- 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
- 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
- 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
- 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
- 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. - 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
- 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
- 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
- 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. - 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
- 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
- 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
12 Best URL Shortener to Earn Money
About Us
Gj the gamer is a website where you will get all posts about teach gaming. Here you will get all compressed games
For more information visite to www.youtube.com/Gj the gamer
about our youtube channel
Gj the gamer is a youtube chanel started by the boy name gj his first video was uploaded on 18
september 2017. if you are a games lover please subscribe the you tube Chanel - GJ THE GAMER on this website you will see all new games so follow gjthegamer.blogspot.com and also follow gj the gamer on youtube you will get a new video every week on that you tube channel. GJ IS a odnary boy live in jhaarkhand
if you have any problem please email me on bbee52273@gmail.com
on this website we will upload all types of games
You can also watch our video on youtube
Link Gj the gamer
For more information visite to www.youtube.com/Gj the gamer
about our youtube channel
Gj the gamer is a youtube chanel started by the boy name gj his first video was uploaded on 18
september 2017. if you are a games lover please subscribe the you tube Chanel - GJ THE GAMER on this website you will see all new games so follow gjthegamer.blogspot.com and also follow gj the gamer on youtube you will get a new video every week on that you tube channel. GJ IS a odnary boy live in jhaarkhand
if you have any problem please email me on bbee52273@gmail.com
on this website we will upload all types of games
You can also watch our video on youtube
Link Gj the gamer
Which Games Are Useful For Testing Artificial General Intelligence?
It is very hard to make progress on artificial intelligence without having a good AI problem to work on. And it is impossible to verify that your software is intelligent without testing it on a relevant problem. For those who work on artificial general intelligence, the attempt to make AI that is generally intelligent as opposed to "narrow AI" for specific tasks, it is crucial to have reliable and accurate benchmarks of general intelligence.
I have previously written about why games are ideal as intelligence tests for AI. Here'd I like to go into more depth about what sort of games we would like to use to test AI, specifically AGI (artificial general intelligence). These are the properties I think games used to test AGI should have:
So let's look at how the main game-based AI benchmarks stack up against these criteria.
To begin with, there are a number of game-based AI benchmarks based on individual games. A pretty big number, in fact. The annual IEEE Conference on Computational Intelligence and Games hosts a number of game-based AI competitions, where the software can also be used offline as a benchmark. And of course, classic board games such as Chess, Checkers and Go have long been used as AI benchmarks. An interesting recent addition is Microsoft's Project Malmo, which uses Minecraft as the base for an AI sandbox/benchmark.
But these are all focused on individual games, and therefore not well suited to benchmark general intelligence. Let's talk about general game playing frameworks.
First we have the General Game Playing Competition and its associated software. This competition has been going since 2005, initiated by Michael Genesereth. For the competition, a game description language was developed for encoding the games; this language is a logic programming language similar to Prolog, and allows the definition of in theory any turn-based game with discrete world state. (Initially these games could not have any hidden information, but that restriction has since been overcome with new versions of the language.) In practice, almost all games defined in this language are fairly simple in scope, and could very broadly be described as board games.
To compete in the General Game Playing competition, you submit an agent that can play any game defined in this language. The agents have access to the full game description, and typically a large part of the agent development goes into analyzing the game to find useful ways of playing it. The actual game-playing typically uses MCTS or some closely related algorithm. New games (or variations of old games) are used for each competition, so that competitors cannot tune their AIs to specific games. However, the complexity of developing games in the very verbose game description language limits the number and novelty of these games.
The second entry in our list is the Arcade Learning Environment (ALE). This is a framework built on an emulator of the classic Atari 2600 game console from 1977 (though there are plans to include emulation of other platforms in the future). Marc Bellemare and Michael Bowling developed the first version of this framework in 2012, but opted to not organize a competition based on it. Agents can interface to the ALE framework directly and play any of several dozen games; in principle, any of the several hundred released Atari 2600 games can be adapted to work with the framework. Agents are only given a raw image feed for input, plus the score of the game. To play a game in the ALE framework, your agent therefore has to decipher the screen in some way to find out what all the colorful pixels mean.
