hazard has often carried Chelsea's attack since arriving from Lille in 2012 and has continued his fine form this season with 10 goals and 10 assists in 21 Premier League appearances. Real Madrid aren't the only club to have expressed an interest in Hazard, but the two-time Premier League winner is understood to have no intention of joining French champions Paris Saint-Germain. For him it is simple. It's either staying at Chelsea or going to Real Madrid. He doesn't think about PSG. They have always been sniffing around the table and got the same answer - he's already played in chelsea "He is currently happy in London, his kids are happy in London, his wife is happy in London and if the dream move to Real Madrid doesn't come off, he will stay at Chelsea and sign a contract for life. "I think he will push for that Real Madrid move, but it is up to Real Madrid right now."
  15. Sonam Kapoor was recently spotted in three different looks for an event and while she missed the mark in one, for the other two looks she proved that she can pull off an outfit like none other.
  16. Explosions and gunfire have been heard at an upscale hotel and office complex in the Kenyan capital, Nairobi, this afternoon. Witnesses and police at the complex - which includes a large hotel known as DusitD2, banks and offices - are calling it a terror attack. Several vehicles are burning while people are being rushed and carried from the scene. There are reports of explosions and gunfire sending workers fleeing for their lives.
  17. I am Losing my Hope ?

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    1. PaxRixk

      PaxRixk

      Aw, Is everything alright man?

  18. Contra
  19. As The People Get higher Grade they Forgets the lower one 

                               This Is Truth 

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  20. Like an adaptation of the tabletop game crossed with the XCOM design template, BattleTech is a deep and complex turn-based game with an impressive campaign system. You control a group of mercenaries, trying to keep the books balanced and upgrading your suite of mechwarriors and battlemechs in the game's strategy layer. In battle, you target specific parts of enemy mechs, taking into account armor, angle, speed and the surrounding environment, then make difficult choices when the fight isn't going your way. It can initially be overwhelming and it's undeniably a dense game, but if that's what you want from your strategy games or you love this universe, it's a great pick.
  21. Thief Simulator allows you to live out the fantasy of being an impulsive money-hungry criminal as you prey upon the humble neighbourhood of Greenview Street, scoring any loot you can for a cash exchange at your local pawn shop. As your efficiency as a thief improves you'll gain access to more sophisticated gadgets such as night vision goggles and hacking laptops, and there are usually multiple options available to pull off a burglary, so it's up to players whether they want to brave it and attempt to lockpick the front door or sneak around the back to try and find an open window. Stealth is crucial as there's no option to silence tenants or bribe the police if you get caught. Instead, you need to mindful of every action, ensuring that you aren't seen by passers-by during suspicious activity like crouching in the bushes or carrying a crowbar. If you do see red and blue lights swirling in your direction you can choose to hide under a bed or in an outside dumpster, although if you're feeling up for taking a risk you could make a break for your car and try and dash away. Luckily the price for apprehension isn't a steep one, as you will just return back to the last checkpoint and any loot you gathered during your failed stint will be lost. After a successful heist, you are graded on your performance and receive additional XP depending on how competent you were as a thief. If you broke a window, alerted the cops, or made off with nothing but a toaster and a saucepan then its unlikely you will receive much of a bonus. By earning XP and levelling up you earn skill points which can be invested in the skill tree to unlock new abilities such as being able to climb fences and rig security cameras in mailboxes. There's an impressive list of skills that can be learned, but we found our choice largely dictated by the story as we need certain skills to progress. We found ourselves at a crossroads at one point as we really wanted to upgrade our carry capacity but also didn't want to have to grind and delay our progress. At your home base, there's a PC where you can purchase tips before robberies, fulfil requests for other shady criminals, and purchase new items such as lockpicks, flashlights, and climbing gloves. On the Rent-a-Thug tab you can take on side missions that usually see you stealing a specific item or destroying someone's prized possessions for a cash reward. These missions can feel a little repetitive but they are a means of levelling up if you haven't performed too well during the main story missions. On Blackbay you can purchase some useful hints about properties such as tenant routines, security tips, and hints about valuable loot locations. This can make things significantly easier as you won't need to spy in the bushes or check every door, but tips come at a cost. One thing we noticed quite quickly is that the AI lacked intelligence. Another thing, our deeds appeared to have no impact on the neighbourhood that we robbed every night. For example, we targeted 110, 111, and 112 Greenview Street in three consecutive nights and nobody grew suspicious and the pawn shop owner didn't even bat an eye as we shovelled phones, oversized printers, and decorative items at him each day. It would have been great if there were more consequences for being lazy as a thief, like some tenants hiding their valuables out of fear of being robbed or installing new security systems after being hit for the first time. We have to mention the driving controls as they feel especially clunky and it never truly felt like we had control of our vehicle when moving at high speeds. We found ourselves having to constantly splash out on repairs as we slammed into trees and fences, and since missions failed automatically if you hit a pedestrian, we had to drive painfully slowly, perhaps heightening suspicions even more as we departed from the scene of a heist. Also on the control side of things, its worth highlighting that there is currently no controller support which of course may be a pain for more casual players. Thief Simulator may not have snagged away our attention as much as we initially hoped, but it's still an entertaining enough distraction filled with plenty of tension and player choice. We enjoyed the rush of sneaking around knowing that we had mere minutes to swipe the goods and escape undetected, and its vast toolbox of unlockable gadgets gave us plenty to play with. Core aspects though such as the AI and driving controls feel like they could have done with a bit more work and we were disappointed by how the skill tree felt largely dictated by story missions. It's worth scoping out the joint if you're looking for a stealth title that doesn't take itself too seriously, but it's not likely to win over new fans to the genre.
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