Saturday, March 30, 2019

🙉 Need inimesed ootavad Sinuga vestlemist!

 
Vaata tegevusi oma Twoo profiilil
 

Huvitavad inimesed Twoos

 
Katherine Isabella D, 36
Vestle või vaata ta profiili
 
Carlos, 44
Vestle või vaata ta profiili
 
Richard, 39
Vestle või vaata ta profiili
 
Listers, 29
Vestle või vaata ta profiili
 
Leia Sinuga paremini sobivaid paarilisi
 

Kas oled hea valetaja?

 

Jah

 

Ei

 

Friday, March 29, 2019

19 Best Highest Paying URL Shortener Sites to Make Money Online

  1. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  2. 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

  3. 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.
  4. Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  5. 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

  6. Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  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. 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

  9. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  10. 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

  11. Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  12. Oke.io: Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  13. Dwindly: Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
    Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
    They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
    It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
    Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
    Last but not the least you get payments on time within four days.
  14. 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

  15. Al.ly: Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
    Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.
  16. 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

  17. 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

  18. 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.
  19. Linkshrink: Linkshrink URL Shortener Service provides you an opportunity to monetize links that you go on the Internet. Linkshrink comes as one of the most trusted URL Shortener Service. It provides an advanced reporting system so that you can easily track the performance of your shortened links. You can use Linkshrink to shorten your long URL. With Linkshrink, you can earn anywhere from $3 to $10 per 1000 views.
    Linkshrink provides lots of customization options. For example, you can change URL or have some custom message other than the usual "Skip this Ad" message for increasing your link clicks and views on the ad. Linkshrink also offers a flat $25 commission on your referrals. The minimum payout with Linkshrink is $5. It pays you through PayPal, Payza, or Bitcoin.

Privateer Press's Matt Wilson Talks Warmachine: Tactics!

by Randy, Angie & Julian
@coffeeswiller
@growingupgamers


Hi, readers! We have an exciting treat for you today. Matt Wilson of Privateer Press agreed to give us an interview about Warmachine: Tactics, the computer version of their amazing tabletop miniatures game. The Growing Up Gamers crew have been big fans of Western Immoren, the setting for Warmachine, its sister game Hordes and the Iron Kingdoms roleplaying for about a decade. This is a world at war, a world of steampunk-inspired fantasy where nations go to battle with great machines of war called warjacks. Controlled and directed by powerful armored spellslingers called warcasters, these steam- and magic-powered robots are the game's namesake.



Matt Wilson, creative genius behind this world and founder of Privateer Press, is quite a guy. In addition to to being the game designer who brought us Warmachine, Matt is an accomplished artist whose work can be found both in Privateer Press products as well as in Magic: The Gathering; I highly recommend checking out his art site. Matt's company Privateer Press now makes tabletop miniature games (Warmachine, Hordes, and Monsterpocalypse), board games (Level 7, Grind, and the Bodgers line of games), hobby accessories (the Formula P3 line of paints, brushes, and hobby tools), and now is about to go electronic with Warmachine: Tactics.


A Warmachine computer game has been anticipated for a couple years, since the announcement of a partnership with Privateer Press and WhiteMoon Dreams. Two weeks ago, it was announced that Privateer Press would be going to Kickstarter to fund development of their game. We feel that this is a great move, as it allows fans to really get behind the game and have a more direct connections with the people producing it. The project launches July 10th, and we had the opportunity to ask Matt a few questions. Check out what he had to say!


Metal on Metal, by Matt Wilson


Growing Up Gamers:  I am so excited to play Warmachine on my computer! What can I as a player expect from this? Can I build my own warcaster? 

Matt Wilson: WARMACHINE: Tactics has both a multiplayer mode and a single player campaign mode. The multiplayer mode has a lot of similarity to the tabletop version, but as this is a different medium, we're taking advantage of what it can do to enhance the experience, while at the same time, eschewing that which works better on the tabletop. In the single player campaign, while you're not building your own warcaster, you are in control of the character's progression from level to level. Each campaign focuses on a single central character, the first of which we'll be revealing in our Kickstarter video.