Most famously, the ALE framework was used in Google DeepMind's Nature paper from last year where they showed that they could train convolutional deep networks to play many of the classic Atari games. Based only on rewards (score and winning/losing) these neural networks taught themselves to play games as complex as Breakout and Space Invaders. This was undeniably an impressive feat. Figuring out what action to take based only on the screen input is far from a trivial transform, and the analogue to the human visuomotor loop suggests itself. However, each neural network was trained using more than a month of game time, which is clearly more than would be expected of e.g. a human learner to learn to play a single game. It should also be pointed out that the Atari 2600 is a simple machine with only 128 bytes of RAM, typically 2 kilobytes of ROM per game and no random number generator (because it has no system clock). Why does it take so long time to learn to play such simple games?
Also note that the networks trained for each of these games was only capable of playing the specific game it was trained on. To play another game, a new network needs to be trained. In other words, we are not talking about general intelligence here, more like a way of easily creating task-specific narrow AI. Unfortunately the ALE benchmark is mostly used in this way; researchers train on a specific game and test their trained AI's performance on the same game, instead of on some other game. Overfitting, in machine learning terms. As only a fixed number of games are available (and developing new games for the Atari 2600 is anything but a walk in the park) it is very hard to counter this by enforcing that researchers test their agents on new games.
Which brings us to the third and final entry on my list, the General Video Game AI Competition (GVGAI) and its associated software. Let me start by admitting that I am biased when discussing GVGAI. I was part of the group of researchers that defined the structure of the Video Game Description Language (VGDL) that is used in the competition, and I'm also part of the steering committee for the competition. After the original concepts were defined at a Dagstuhl meeting in 2012, the actual implementation of the language and software was done first by Tom Schaul and then mostly by Diego Perez. The actual competition ran for the first year in 2014. A team centered at the University of Essex (but also including members of my group at NYU) now contributes to the software, game library and competition organization.
The basic idea of GVGAI is that agents should always be tested on games they were not developed for. Therefore we develop ten new games each time the competition is run; we currently have a set of 60 public games, and after every competition we release ten new games into the public set. Most of these games are similar to (or directly based on) early eighties-style arcade games, though some are puzzle games and some have more similarities to modern 2D indie games.
In contrast to ALE, an agent developed for the GVGAI framework gets access to the game state in a nicely parsed format, so that it does not need to spend resources understanding the screen capture. It also gets access to a simulator, so it can explore the future consequences of each move. However, in contrast to both ALE and GGP, agents do not currently get any preparation time, but needs to start playing new games immediately. In contrast to GGP, GVGAI bots do also not currently get access to the actual game description - they must explore the dynamics of the game by attempting to play it. This setup advantages different agents than the ALE framework. While the best ALE-playing agents are based on neural networks, the best GVGAI agents tend to be based on MCTS and similar statistical tree search approaches.
The GVGAI competition and framework is very much under active development, and in addition to the planning track of the competition (with the rules described above), there is now a two-player track and a learning track is in the works, where agents get time to adapt to a particular game. We also just ran the level generation track for the first time, where competitors submit level generators rather than game-playing agents, and more tracks are being discussed. Eventually, we want to be able to automatically generate new games for the framework, but this research yet has some way to go.
To sum up, is any of these three frameworks a useful benchmark for artificial general intelligence? Well, let us acknowledge the limitations first. None of them test things skills such as natural language understanding, story comprehension, emotional reasoning etc. However, for the skills they test, I think they each offer something unique. GGP is squarely focused on logical reasoning and planning in a somewhat limited game domain. ALE focuses on perception and to some extent planning in a very different game domain, and benefits from using the original video games developed for human players. I would like to argue that GVGAI tests the broadest range of cognitive skills through having the broadest range of different games, and also the best way of preventing overfitting through the simplicity of creating new games for the framework. But you should maybe take this statement with a pinch of salt as I am clearly biased, being heavily involved in the GVGAI competition. In any case, I think it is fair to say that using any of these frameworks clearly beats working on a single game if you are interested in making progress on AI in general, as opposed to a solution for a particular problem. (But by all means, go on working on the individual games as well - it's a lot of fun.)
I have previously written about why games are ideal as intelligence tests for AI. Here'd I like to go into more depth about what sort of games we would like to use to test AI, specifically AGI (artificial general intelligence). These are the properties I think games used to test AGI should have:
- They should be good games. Well-designed games are more entertaining and/or immersive because they challenge our brains better; according to converging theories from game design, developmental psychology and machine learning the fun in playing largely comes from learning the game while playing. A game that is well-designed for humans is therefore probably a better AI benchmark.
- They should challenge a broad range of cognitive skills. Classical board games largely focus on a rather narrow set of reasoning and planning skills. Video games can challenge a broader set of cognitive skills, including not only reasoning and planning but also e.g. perception, timing, coordination, attention, and even language and social skills.
