miércoles, 23 de septiembre de 2020

Riders Of The Pony Express - Current Status And New Ideas

Back in August I had found an old strategy article I'd been looking for, which applied directly to one of my game designs, but I didn't revisit the game itself at the time.

The other day I posted about a playtest session in which I took that old prototype off the back burner and got it to the table: Riders of the Pony Express (BGG link - looks like I ought to edit that description a little bit!).

As I mentioned in the August post, I have experienced an issue, mostly with the 5-player game. And as I mentioned in the playtest report post, I found a hand-written rules edit that I don't remember every trying before, which may solve the 5p problem for me as well, at least in the blind bid version of the game (the one which is the most gamer-y, and which I will probably stick with):
The winner of the bid must leave their winning bid card face up on the table, it is not available to them for the rest of the round.
That's it! It's so simple, and it made for some very interesting bidding dynamics all around.

With respect to the 5p problem I outlined in the August post, I had showed some math which explained why winning each bid for the minimum of $3 was fairly dominant -- you would get $24 while each opponent would get only $14. Sure, you would have to spend more traveling, and you would get a lower bonus upon returning to the post office, but even if that did kind of even things out, it isn't fun for the other players to just go through the motions of riding across the board while you visit town after town to deliver all your parcels.

In the comments on that post, I posited two solutions which could change the math, evening up the amount of money you would get compared to each opponent if you won all the bids at $3: upping the total amount from $10 to $15 in a 5p game, or allowing a minimum bid of $2 instead of $3. Neither of these really solve the problem, they just punish the player who does the annoying thing. That's a sort of "soft" solution, in that players who are trying to win probably won't do something so bad, therefore the game won't be ruined. However, the reality is that, whether they want to or not, players don't always "play to win" as much as you might think. This is especially true in the case that they haven't played before, or fully analyzed the costs of delivering.

This new solution of leaving the winning bid card face up DOES solve the problem, because it means you simply CAN'T bid $3 on every auction! If players really think that bidding the minimum is the way to go, then at least the parcels will be spread around between the players. And savvy players may start to realize they can do better if they bid higher (though if a different non-savvy player does undercut them every time, it might not be very fun, even if they do win).

I'll note also that the current rules give each player a mandatory parcel to deliver. This may be thematically awkward, but it means everyone is going SOMEWHERE each round, making certain other parcels "on the way."

Things to try in the next test
As I mentioned in the last post, I had a hard time finding something I thought really needed changing. Here are a few changes I'll try for the next playtest:
* Increase value of Bears from +2 to +3. This should make them more distinct from Bandits, and will make the Shotgun item more valuable (currently it is probably not really valuable enough)
* Deal round 1 mandatory parcels face up instead of face down, to see if that makes the auction phase any more interesting (it might actually be worse, but it's worth a try!)
* Instead of dealing mandatory parcels for rounds 2 and 3, layout N+1 face up and let players take one when they arrive at the post office (so drafting them in the order they finish the round).
* Treat the mandatory parcel just like the ones obtained by auction - keep it face up and you're required to deliver it that round

Currently the mandatory parcels are face down, they take up space in your inventory, and they aren't required to be delivered until the end of the game, while face-up parcels obtained in the auction phase are required to be delivered that round, but they don't take up your inventory space. Here's a quote from a previous post when I implemented it:

One issue that's come up in the past is the face down parcel cards. Some players feel they "force" a certain path, and I can see that... so I tried a change. Face down parcels aren't from your boss, they're like side jobs. You're not REQUIRED to deliver them each round, but they take up space in your inventory. I made player boards to help show this - you have room for 1 face down card and 4 items (expanded from 3), and if you don't deliver your 1st face down card, then the next one takes up 2 of your item slots (this is obvious graphically). Currently I'm saying that you have to deliver them by the end of the game, but another option is to simply apply a penalty if you don't (so if it's more expensive to deliver than to take the penalty, maybe you just take the penalty).

But you do get the mandatory parcel before having to claim other parcels, and now maybe you'll have chosen it (per tweak listed above), so maybe it'll be fine to treat them the same as the parcels you get in the auctions. I could do with more elegant rules here, so maybe all parcels should just be face up, required to deliver that round.

* Treat each hazard and each town as a space, and let players move from space to space, rather than from town to town. One of my players thought this would be way more intuitive, and it does have the advantage that if 2 players arrive at the same town at about the same time, the one that fiddles around less (spends less time acting int he town) will leave first, irrespective of turn order.