GUG:  Different characters and campaigns? Awesome! How close will this adhere to the rules for the tabletop game? Have there been any challenges in translating those rules to a computer game? And is there anything your team is bringing to the digital game that couldn't be done on the tabletop?

Matt: The experience will feel familiar, but it's not the same game. Conceptually, it's the same world and environment and we're adhering the the same basic mechanics on a fundamental level. But the math behind the scenes works differently. There aren't any cannon fodder soldiers that go down when they take one point of damage as sustainability is much more crucial in a game of this scale, lest balance be tipped too quickly in a match. And definitely, the medium gives us the opportunity to do things like interactive terrain, that is less viable on the tabletop. Of course, the very exciting part of this game is getting to experience it all happening in front of your eyes. We've taken a very cinematic approach to the action. Seeing Warjack power attacks happening as real-time events in the middle of a combat round is just awesome!

GUG: Are there plans to port to any consoles if the Kickstarter is successful?

Matt: Our focus is entirely on PC and Mac, but we are developing with other platforms in mind should the opportunity arise. The team at WhiteMoon Dreams has designed a UI that can work on virtually any platform with any control set. In other words, it works just as well with a touch screen as it does with keyboard and mouse, as it does with a standard console controller. So, if opportunities do come up in the future, we won't have to reinvent the game from scratch.



GUG: The GUG crew is no stranger to Kickstarter; we (as Escapade Games) used that platform to fund our upcoming game, Storm Hollow: A Storyboard Game. Crowdfunding allows a connection between game creators and fans that traditional publishing just did not do, and we love the way it has allowed game designers to bring their products to market. The press release made it pretty clear why you chose to crowdfund Warmachine: Tactics. I would follow up and ask, why now?

Matt: It took a long time for me to believe that Kickstarter was the right route for us to take in order to make this game. While Kickstarter has quickly proven to be a powerful platform for fundraising, it's still a new platform, and one that is little understood. We needed time to study it, to determine if the risks inherent in crowd sourcing are worth accepting given what we are trying to achieve, and to understand the actual business necessary to manage a successful Kickstarter project. The majority of Kickstarters fail. Of those that fund, many individuals and businesses alike find that they have not properly planned how to manage the capital that they've raised. In conducting a Kickstarter, you're making a huge promise to the people who back your project, and more than anything, we wanted to be confident that we could deliver on that promise. So, before our project will even launch, we have put a great deal of time, effort and money  into developing enough of WARMACHINE: Tactics so that our potential backers can have the same confidence we do.

The myth about Kickstarter is that it's a place to fund ideas. We're not Kickstarting an idea, we're Kickstarting a project that is in motion, that has proof-of-concept and a business plan, and that is being executed by an experienced team with overhead and expenses that must be maintained during this startup period prior to even launching the project on Kickstarter. Getting to this point, responsibly, took time, and I wouldn't have wanted to launch it a moment sooner.



GUG: Why does Privateer Press need Kickstarter? There has been a lot of talk among fans of crowdfunding as to who belongs there, whether or not bigger players should be there, even suggesting that they might be edging out independent studios. What can you say about that and the kind of commitment it takes to delve into making a video game, and whether it would have been possible to do otherwise?

Matt: For Privateer and WhiteMoon Dreams, the two practical routes to getting a WARMACHINE video game made are the traditional publisher/financier method, which entails lengthy review processes and a great deal of expense on the part of the developer in an effort to try and align the product they are trying to make with the right financing entity — which in the current video game industry environment I would liken to trying to force a planetary alignment with your own bare hands — or, crowd sourcing. For a company the size of Privateer Press, creating a brand new video game isn't analogous to creating new board game product, it's literally launching an all new business. In order to make this happen on a timeline that is within the foreseeable future and not have to nut away funds for the next ten or fifteen years, saving up enough to launch such a venture, crowd sourcing has become a viable and attractive opportunity.