- * Most importantly, they should not be one game. Developing AI for a single game has limited value for general AI, as it is very easy to "overfit" your solution to particular game by implementing various domain-specific solutions (or, as they're usually called, hacks). In the past, we've seen this development over and over with AI developed for particular games (though occasionally something of great general value appears out of research on a particular game, such as the Monte Carlo Tree Search (MCTS) algorithm being invented to play Go). Therefore it is important that AI agents are tested on many different games as part of the same benchmark. Preferably these would games that the AI developer does not even know about when developing the AI.
So let's look at how the main game-based AI benchmarks stack up against these criteria.
To begin with, there are a number of game-based AI benchmarks based on individual games. A pretty big number, in fact. The annual IEEE Conference on Computational Intelligence and Games hosts a number of game-based AI competitions, where the software can also be used offline as a benchmark. And of course, classic board games such as Chess, Checkers and Go have long been used as AI benchmarks. An interesting recent addition is Microsoft's Project Malmo, which uses Minecraft as the base for an AI sandbox/benchmark.
But these are all focused on individual games, and therefore not well suited to benchmark general intelligence. Let's talk about general game playing frameworks.
General Game Playing Competition
First we have the General Game Playing Competition and its associated software. This competition has been going since 2005, initiated by Michael Genesereth. For the competition, a game description language was developed for encoding the games; this language is a logic programming language similar to Prolog, and allows the definition of in theory any turn-based game with discrete world state. (Initially these games could not have any hidden information, but that restriction has since been overcome with new versions of the language.) In practice, almost all games defined in this language are fairly simple in scope, and could very broadly be described as board games.
To compete in the General Game Playing competition, you submit an agent that can play any game defined in this language. The agents have access to the full game description, and typically a large part of the agent development goes into analyzing the game to find useful ways of playing it. The actual game-playing typically uses MCTS or some closely related algorithm. New games (or variations of old games) are used for each competition, so that competitors cannot tune their AIs to specific games. However, the complexity of developing games in the very verbose game description language limits the number and novelty of these games.
Arcade Learning Environment
The second entry in our list is the Arcade Learning Environment (ALE). This is a framework built on an emulator of the classic Atari 2600 game console from 1977 (though there are plans to include emulation of other platforms in the future). Marc Bellemare and Michael Bowling developed the first version of this framework in 2012, but opted to not organize a competition based on it. Agents can interface to the ALE framework directly and play any of several dozen games; in principle, any of the several hundred released Atari 2600 games can be adapted to work with the framework. Agents are only given a raw image feed for input, plus the score of the game. To play a game in the ALE framework, your agent therefore has to decipher the screen in some way to find out what all the colorful pixels mean.
Three different games in the ALE framework. |
Most famously, the ALE framework was used in Google DeepMind's Nature paper from last year where they showed that they could train convolutional deep networks to play many of the classic Atari games. Based only on rewards (score and winning/losing) these neural networks taught themselves to play games as complex as Breakout and Space Invaders. This was undeniably an impressive feat. Figuring out what action to take based only on the screen input is far from a trivial transform, and the analogue to the human visuomotor loop suggests itself. However, each neural network was trained using more than a month of game time, which is clearly more than would be expected of e.g. a human learner to learn to play a single game. It should also be pointed out that the Atari 2600 is a simple machine with only 128 bytes of RAM, typically 2 kilobytes of ROM per game and no random number generator (because it has no system clock). Why does it take so long time to learn to play such simple games?
Also note that the networks trained for each of these games was only capable of playing the specific game it was trained on. To play another game, a new network needs to be trained. In other words, we are not talking about general intelligence here, more like a way of easily creating task-specific narrow AI. Unfortunately the ALE benchmark is mostly used in this way; researchers train on a specific game and test their trained AI's performance on the same game, instead of on some other game. Overfitting, in machine learning terms. As only a fixed number of games are available (and developing new games for the Atari 2600 is anything but a walk in the park) it is very hard to counter this by enforcing that researchers test their agents on new games.
General Video Game AI Competition
Which brings us to the third and final entry on my list, the General Video Game AI Competition (GVGAI) and its associated software. Let me start by admitting that I am biased when discussing GVGAI. I was part of the group of researchers that defined the structure of the Video Game Description Language (VGDL) that is used in the competition, and I'm also part of the steering committee for the competition. After the original concepts were defined at a Dagstuhl meeting in 2012, the actual implementation of the language and software was done first by Tom Schaul and then mostly by Diego Perez. The actual competition ran for the first year in 2014. A team centered at the University of Essex (but also including members of my group at NYU) now contributes to the software, game library and competition organization.
