Πέμπτη 28 Μαρτίου 2019

Improving Hexagon Map Storage Diagram

Last week, I decided to improve the map storage section of the hexagon guide. This section had a diagram that suggested the use of a 2D array, but then it presented formulas that didn't look like what was shown. Reader feedback made me realize this section was confusing. I was mixing two separate steps here.

  1. Store the map in a 2D array.
  2. Slide the rows to the left to save space.
Hexagon map storage: grid, and also slide left

The diagram showed step 1 but not step 2. The formula under the visualization showed step 2. Mismatch!

I think it's worth having two separate diagrams here. I couldn't figure out where to place the second diagram in the page layout, so I decided to instead make the one diagram animate between the two different approaches.

Hexagon map storage: slide and resize rows

One of the advantages of writing text over making videos is that I can treat it as a "living document" that improves over time. The improvements are less frequent the longer the document has been around, but I am still updating the pages I wrote in the 1990s, and I intend to continue improving the new ones too.

Explore Simple Game Algorithms With Color Walk: Part 3

In this series we are taking a look at different game algorithms using the simple game Color Walk as a sandbox for exploration and discovery. The last post showed how to implement one of the simplest algorithms I could think of, round-robin, and how to develop some tooling around the game so that we can quickly run through multiple iterations in a batch mode and see statistics on the run. This post will start exploring some more algorithms, and we'll start needing to think about how to improve the algorithms so they aren't so naive.

Adding the Second Algorithm


The first thing we need to do to add a second algorithm into the mix is add an ability to change the algorithm type, both within the UI and in the code when running the solver. The UI addition is easy. All we need to do is replace the "Round Robin" text with a <select> tag that includes the <option> tags for each algorithm choice we'll support. Right now that will be "Round Robin" and "Random Choice," since a random algorithm will be another simple algorithm that will be quick to implement. I also gave the <select> tag an ID of solver_type, so it can easily be accessed from the code.

The code changes are a little more extensive than the UI. We'll start with adding an event handler to update the solver state when the algorithm changes. For that addition we can add this code to the Solver.init() function:
      $('#solver_type').change(function () {
switch (this.value) {
case 'roundrobin':
that.solverType = that.roundRobin;
break;
case 'random':
that.solverType = that.randomChoice;
break;
default:
that.solverType = that.roundRobin;
break;
}

game_moves = [];
seed = 1;
makeBlocks();
});
This code adds a change event handler to the #solver_type select box, and sets the Solver.solverType property to the function we want to use for the algorithm chosen. This is one of the lovely features of JavaScript (as opposed to C++). Passing functions around is easy because they are first-class citizens in the language. No need for special syntax here, and when we want to call the algorithm we've chosen, it will be as simple as that.solverType(). To finish off the handler, we need to restart the game board by setting the seed back to its starting value and recreating the blocks on the board. We also need to clear out the game_moves so that the statistics get calculated for one algorithm at a time.

We should also set an initial value for the solverType so that it's ready to go when the page loads, and we can stick that near the bottom of Solver, after the definition of the algorithms:
  function Solver() {
// ...

this.roundRobin = function() {
// ...
}

this.solverType = this.roundRobin;
Now we need to call this new solverType() function instead of the roundRobin() function in the click handler for the interactive mode control:
      this.solver = $('<div>', {
id: 'solver',
class: 'control btn',
style: 'background-color:' + colors[this.index]
}).on('click', function (e) {
that.solverType();
}).appendTo('#solver_container');
And we need to make sure to also call it in the run() function:
    this.run = function _run() {
that.solverType();