Kickstarter itself has released its own stand on what's appropriate for Kickstarter. The idea that 'bigger players' have a negative impact on other projects is a theory with no scientific support. Instead, Kickstarter has proven the positive impact 'big players' (or let's say popular companies and personalities) have had on the community as a whole because all the data they have shows how many first-time backers those big projects brought in, and how many of those backers went on to back other projects on Kickstarter. Whether or not Privateer is a 'big player' is somewhat in the eye of beholder. The fact is, we're totally independent, as is WhiteMoon Dreams. But Privateer does have its own community of players and I believe that many of them are going to be first-time backers on Kickstarter with this project, which means we'll also be helping the Kickstarter community grow by conducting our project there and exposing new people to the platform and all the projects going on there.

The best thing about Kickstarter is that its patrons are the ones that ultimately decide what belongs there or not. Anyone arguing that a particular project shouldn't have been on Kickstarter because of its owner's pre-established popularity, is arguing against the very spirit of Kickstarter, which is that the 'crowd' has been given the power to decide. Beyond the terms of use that Kickstarter has defined, it's not for any individual to say what should or shouldn't be put on Kickstarter — the community of Kickstarter users will decide that as a whole, and currently, the community as a whole does not appear to agree with the negative sentiment.



GUG: We are big fans of Magic: The Gathering, a game you are certainly familiar with, given your illustrations can be found on a number of cards for that game. A few years back, Wizards of the Coast released Duels of the Planeswalkers, a great videogame version of Magic available for consoles. Aside from being fun, that game serves as an excellent tutorial for learning to play Magic and has been phenomenal for bringing new players to that game. Do you anticipate Warmachine: Tactics having a similar role?

Matt: WARMACHINE: Tactics will be a great way to introduce people to the ideas of the game and the setting, and we certainly hope it will introduce more people to the hobby of tabletop gaming, but it doesn't function as a tutorial. In the Magic example, you're actually playing the same cards with the same rules in the video game that you are in the physical game. But WARMACHINE: Tactics is somewhat different in scope, and the mechanics that must be understood on the tabletop are largely invisible in the video game experience, so you're not likely to come away from WARMACHINE: Tactics fluent in all of the rules necessary to know in order to play the tabletop game But you will understand the fundamental strategies and the nuance of how different elements in your squad interact and support each other. I do think being good in one would give you some advantage in the other.

GUG: Since tabletop Warmachine is not a solo game, we were wondering about the depth of the campaign mode versus multiplayer mode. Do you expect most players to spend more time playing in multiplayer mode, with the campaign  being sort of a tutorial? Additionally, will there be an AI for solo play outside of campaign mode?

Matt: The single player game is not a tutorial, but it will be a great way to learn the depth and strategy of the game because it does structure your learning experience through the course of the campaign. But the single player campaign is where we get to tell our story, and that's something that both Privateer and WhiteMoon Dreams share — a love of great stories. So making sure we had an amazing campaign experience has always been a requirement of the project. Whether or not more people will play mulitplayer than the campaign, or vice versa, I can't predict. But the multiplayer environment is going to be something that is constantly expanding, so I suspect that always-fresh experience will keep people engaged in multi-player quite a bit. We're not just doing one campaign, though — it's a big world with a lot of characters, so the single player experience will also be something that is constantly fresh. And we are building an arena where you can test your squad builds against an AI, for sure.

GUG: Sounds great! Will we see our favorite Warmachine warcasters in campaign mode? 

Matt: There are dozens of warcasters in the setting, so whether or not you see your favorite featured immediately remains to be seen! But the ultimate goal is to realize as much of the setting as possible in this game. And the better we do with our Kickstarter campaign, the more we'll be able to get in there.



GUG:  Many of the fans of Warmachine are miniature hobbyists (myself included!) and would say that some of the fun of the game is painting models to bring to the table. Will there be a nod to the creative types, perhaps the option to "paint" warjacks and units with customized colors, or choose alternate color schemes?

Matt: All I can say right now is that we're hobbyists, too, so this isn't something we have overlooked. Okay, I'll also say, "Stretch Goal".

GUG: Thanks for that tidbit! Where in the Warmachine timeline does this take place, or is it outside that timeline? Prime starts in 604 A.R., and Colossals takes us to 608 A.R. 