Originally, I had players moving from town to town. Here's another quote from a previous post about why I changed that:
to better represent what's going on (and to make fair races between players), I specified that you don't move from town to town - you move from town to hazard tile, then on your next turn you arrive in the town, discard any parcels, pick up an item if you like, and then move to the next hazard.
So now you basically move from hazard to hazard, and do some stuff in a town as yo pass through. Though it has't bothered me at all, it IS a little weird. So I'll try alternating (move from hazard to town, town to hazard, etc). I thought it might be odd to have twice as many turns, where half of them are 0-1 time cost. When paying 0 time, do you just go again right away? If that's the case more often than not, then why make it a separate turn? But maybe I should make town turns a little more costly -- like you spend 1 time for each thing you do, minimum 1. So like, you had to rest or change out your horse at the very least (1 time), and if you go around making deliveries or shopping for items, it'll cost you more time.

So for a hazard space you spend the listed amount, plus hazard modifier, minus item modifiers (minimum 1). And for a town space you spend 1, plus 1 for each delivery you make, and for at most 1 item you pick up. Which means you could spend 1, 2, 3, even 4 time in a town (in fact, I think it could theoretically max out at 5 if you have both parcels and a package item to deliver, and if you pick up an item).

This change will make longer, more circuitous routes quite a bit more expensive, which might have the side effect of encouraging players to bid higher on parcels, or more often say "no thanks" and let the auctioneer take the parcel. I'd like that to be something that can happen if you choose wisely and want it to, or choose poorly and get stuck with it, but hopefully not too often because things are just too expensive! I'll have to see if that goes too far.

martes, 22 de septiembre de 2020

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gta 3 minimum reqirments2 gb ram1 tb hardiskintel pentunium processorwindow 7.8.xp only                                      (plese downlod winrar software to wotk )                                                     (also downlod direct x)                                                      (plese disable antivirus)the game is given by ayush anand  and sponserd by y.yada gamerGrand Theft Auto III is an action-adventure video game developed by DMA Design and published by Rockstar Games. It was released in October 2001 for the PlayStation 2, in May 2002 for Microsoft Windows, and in October 2003 for the Xbox. A remastered version of the game was released on mobile platforms in 2011, for the game's tenth anniversary. It is the fifth title in the Grand Theft Auto series, and the first main entry since 1999's Grand Theft Auto 2. Set within the fictional Liberty City, based on New York City, the game follows Claude after he is left for dead and quickly becomes entangled in a world of gangs, crime and corruption.The game is played from a third-person perspective and its world is navigated on foot or by vehicle. The open world design lets players freely roam Liberty City, consisting of three main islands. Development was shared between DMA Design, based in Edinburgh and Rockstar, in New York City. Much of the development work constituted transforming popular series elements into a fully 3D world. The game was delayed following the September 11 attacks, to allow the team to change references and gameplay deemed inappropriate.Upon release, the game received critical acclaim, with praise particularly directed at its concept and gameplay. However, the game also generated controversy, with criticism directed at the depiction of violence and sexual content. Grand Theft Auto III became the best-selling video game of 2001, and has sold over 14.5 million copies since. Considered one of the most significant titles of the sixth generation of video games, and by many critics as one of the greatest video games of all time, it won year-end accolades, including Game of the Year awards from several gaming publications. Since its release, it has received numerous ports to many gaming platforms. Its successor, Grand Theft Auto: Vice City, was released in October 2002.



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sábado, 12 de septiembre de 2020

A Fresh-faced Warmaster Army

I finished the leather on the dwarves this week, man did that suck. There's just a bunch of tiny leather details everywhere. Anyway, the base-coat for the flesh is down now so it's that and the hair, plus decals and basing.

Warmaster Dwarves Warmaster Dwarf Command Warmaster Dwarf General

It's unlikely that I'll get to these before Fall In! but they're playable at least.

Warmaster Dwarf Artillery Warmaster Dwarf Butts Warmaster Dwarf Thunderer Hero Warmaster Dwarf Anvil of Doom (+2)

Tech Book Face Off: Programming Elixir ≥ 1.6 Vs. Metaprogramming Elixir

Since I wasn't quite satisfied with the first Elixir book I read, and I wanted to learn more about this rich, complex programming language, I selected a couple more books to help me explore the more advanced aspects of Elixir. The first selection, Programming Elixir ≥ 1.6 by Dave Thomas, promises to cover all of the major parts of Elixir with a clean, well-written book from the coauthor of the excellent The Pragmatic Programmer. The second selection, Metaprogramming Elixir by Chris McCord, focuses on the ways that a programmer can write code to write code in Elixir, always a fascinating endeavor. Both of these books are again by The Pragmatic Programmers publishing company, since I've been mostly pleased with the books they put out. I might just have another of their books waiting in the wings for a review later this year, but let's take a look at how these two Elixir books stack up.