// ...
}
At this point the round-robin algorithm should work again, if it is selected, but the random choice algorithm will not work because we haven't defined it, yet. That task is simple enough:
    this.randomChoice = function() {
controls[this.index].updateGameBoard();
this.index = randomInt(0, controls.length - 1);
this.solver.css('background-color', colors[this.index]);
}
We merely had to replace the index update code in roundRobin() with some new code that gets a random index. It should be obvious that future algorithms will follow this same structure, so we should be able to pull out the first and last lines of this function into its own function that can be shared between all of the algorithms. Let's make a new function called runAlgorithm() that updates the game board, calls the currently configured algorithm, and updates the color of the solver control button:
    this.runAlgorithm = function() {
controls[this.index].updateGameBoard();
this.solverType();
this.solver.css('background-color', colors[this.index]);
}

this.roundRobin = function() {
this.index = (this.index + 1) % controls.length;
}

this.randomChoice = function() {
this.index = randomInt(0, controls.length - 1);
}
This change simplifies each of the algorithm functions. We also need to remember to change the two solverType() calls to be runAlgorithm() calls. Now we have things nicely cleaned up and adding future algorithms should be easy, at least from the standpoint of adding in the scaffolding of each new algorithm. Some of the algorithm code itself could still be challenging.

Notice how this architecture came about naturally. I didn't spend a lot of time trying to plan out the perfect set of functions ahead of time. I added things incrementally, and as optimization and organizational changes became obvious, I did them. Too much planning and design runs the risk of architecting the code into a dead end, making it difficult to add new features to a code base that has become too complicated with twists and turns that form a maze of objects and function calls. I much prefer taking a path of least resistance, paying attention to where the code is leading, and making incremental improvements that organize and support the code for the problem it is attempting to solve.

Some programmers may balk at the use of a switch statement to decide which algorithm to use, but it's not as bad as it seems. Switch statements get cumbersome when there are multiple switch statements operating on similar objects with similar structure strewn throughout the code. These switch statements all have to be updated whenever another item is added to the list of possible cases. If you ever find yourself updating multiple switch statements when adding a new option or feature, that's the time to think about how to reorganize that code into a class hierarchy so that most of the switch statements can be eliminated. Most of the time, you'll still need one switch to create the objects from the correct classes, but one should be enough. I don't expect to need more than this one switch statement for the different types of algorithms, so I think it's fine.

Getting back to this new random choice algorithm, let's see how it performs:

Color walk 100 iterations of random choice

Wow, that is much worse than round-robin was. The average number of moves is 30 moves higher than round-robin, and the standard deviation is twice as big. Here's a comparison of the two algorithms:

Round RobinRandom Choice
Min 37 60
Mean 48.3 80.2
Max 62 115
Stdev 4.5 10.5

It's also apparent when watching the algorithm run that it behaves differently. It sometimes appears to get stuck, pausing for a moment before continuing to clear blocks. It also seems to leave some colors of blocks behind for a while while it clears others. Both of these behaviors are caused by the randomness of the algorithm. It appears to pause when it repeatedly picks the same color more than once, and certain colors will appear to get left behind if the algorithm happens to not pick them for an extended sequence of moves. Not picking one color for a long time may not be much of an issue, but picking the same color multiple times in a row is definitely contributing to this algorithm's poor performance. We should start looking at how to improve that behavior.

Improving Random Choice with Skipping


The immediate problem of picking the same color more than once in a row is fairly easy to solve. We can add a new algorithm type to the drop-down selector with the option value of "random-skip," and then add a case to the switch statement for it:
      $('#solver_type').change(function () {
switch (this.value) {
case 'round-robin':
that.solverType = that.roundRobin;
break;
case 'random':
that.solverType = that.randomChoice;
break;
case 'random-skip':
that.solverType = that.randomChoiceWithSkipping;
break;
default:
that.solverType = that.roundRobin;
break;
}
Then all we have to do to fill in the randomChoiceWithSkipping() function that implements the algorithm is check each random integer that's created for the index, and while the candidate index is the same as the current one, generate a new candidate, like so:
    this.randomChoiceWithSkipping = function() {
i = randomInt(0, controls.length - 1);
while (this.index === i) {
i = randomInt(0, controls.length - 1);
}
this.index = i;
}
This optimization makes a marked improvement in the algorithm's performance:

Color Walk run for 100 iterations with random choice with skipping, first attempt

Everything has improved, with the average number of moves being reduced by 17 moves, and the standard deviation being reduced by nearly 3 moves. However, this is still substantially worse than the round-robin algorithm, and that's likely because of how the random choice algorithm picks colors differently than round-robin. Because it's possible that the next random color that's chosen was the same as one picked in the recent past, it's more likely that the chosen color doesn't remove any more blocks, or at least very few. The round-robin algorithm guarantees that at least the next color will be the least recently picked color, and it's likely that more blocks of that color will be exposed for removal by the time the color comes around again.