The "Freeway" game in the GVGAI framework. |
The basic idea of GVGAI is that agents should always be tested on games they were not developed for. Therefore we develop ten new games each time the competition is run; we currently have a set of 60 public games, and after every competition we release ten new games into the public set. Most of these games are similar to (or directly based on) early eighties-style arcade games, though some are puzzle games and some have more similarities to modern 2D indie games.
In contrast to ALE, an agent developed for the GVGAI framework gets access to the game state in a nicely parsed format, so that it does not need to spend resources understanding the screen capture. It also gets access to a simulator, so it can explore the future consequences of each move. However, in contrast to both ALE and GGP, agents do not currently get any preparation time, but needs to start playing new games immediately. In contrast to GGP, GVGAI bots do also not currently get access to the actual game description - they must explore the dynamics of the game by attempting to play it. This setup advantages different agents than the ALE framework. While the best ALE-playing agents are based on neural networks, the best GVGAI agents tend to be based on MCTS and similar statistical tree search approaches.
The game "Run" in GVGAI. |
The GVGAI competition and framework is very much under active development, and in addition to the planning track of the competition (with the rules described above), there is now a two-player track and a learning track is in the works, where agents get time to adapt to a particular game. We also just ran the level generation track for the first time, where competitors submit level generators rather than game-playing agents, and more tracks are being discussed. Eventually, we want to be able to automatically generate new games for the framework, but this research yet has some way to go.
To sum up, is any of these three frameworks a useful benchmark for artificial general intelligence? Well, let us acknowledge the limitations first. None of them test things skills such as natural language understanding, story comprehension, emotional reasoning etc. However, for the skills they test, I think they each offer something unique. GGP is squarely focused on logical reasoning and planning in a somewhat limited game domain. ALE focuses on perception and to some extent planning in a very different game domain, and benefits from using the original video games developed for human players. I would like to argue that GVGAI tests the broadest range of cognitive skills through having the broadest range of different games, and also the best way of preventing overfitting through the simplicity of creating new games for the framework. But you should maybe take this statement with a pinch of salt as I am clearly biased, being heavily involved in the GVGAI competition. In any case, I think it is fair to say that using any of these frameworks clearly beats working on a single game if you are interested in making progress on AI in general, as opposed to a solution for a particular problem. (But by all means, go on working on the individual games as well - it's a lot of fun.)
Post-Octopalypse Week 2 WIP! It's TNT Time!
All right, I promised you some Tribal action this week, and here they are! I didn't get as far a playing a game with them last night, but they are ready! There are a couple late editions that are not as far as the rest, and there are a few more I am hoping to start in case of casualties, but there will be no gray primitives on this field. Or, white, I guess, since a lot of them are Bones models. Don't worry; you'll get a better introduction when they are all done.
I know that "Tribal" can mean a lot of different things, but when I was growing up on the East Coast of the US, that always meant Native American (actually, at the time, it meant American Indian, but, you know, PC changes...) Anyways, I really wanted to at least allude to a Native American style. So, I stuck mainly with models that could be reasonably wearing leather or bone. Yes, it's post-apoc, and they are wearing whatever they can find, but more or less that was the plan. I looked up naturally occurring dyes in the US, and a large percentage of them are reds, oranges, and yellows, so I used a lot of those, and variations of browns for different leathers. And, naturally, the metals are mostly silver and copper, because you always see them in Native American jewelry (modern, at least). And, of course, a pinch of turquoise.
So, this is as far as I've gotten for now. Nobody's finished, but there's a lot of base coat going on. No, you know nobody's finished, because there's no war paint. Of course I'm doing war paint. I mean, come on. War paint.
More next week!
More next week!
Surprise, Baby: It's YouTube Rewind 2018!
In 2018, you danced your heart out to Drake, yodeled in Walmart, and played a lot of Fortnite. As we prepare to head into 2019, it's time for our annual look back at the year that was in video and the trends that you made possible.