Programming Elixir ≥ 1.6 front coverVS.Metaprogramming Elixir front cover

Programming Elixir ≥ 1.6

This book is pretty much exactly what I expected it to be. Dave Thomas is an excellent writer who is able to explain difficult programming language concepts with an ease and fluidity that is a joy to read. His writing speaks in a way that feels entirely natural, and he gives the distinct impression of a father explaining how things work to his kids. That's a compliment; I don't mean that he lectures in a patronizing way. I mean that it's comfortable and completely understandable in the same way that your dad showing how to change the tires on a car or how to throw a baseball would be. He's good at it, and his writing flows off the page and into my head almost effortlessly.

At the same time that this book is easy to understand, the explanations are concise because Thomas has a lot to cover while keeping his promise of not making the book as long as his Programming Ruby book. He jumps right in with chapters on pattern matching and immutability, two of the main features of Elixir that will be used constantly when programming in it. Then he runs through the basics of the base types and operators in Elixir, as well as anonymous and named functions.

Next, lists and recursion are introduced together since they are inseparable in a functional language, followed by the rest of the compound data types: maps, keyword lists, sets, structs, strings, and binaries. Thomas really brought out the mystique of using lists and recursion here:
At this point, part of your brain is telling you to go read today's XKCD—this list stuff can't be useful. Ignore that small voice, just for a second. We're about to do something magical.
He goes on to show how easily values can be pulled out of lists using pattern matching, and things progress from there. The main way to process these compound data types with the Enum and Stream modules is covered at this point in the book, and other control flow structures were put off until after the more important declarative programming methods were covered. While if, cond, and case structures are still used in Elixir, they're just not as important as pattern matching and multi-headed functions.

With most of the syntax and basic features of Elixir out of the way, we're ready to tackle a non-trivial example project, so Thomas takes us through building a little application that accesses GitHub and builds a table of code repository issues for a given URL. It's a nice project to show off most of what we've learned so far before heading into the more advanced Elixir features. The more advanced features being concurrent programming with multiple processes, OTA, tasks, and agents. This was the stuff that was missing from Learn Functional Programming with Elixir, and it was covered well here. Normally, processes are a heavy-handed solution to the concurrent programming problem, but Thomas explains why Elixir is different:
[T]he cool thing about Elixir is that you write your code using lots and lots of processes, and each process has its own heap. The data in your application is divvied up between these processes, so each individual heap is much, much smaller than would have been the case if all the data had been in a single heap. As a result, garbage collection runs faster. If a process terminates before its heap becomes full, all its data is discarded—no garbage collection is required.
There's an incredible amount of power in the concurrent programming features of Elixir built on the solid foundation of the Erlang VM, and Thomas does a great job of explaining how each of them work and why you would choose to use OTA or agents or tasks in different situations.

The last few chapters of the book go into metaprogramming with macros, behaviors, protocols, and writing your own sigils. The one thing I thought suffered a little in this part was the examples. Throughout the book most of the examples were short and sweet, simply to show the syntax and how working code would be written with the newly introduced features, but with metaprogramming it's hard to understand exactly why you would want to use it if the examples are too simple and useless. To get a good understanding of when and why you would use metaprogramming requires a motivated example that shows how some tedious, verbose, ugly code can be transformed into a succinct, dynamic, beautiful piece of code that writes code. That type of example was missing from the metaprogramming section.

Setting aside that one complaint, this book was an excellent overview of Elixir from the basics of the language to the advanced concurrent programming features that make it such a compelling language for modern multi-core processors. If you need to learn Elixir well enough to start writing solid concurrent applications, or even are just curious about an entirely different and powerful way to program, Programming Elixir ≥ 1.6 is definitely worth checking out.

Metaprogramming Elixir

Whereas Programming Elixir ≥ 1.6 was a general tour of Elixir, this book focused on one specific feature of Elixir: metaprogramming. Luckily, this is the feature that was least well described in Programming Elixir ≥ 1.6, so having an entire book on it proves quite helpful. Metaprogramming Elixir is also a relatively short book, clocking in at just over 100 pages of real material, and it was a quick read.