We aren't going to consider optimizing the number of blocks removed on each color choice quite yet. That's getting into a different kind of algorithm, but we can look at not picking a color that will not remove any blocks on the current move. That would still be a random algorithm with skipping, and it seems like it would further improve the random choice algorithm. We're kind of going for the most non-wasteful random algorithm we can think of here, while still keeping it as random as possible.

So how do we check that the candidate random color removes at least one block? The current code doesn't lend itself well to this check because the tasks of finding blocks to remove, removing those blocks, and incrementing the move count all happen together in the same base function call. There's no way to easily check for a color without also doing the rest of the work of updating the game board. Luckily, there's a fairly simple way to get what we want by adding a function and threading a conditional parameter through the function calls for updating the blocks. I can imagine that at some point we're going to want to separate out those search and update tasks because later algorithms are going to do a deeper, more complex search of the board, but by then we'll also want to change the data structure for the blocks. That's a bigger change to the code that isn't really necessary, yet, so let's stick with the simple workaround for now.

To implement the simple workaround, we want to create a function that does most of what Control.updateGameBoard() does, except for the updating the game board part. Instead of searching for blocks of a certain color adjacent to grey blocks and removing them, we want to search for blocks of a certain color adjacent to grey blocks and return whether a match was found. To do this check, we can start by updating the algorithm to do what we want it to do, and then fill in the details as we go:
    this.randomChoiceWithSkipping = function() {
do {
this.index = randomInt(0, controls.length - 1);
} while (controls[this.index].checkGameBoard(true) === false);
}
Now instead of checking if the new control index is the same as the last one, we want to check if the game board has a match on the color of the new control index. If it doesn't, we'll pick a new index. That change allows us to simplify the code a bit because we don't have to remember the old index anymore. So what does Control.checkGameBoard() do? It basically does what the start of Control.updateGameBoard() does, but with an extra conditional parameter so that it will know to stop on the first match:
  function Control(color) {
// ...

this.updateGameBoard = function() {
this.checkGameBoard(false);

if (isFinished()) {
game_moves.push(moves + 1);
makeBlocks();
} else {
moves += 1;
}
$('.score').text(moves);
}

this.checkGameBoard = function(only_check) {
var match = false;
var color = this.color;
_.each(blocks, function (block) {
if (block.isDead) {
match = match || getNeighbors(block, color, only_check);
}
});

return match;
}
Because Control.checkGameBoard() does nearly the same thing as the beginning of Control.updateGameBoard(), we can call it from Control.updateGameBoard() as well, but with only_check = false so that the search will run through every block and update the game board as it goes. Within Control.checkGameBoard(), we've added a variable to keep track of if there was a match, and return that value at the end of the function. We also pass the only_check conditional along to getNeighbors() so that we can use it where we're going to need it.

You've probably noticed that this code is a little wasteful in that it does not return on the first match found. It will continue searching through the rest of the grey blocks even after finding a match. While that's probably less efficient, there is a reason for it. I'm still working from the assumption that we're going to want to completely change the method of searching for colors later on because the current method will prove to be too slow. I don't want to do that change until I need to, though, so I'm doing the simplest thing that will work here without changing too much code. It's still fast enough for these simple algorithms, and I have a hunch that if we change things to return immediately on a match, we'll be changing it back in the near future for the greedy algorithm. Let's move on to the changes to getNeighbors():
    function getNeighbors(block, color, only_check) {
// ...

return checkNeighbors(neighbor_positions, color, only_check);
}

function checkNeighbors(positions, color, only_check) {
var match = false;
_.each(positions, function (position) {
var block = blocks[position];
if (block.color == color && !block.isDead) {
if (only_check) {
match = true;
return;
}
block.isDead = true;
$('#block' + position).css('background-color', '#d9d9d9');
getNeighbors(block, color, only_check);
}
});

return match;
}
The only change in getNeighbors() is the call at the end to checkNeighbors() by adding the only_check argument. Most of the real changes are inside checkNeighbors(). We add a variable here to again keep track of whether a match was found or not, and inside the if block that finds a match, if we're returning on the first match, we set the match-tracking variable to true and return. Note that because of how the _.each() function works, this only returns from the current iteration of the loop, bypassing the code that updates the game board, but not returning from checkNeighbors(). The rest of the neighbors are still checked, and any other matches would also return from the loop iteration function before updating the game board. Since we also call getNeighbors() inside this loop, we need to pass along only_check for the other blocks that will be searched. The same argument as before for not changing the code too much applies here, so we just loop through all the neighbors and return whether or not a match was found at the end.