This year was marked by surprising celebrity moments. In February, Kylie Jenner surprised the world with "To Our Daughter," an 11-minute film detailing her pregnancy and the birth of baby Stormi, which was watched over 53 million times on its way to becoming YouTube's global #1 Top Trending Video of 2018. Will Smith vlogged all over the world. Oh, and he also jumped out of a helicopter over the Grand Canyon on a dare. Rihanna started her own "Tutorial Tuesdays" makeup series. And, of course, Beyoncé's livestream from Coachella took #Beychella worldwide.
Emerging and well-known YouTube stars also showed up in a big way in the year's "Top Trending Videos" list. Liza and David shared the news of their breakup through tears and laughter, the guys from Dude Perfect somehow perfectly tossed bread into a toaster, and AsapSCIENCE once again solved the Internet's latest mystery. (Seriously, is it "Yanny" or "Laurel"?) India comedy sensation Amit Bhadana amassed an astounding 11 million subscribers in just one year and Lâm Chấn Khang's two-hour musical comedy set in the criminal underworld amassed more than 60 million views.
With more than 673 million collective views, these were the moments that had you watching, commenting and sharing in 2018:
Following the success of last year's monster hit "Despacito," Latin Music has continued to explode on YouTube. in 2018. In fact, eight of the ten most-watched music videos over the past year were by Latin artists.
It's also time for our annual Rewind mashup video. But rather than trying to sum up 2018's biggest memes, personalities, and hit videos ourselves, we tried something different this time around. We asked some of YouTube's biggest names to tell us what they wanted to see if they controlled Rewind.
Check out the full video below and head over to our Rewind site to get to know the creators and artists who shaped popular culture in 2018.
Kevin Allocca, Head of Culture & Trends, and the YouTube Rewind team, recently watched "YouTube Rewind 2018: Everyone Controls Rewind."
This year was marked by surprising celebrity moments. In February, Kylie Jenner surprised the world with "To Our Daughter," an 11-minute film detailing her pregnancy and the birth of baby Stormi, which was watched over 53 million times on its way to becoming YouTube's global #1 Top Trending Video of 2018. Will Smith vlogged all over the world. Oh, and he also jumped out of a helicopter over the Grand Canyon on a dare. Rihanna started her own "Tutorial Tuesdays" makeup series. And, of course, Beyoncé's livestream from Coachella took #Beychella worldwide.
Emerging and well-known YouTube stars also showed up in a big way in the year's "Top Trending Videos" list. Liza and David shared the news of their breakup through tears and laughter, the guys from Dude Perfect somehow perfectly tossed bread into a toaster, and AsapSCIENCE once again solved the Internet's latest mystery. (Seriously, is it "Yanny" or "Laurel"?) India comedy sensation Amit Bhadana amassed an astounding 11 million subscribers in just one year and Lâm Chấn Khang's two-hour musical comedy set in the criminal underworld amassed more than 60 million views.
With more than 673 million collective views, these were the moments that had you watching, commenting and sharing in 2018:
Top Trending Videos
- To Our Daughter
- Real Life Trick Shots 2 | Dude Perfect
- we broke up
- Walmart yodeling kid
- Do You Hear "Yanny" or "Laurel"? (SOLVED with SCIENCE)
- Portugal v Spain - 2018 FIFA World Cup Russia™ - MATCH 3
- Build Swimming Pool Around Underground House
- Cobra Kai Ep 1 - "Ace Degenerate" - The Karate Kid Saga Continues
- Behan Bhai Ki School Life - Amit Bhadana
- NGƯỜI TRONG GIANG HỒ PHẦN 6 | L M CHẤN KHANG | FULL 4K | TRUYỀN NH N QUAN NHỊ CA | PHIM CA NHẠC 2018
Following the success of last year's monster hit "Despacito," Latin Music has continued to explode on YouTube. in 2018. In fact, eight of the ten most-watched music videos over the past year were by Latin artists.
- Te Bote Remix - Casper, Nio García, Darell, Nicky Jam, Bad Bunny, Ozuna | Video Oficial
- Nicky Jam x J. Balvin - X (EQUIS) | Video Oficial | Prod. Afro Bros & Jeon
- Maroon 5 - Girls Like You ft. Cardi B
- Daddy Yankee | Dura (Video Oficial)
- Ozuna x Romeo Santos - El Farsante (Remix) (Video Oficial)
- Becky G, Natti Natasha - Sin Pijama (Video Oficial)
- El Chombo - Dame Tu Cosita feat. Cutty Ranks (Official Video) [Ultra Music]
- Drake - God's Plan
- Reik - Me Niego ft. Ozuna, Wisin (Video Oficial)
- Vaina Loca - Ozuna x Manuel Turizo (Video Oficial)
It's also time for our annual Rewind mashup video. But rather than trying to sum up 2018's biggest memes, personalities, and hit videos ourselves, we tried something different this time around. We asked some of YouTube's biggest names to tell us what they wanted to see if they controlled Rewind.