Matt: The campaign is going to feature characters that are new to WARMACHINE, some of them introduced in next year's expansion book, Vengeance. As such, the timeline is concurrent with the timeline in the story found in the game books.



GUG: In terms of the collaboration and division of labor between WhiteMoon Dreams and Privateer Press, how involved has Privateer been in the development, and what level of freedom has been afforded to WhiteMoon Dreams to make their mark on Warmachine: Tactics? What has been done to ensure the game feels like Western Immoren, the world of Warmachine?

Matt: The level of collaboration between Privateer and WhiteMoon Dreams is huge and will have a huge effect on the outcome of the game. I'm personally part of the core gameplay design team. I'm also storyboarding character animations and cinematics and I'm leading the writing on the campaign story. In doing all of that, I'm also drawing on the resources at Privateer, like Jason Soles and DC in development, and Doug Seacat, our lead writer, who can assist with making sure the story and game are as faithful to the tabletop game as possible. But there's no real give-and-take here, like one might expect, because WhiteMoon Dreams is 100% invested in making a game that looks and feels as true to WARMACHINE as it can. We're so totally aligned in our goals, and I spend so much time with both companies now, it often feels to me like one giant organization. Even moreso as we've been developing these new characters for both the tabletop game and video game. We've got rules being developed at Privateer that are getting interpreted into the video game at WhiteMoon Dreams, and we've got artwork being created at WhiteMoon Dreams that will appear in our books and that our sculptors are using to create miniatures for the tabletop. It's an incredible level of synergy to see happening between two distinct companies and the end result is that we're going to bring WARMACHINE to life in video game form. It's one of the most exciting things I've ever been a part of.

--

I hope that you are all as excited about Warmachine: Tactics as we are! We will link to the Kickstarter once it goes live. In addition, Matt has agreed to do a follow-up interview at that time. I'm sure we'll have loads more questions once we see what the backer tiers and stretch goals are! Do you guys have any questions for Matt? Leave them below! Here's the teaser trailer:





Images courtesy of Privateer Press

How Darwin Plays StarCraft

StarCraft is perhaps the single hardest game for computers to play well. At least if you only count games that people care about; you could of course construct games that were harder, but there's no guarantee anyone would play those games. When doing AI research, working on games that people care about means you are working on relevant problems. This is because games are designed to challenge the human brain and successful games are typically good at this. StarCraft (and its successor StarCraft 2) are played and loved by millions of people all over the world, with a very active competition scene where pro players are well-paid stars.

And there's no question that the game is hard; there is a series of AI StarCraft competitions that has been running since 2010, but the best AI players are still at the level of human novices. In other words, roughly where the best AI Go players were 15 years ago, or the best AI Chess players were 50 years ago. As computers are now able to play Chess and Go better than the best humans, the question is when we can surpass human ability for StarCraft as well.

It's not just me thinking this. Google DeepMind recently announced that StarCraft 2 will be one of their major new testbeds, after their success at training deep networks to play Atari games in the ALE framework. Facebook AI Research recently published their first paper on using machine learning to learn to play StarCraft and just today submitted another, showing that they take this challenge seriously. In academia, there is already a rich body of work on algorithms for playing (parts of) StarCraft, or generating maps for it. Given the game's complexity, it is unlikely we will conquer all of it soon; we have our work cut out for us.


A screenshot from the original StarCraft game


One of the reasons the game is so hard is that playing it well requires thinking and acting on different levels of abstraction. The game requires resource collection management, build order scheduling, prioritizing technology development, exploration, micro-management of troops as well as overall strategy and ways of deducing and countering the adversary's strategy. Trying to build an AI that can do all this well is very very hard. It is therefore prudent to approach the various parts of the problem separately.

In a new paper, we propose a new algorithm for playing StarCraft micro, given a forward model. "Micro" is the second-to-second, sometimes frame-to-frame, business of managing armies of StarCraft units in combat. The difficulty of playing micro is the reason professional (human) StarCraft players often average several hundred mouse-clicks per minute. To an unprepared onlooker good micro play tends to look chaotic, while it is in reality a highly complex affair with certain maneuvers requiring extreme skill.