The enhanced skipping should now be working, so let's give it a whirl:

Color Walk with random choice and skipping 100 iterations

Things have improved yet again! Now we're getting pretty close to the performance of round-robin, as we can see in the following table:

Round RobinRandom ChoiceRandom with Skipping
Min 37 60 43
Mean 48.3 80.2 53.1
Max 62 115 64
Stdev 4.5 10.5 4.5

The fact that random choice with skipping is still slightly worse than round-robin probably means that the least-recently-used behavior of round-robin is slightly more optimal than just picking a color at random. This is good. We now have two reasonable baselines for comparing against future algorithms. We do have one more improvement we can make, however.

Improving Round-Robin


Clearly, now that we can skip colors that aren't worth choosing in random choice because they won't remove any blocks, we can do the same thing with round-robin. This is an easy addition, and it should improve round-robin's performance somewhat. To add this algorithm, we can create another menu choice, add it to the switch statement, and add this algorithm code:
    this.roundRobinWithSkipping = function() {
do {
this.index = (this.index + 1) % controls.length;
} while (controls[this.index].checkGameBoard(true) === false);
}
The new algorithm simply checks if the new index has a color match, and if not, it moves on to the next index until it does find a match. How much of an improvement do we get?


Not as much as I was expecting, but it's still an improvement. Let's look at all of the results:

Round RobinRR with SkippingRandom ChoiceRandom with Skipping
Min 37 37 60 43
Mean 48.3 46.9 80.2 53.1
Max 62 59 115 64
Stdev 4.5 4.1 10.5 4.5

We shaved 1.4 moves off of the average, 3 moves off of the max, and 0.4 moves off of the standard deviation, showing that the distribution tightened up somewhat. I'll bet most of the improvement by not picking dead colors in round-robin came from the beginning and the end of games, when there are most likely to be less useful colors to pick from.

Now we should have a good idea of what to expect from future algorithms. A normal game with haphazard choices of colors will result in about 50 moves, if we at least take care to not pick a color that won't remove any blocks. Picking a color that was not picked recently is also generally better than picking a color totally at random. The goal for the rest of the algorithms is to do better than this, much better. We should also start to get an idea of what a reasonable lower bound is for the number of moves in a typical game, and thus, what a well-played game looks like. We'll start down that path next time with the greedy algorithm, and see where that takes us.


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

Hitman 2 | Review, Trailer, Gameplay & Everything Else You Need To Know.


hitman 2 review, hitman 2 ps4, hitman 2 trailer, hitman 2 gameplay, hitman 2 release date, hitman 2 2018


Hitman 2 | Preview, Trailer, Gameplay & Everything else you need to know.


Hitman 2 is the most recent passage in IO Interactive's magnificent stealth arrangement, accumulating a choice of stages instead of the main game's verbose excursion. You will by and by play as Agent 47 as he ventures to every part of the globe looking for targets he should kill by any and all conceivable means (Which he do with some cool methods). With improvement having as of late gone gold, it won't be long before we can play it ourselves.


So Here Pro-GamersArena has tried to compile everything related to Hitman 2 which you need to know including the latest news, trailer, gameplay, release date and more...



Quick Facts :



  • Initial release date: 13 November 2018
  • Developer: IO Interactive
  • Genre: Stealth game
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows
  • Modes: Single-player video game, Multiplayer video game


Hitman 2 News : Development has officially gone gold !!




For those new to this, this implies advancement has found some conclusion and the diversion is playable from beginning to end. It's additionally entered creation, implying that plates are being printed and retail downloads are being accumulated. 