Check out the full video below and head over to our Rewind site to get to know the creators and artists who shaped popular culture in 2018.
Kevin Allocca, Head of Culture & Trends, and the YouTube Rewind team, recently watched "YouTube Rewind 2018: Everyone Controls Rewind."
Dragon Ball FighterZ Free Download
Dragon Ball FighterZ Free Download
Dragon Ball FighterZ Free Download PC Game setup in single direct link for Windows. It is an amazing action game.
Dragon Ball FighterZ PC Game 2018 Overview
Coming back to the roots of the DRAGON BALL Z series, Goku is now ready to unleash his fearsome techniques, born from the combination of Saiyan DNA and earthling martial arts!
Features of Dragon Ball FighterZ
Following are the main features of Dragon Ball FighterZ that you will be able to experience after the first install on your Operating System.
- Goku as a new playable character
- 5 alternative colors for his outfit
- Goku Lobby Avatar
- Goku Z Stamp
- Got high resolution textures.
- Got awesome visuals.
System Requirements of Dragon Ball FighterZ
Before you start Dragon Ball FighterZ Free Download make sure your PC meets minimum system requirements.
- Tested on Windows 7 64-Bit
- Operating System: Windows Vista/7/8/8.1/10
- CPU: AMD FX-4350, 4.2 GHz / Intel Core i5-3470, 3.20 GHz
- RAM: 4GB
- Setup Size: 2.4GB
- Hard Disk Space: 6GB
Dragon Ball FighterZ Free Download
Click on the below button to start Dragon Ball FighterZ. It is full and complete game. Just download and start playing it. We have provided direct link full setup of the game.
Size: 2.4 GB
Price:Free
Virus status: scanned by Avast security
NEW WWE 2K18 PPSSPP GAME ON ANDROID | MOD FOR FREE
NEW WWE 2K18 PPSSPP GAME
DOWNLOAD ALL 2 FILES (PSP FOLDER AND ISO) TWO LINKS ARE PROVIDED SO, CHOOSE ANY ONE LINK. YOU MUST DOWNLOAD BOTH FILES FOR SURE.
STEPS:
1. After Downloading Both The Files Download PPSSPP And ZArchiever Apps From PlayStore.
2. Open ZArchiever And Extract The ISO Zip File.
3. Now Copy The PSP Folder That You've Downloaded To InternalStorage.
4. Now Open PPSSPP And Go To Extracted Location And Open The Game.
5. Now You're Ready.
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Watch Video Tutorial: YouTube
The $1,000 Gaming PC Build | JULY 2017
The $1,000 Gaming PC Build | JULY 2017
The $1000 gaming pc build for July 2017 is for those who want to game at 1080p into 2K resolutions for under $1000. This pc build is the "mid-range" build, as it does sit nicely below the budget and high-end builds in this article, but don't let that deceive you. This PC build that will probably cover most of any average gamers needs.Capability: Game with Extreme settings at 1920X1080 resolutions up to Higher Settings at 2560x1440 (2K)
Interested in another pc build?
- July 2017 $1500 pc build
- July 2017 $800 pc build
- July 2017 $600 pc buildhttp://gaming-pc-builds.blogspot.ca/2017/06/the-600-gaming-pc-build-july-2017.html
Hardware Link | Price | Image | |
---|---|---|---|
Estimated Price: | $1004 (July 2017) | ||
Processor | Intel i5 7600K 7th Gen Core Desktop Processors | $239.99 | |
Cooler | Cooler Master Hyper 212 EVO - CPU Cooler with 120mm PWM Fan (RR-212E-20PK-R2) | $29.99 | |
Motherboard | $139.99 | ||
Graphics Card | GeForce GTX 1060 *purchase from nvidia.com | $299.99 | |
RAM | $64.99 | ||
SSD | $94.97 | ||
Power Supply | EVGA SuperNOVA 650 G1 80+ GOLD, 650W Continuous Power, Fully Modular 10 Year Warranty Power Supply 120-G1-0650-XR | $74.99 | |
Computer Case | $59.99 |
TOY FAIR 2012: Show-exclusive Skylander: Cynder Metallic (Activision)
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