This was joined by another trailer displaying the Colombia level, which takes our Agent 47 into thick, suspicious wildernesses with plentiful open doors for inventive homicide. You can look at it beneath:









What is Hitman 2? What is it about?

Hitman 2 is a wholly fledged continuation of the 2016 reboot, despite the fact that it won't pursue the verbose model used by its forerunner. Rather, it will discharge in full with numerous levels at dispatch. Agent 47 will wander from sun-splashed boulevards to dull, moist rainforests looking for new targets which he have to assissinate at any rate (in unbelievably imaginative ways). We'd love to see the driven story developed, as well.

Hitman 2 release date – when is it coming out?


IO Interactive has affirmed that Hitman 2 is coming to PS4, Xbox One and PC on November 13, 2018. The individuals who wanna play the game somewhat prior then they have to buy gold and authority's release which gives at that point access to play the game four days sooner. 


Hitman 2 Gameplay Preview

The demo happens amid a race end of the week, where the assignment is to execute a driver amid the race itself. As any individual who plays Hitman knows, the horde ways that any mission can be finished, and the measure of concentrate that should be done to find these can take hours. For this E3 2018 demo, there were just a bunch of ways this murder can be accomplished, and fortunately, there was somebody close by to walk me through them in a smart mold. Here's the gameplay on the off chance that you wanna watch : 



The two focuses here are Robert and Sierra Knox, two previous individuals from Providence that have since abandoned. You start in a giant party zone of the celebration, out the back of the race itself. There's many individuals, a ton of clamor, and the primary errand is to make it into the VIP region. Instinct Mode is back, and by and by it features the key individuals of intrigue. It still reliably features the objective, or focuses, and also any individuals of intrigue, be them potential clueless unfortunate casualties to-be on the grounds that they have an outfit that will get us into the following room or a security protect to maintain a strategic distance from. 



There's additionally a stunning mechanics that features all the more abnormal state individuals to stay away from. Individuals with a white hover over their head will probably speculate you sooner, thus Agent 47 must remove additional consideration to remain from those. For instance, whenever dressed as a security protect, you should be more aware of chancing upon the head of security, as they'll know the names and faces of each individual from their staff. It's a super cool repairman that truly plays into the possibility of this being a reasoning individual's amusement which feels so genuine. 

And if you wanna know how he completes the mission then there's the gameplay above, there you can watch it, You will get the feel far better by watching it rather than reading it.



Hitman 2 Trailer : How does it look?

The uncover trailer for Hitman 2 is preposterously upscale. Described via Sean Bean, it highlights Agent 47 as he takes out a motorsport driver in an assortment of ruthlessly splendid ways.



Τετάρτη 27 Μαρτίου 2019

Dự Đoán Kết Quả Trận Pháp Vs Uruguay Cùng Mèo Cass - FIFA World Cup 2018 Prediction

Dự đoán kết quả trận Pháp vs Uruguay cùng mèo Cass - FIFA World Cup 2018 prediction

Dự đoán kết quả trận Pháp vs Uruguay cùng mèo Cass - Lượt trận đầu tiên vòng tứ kết FIFA World Cup 2018
#thekittygamer, #dudoanworldcup2018, #meocass
---------------------------------------------------
*Mèo Cass dự đoán trận đấu thứ nhất vòng tứ kết World Cup 2018 giữa Pháp và Uruguay.
*Mèo Cass đã dự đoán Pháp sẽ thắng trận đấu này trước Uruguay. Vì vậy nên cửa đi tiếp của Uruguay coi như không còn.
*Chia buồn cho Suárez cùng đồng bọn đội tuyển Uruguay vì Uruguay sẽ chuẩn bị xách vali về nước sau vòng tứ kết cho đỡ tốn tiền thuê khách sạn :))
---------------------------------------------------
Thấy hay thì nhớ like, share and subscribe. Xin cảm ơn!
*Website: http://thekittygamer.blogspot.com/
*Facebook:
https://www.facebook.com/thekittygamer88/
*Twitter: https://twitter.com/thekittygamer88
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https://plus.google.com/u/0/+TheKittyGamer5/
*Pinterest: https://www.pinterest.com/cutecat060803/
*Instagram: https://www.instagram.com/cutecat060803/
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*Thanks for watching!

* Nhận định bóng đá Pháp vs Uruguay 21h ngày 6-7-2018 (Nguồn: Vietnamnet)

Cuộc chiến Uruguay vs Pháp, lúc 21h ngày 6/7 trên sân Nizhny, vòng tứ kết World Cup 2018, sẽ cân bằng và khốc liệt. Trong đó, Uruguay nhiều khả năng thắng nhờ sự thực dụng.

Uruguay đang thi đấu đầy bản lĩnh. Cách mà đội bóng Nam Mỹ vượt qua vòng bảng, và đặc biệt là trận thắng Bồ Đào Nha, cho thấy HLV Oscar Tabares vẫn chưa tung hết bài.
Hiệu suất phòng ngự của Uruguay là rất ấn tượng, và cho đến nay họ mới chỉ thủng lưới 1 bàn.
Trong lối chơi mà HLV Tabares xây dựng, Uruguay linh hoạt giữa nhiều hệ thống khác nhau, khiến đối thủ rất khó đoán.
Phòng ngự xuất sắc, Uruguay còn hiệu quả trong việc tung ra những đòn tấn công nhanh.
Chiến thắng 2-1 trước Bồ Đào Nha cho thấy được sức mạnh tấn công của Uruguay đáng sợ thế nào. Có cảm giác họ muốn là ghi được bàn.
Cavani chấn thương từ trận Bồ Đào Nha, chưa chắc chắn trở lại. Nhưng có khả năng anh sẽ kịp xuất hiện trên băng ghế dự bị.
Đội hình dự kiến Uruguay và Pháp
Đội hình dự kiến Uruguay và Pháp
Khi ấy, Tabares sẽ chọn giải pháp khác, với việc dùng Arrascaeta và ngôi sao trẻ Bentancur chơi sau lưng Luis Suarez.
Laxalt cũng sẽ là một giải pháp đặc biệt bên cánh trái mà Tabares để dành cho cuộc chiến với Pháp.
So với Uruguay, Pháp không sánh được về tính kỷ luật và khả năng thực dụng. Lối đá của Les Bleus dựa vào một số cá nhân, chứ không được xây dựng trên tập thể.
Hơn nữa, án treo giò của Matuidi khiến Pháp chịu nhiều tổn thất. Ngôi sao của Juventus chơi rất năng nổ bên cánh trái.
Uruguay sẽ biết cách hướng Pháp cuốn vào lối đá thực dụng của mình. Vì thế, chúng ta có thể đặt hoàn toàn niềm tin vào Uruguay.

Τρίτη 26 Μαρτίου 2019

Finishing Up 2017

This post has been a long time coming, but I guess better late than never.

Even though I haven't been posting anything, I wasn't completely idle in the last few months of the year. I ended up finishing my Soviet project, painted a few battalions and batteries of Napoleonics as well as got started with a quick few minis in the Analogue Hobbies Painting Challenge. The end of the year also saw me switch jobs, which lead to a rather busy December and start of the new year trying to get on track with new responsibilities and new products in an industry I haven't worked before.

Numbers wise 2017 wasn't too impressive with the lowest numbers of miniatures painted and games played in years. My painting slump that started in the last half of 2016 continued through 2017 and I didn't really start to get my painting interests back until the autumn. As well as a distinct drop in the quantity of games played the variety also came down as my schedule didn't really fit our Wednesday gamedays which included more varied game systems and mostly could just fit the Flames of War gamedays in and those only partly out of responsibility as I'm one of the guys running them and opening the club for others. 2018 should hopefully bring a change to that with a new Napoleonics campaign finally starting as well as changed schedules at home allowing me to participate more in different game days at the club.

To finish off the post a quick gallery of the  stuff that I managed to finish up in the last couple of months as well as a group shot of the whole Soviet project. 11 more T-34s, a Katyusha battery, the two battalions of Prince Anton Regiment and two batteries for my 1813 Saxons as well as some wild animals that I started my Painting Challenge with.












Winter 2012 Holiday Bundles: Warmachine

As you may already know, Privateer Press has put out some 25-point holiday bundles for purchase on their online store.  They've been doing this with increased frequency the past couple of years and this time it's good to see that these bundles include warcasters outside of the normal battlegroup boxes (kinda).
It's cute that they're including metal ornaments with the bundles, but I'm sure most people will be glad to have a good starting point for adding another faction.  Also, each bundle includes a mini-copy of the rulebook (40k fans have been calling for this for their game for literally a decade) and the tokens for the faction.  On top of the discount for the models themselves, this is a pretty nice chunk of stuff to receive for free, so keep that in mind with my value rankings.  I will include the tokens in the discount calculation, but there's currently no $-value attached to the mini-rulebook so keep that in mind.  Also, it's worth considering that with the exception of the Retribution and Mercenary sets, each of the deals includes the battlegroup box for the faction, meaning that you do get 2 warcasters out of the deal so you have some options.

Like I've done in the past, I will be reviewing these boxes for their monetary value, power level on the table, and longevity (how good it is for building a force in the future) and instead of giving an objective score, I will instead give them rankings relative to each other.

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Expanding Target Api Level Requirements In 2019

Posted by Edward Cunningham, Android Security & Privacy Team

In a previous blog we described how API behavior changes advance the security and privacy protections of Android, and include user experience improvements that prevent apps from accidentally overusing resources like battery and memory.

Since November 2018, all app updates on Google Play have been required to target API level 26 (Android 8.0) or higher. Thanks to the efforts of thousands of app developers, Android users now enjoy more apps using modern APIs than ever before, bringing significant security and privacy benefits. For example, during 2018 over 150,000 apps added support for runtime permissions, giving users granular control over the data they share.

Today we're providing more information about the Google Play requirements for 2019, and announcing some changes that affect apps distributed via other stores.

Google Play requirements for 2019

In order to provide users with the best Android experience possible, the Google Play Console will continue to require that apps target a recent API level:

  • August 2019: New apps are required to target API level 28 (Android 9) or higher.
  • November 2019: Updates to existing apps are required to target API level 28 or higher.

Existing apps that are not receiving updates are unaffected and can continue to be downloaded from the Play Store. Apps can still use any minSdkVersion, so there is no change to your ability to build apps for older Android versions.

For a list of changes introduced in Android 9 Pie, check out our page on behavior changes for apps targeting API level 28+.

Apps distributed via other stores

Targeting a recent API level is valuable regardless of how an app is distributed. In China, major app stores from Huawei, OPPO, Vivo, Xiaomi, Baidu, Alibaba, and Tencent will be requiring that apps target API level 26 (Android 8.0) or higher in 2019. We expect many others to introduce similar requirements – an important step to improve the security of the app ecosystem.

Over 95% of spyware we detect outside of the Play Store intentionally targets API level 22 or lower, avoiding runtime permissions even when installed on recent Android versions. To protect users from malware, and support this ecosystem initiative, Google Play Protect will warn users when they attempt to install APKs from any source that do not target a recent API level:

  • August 2019: New apps will receive warnings during installation if they do not target API level 26 or higher.
  • November 2019: New versions of existing apps will receive warnings during installation if they do not target API level 26 or higher.
  • 2020 onwards: The target API level requirement will advance annually.

These Play Protect warnings will show only if the app's targetSdkVersion is lower than the device API level. For example, a user with a device running Android 6.0 (Marshmallow) will be warned when installing any new APK that targets API level 22 or lower. Users with devices running Android 8.0 (Oreo) or higher will be warned when installing any new APK that targets API level 25 or lower.

Prior to August, Play Protect will start showing these warnings on devices with Developer options enabled to give advance notice to developers of apps outside of the Play Store. To ensure compatibility across all Android versions, developers should make sure that new versions of any apps target API level 26+.

Existing apps that have been released (via any distribution channel) and are not receiving updates will be unaffected – users will not be warned when installing them.

Getting started

For advice on how to change your app's target API level, take a look at the migration guide and this talk from I/O 2018: Migrate your existing app to target Android Oreo and above.

We're extremely grateful to the Android developers worldwide who have already updated their apps to deliver security improvements for their users. We look forward to making great progress together in 2019.