What made the read even quicker was the fact that most of the coding examples were repeated within and between chapters, resulting in a few core examples that were extended multiple times with different metaprogramming features. This method worked great for instruction, since later examples were immediately familiar, even though it tended to pad the page count of the book. If not for the repetition, this book could have been 70 pages or less.

That's not to say it's a bad thing that the book is so short and contains a fair amount of repetition. I found the explanations to be extremely clear and easy to read. The code examples were well thought out and served their purpose in showing how to use all of the metaprogramming features, as good examples should do. Everything fit together nicely, and the chapters had a smooth flow, developing from basic macros into an advanced DSL example.

This development is split into six chapters, starting with an introduction to Elixir macros and the abstract syntax tree (AST). Similar to Lisps, Elixir code is represented as an AST that is accessible at compile time, and it can be easily changed and added to while compiling. With this power comes the tendency to over-engineer, and McCord offers up some clear warnings about overusing it:
It's easy to get caught in our own web of code generation, and many have been bitten by reckless complexity. When taken too far, macros can make programs difficult to debug and reason about. There should always be a clear advantage when we attack problems with metaprogramming. In many cases, standard function definitions are a superior choice if code generation is not required.
These warnings are sprinkled throughout the book for the various metaprogramming features. Each feature gives the programmer more power to change code at will, but at the risk of making the code an opaque, untestable maintenance nightmare. The judicious use of metaprogramming can neatly solve otherwise tedious problems, but it should only be used when necessary.

Chapter 2 gets into how nearly all of Elixir can be changed and extended with metaprogramming. The core of the language is quite small, and most of the language that's used is implemented with macros already, even the basic if expression. The example in this chapter shows how easy it is to create a unit test library using macros, and McCord takes the opportunity to discuss some metaprogramming best practices:
This [example] also highlights an effective approach to macros, where the goal is to generate as little code as possible within the caller's context. By proxying to an outside function, we keep the code generation as straightforward as possible. As you'll see later, this approach is pivotal to writing maintainable macros.
It also makes it much easier to test the macros, since most of the code will be contained in functions that you can call from tests and see what's going on, instead of trying to posit what all of the generated code looks like.

Chapter 3 shows how to use macros to generate code from data, both through reading from a file and from a web API. Not only is this ability slick as hell, it's highly performant because the code is generated only once at compile time and then during runtime it's all internal function calls—no latency-ridden I/O. The benefits of this approach cannot be emphasized enough:
Let sink in for a moment what we just accomplished in 20 lines of code. We hit a remote JSON API over the Internet and embedded the data directly into a module as functions. The API call only happens a single time when the module is compiled. At runtime, we have the GitHub data cached directly within function definitions. While just a fun example, it really shows how Elixir lends itself to extension.
The next few chapters round out the book, with chapter 4 focusing on how to test macros, followed by an extended example of writing a DSL to generate HTML code directly from Elixir syntax instead of parsing a template language, and finishing with a short chapter on some final tips, tricks, and warnings on metaprogramming in Elixir.

Metaprogramming Elixir was at the same time complete and accessible. It was short and sweet, and an excellent companion to Programming Elixir ≥ 1.6. It filled in the only real gap in the latter book, and helps give a real appreciation for one of Elixir's best features. Along with pattern matching, immutable functions, and rock-solid concurrent programming, metaprogramming makes Elixir a fascination language for a whole host of modern day back-end programming. These two books will help you get up to speed with this powerful language, and let you have some fun with that new-found power.

viernes, 4 de septiembre de 2020

People Behind The Meeples - Episode 241: Hameed Moore

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Hameed Moore
Email:mooregames19@gmail.com
Location:Norway
Day Job:Student
Designing:Two to five years.
Facebook:Moore Games LLC
Twitter:@MooreGamesLLC
Instagram:@MooreGamesLLC
Other:UnPub 9
Today's Interview is with:

Hameed Moore
Interviewed on: 7/16/2020

This week's interview is with Hameed Moore, a designer working on his first game that will be making its way to Kickstarter this October. So keep your eye out for Vendarla, and read on to learn more about Hameed and his other projects.

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
From new Lego designs to fantasy RPGs, I've always had a passion for designing stuff ever since I was kid. I really enjoy history and fantasy subjects and tabletop design gives me that platform to bring those subjects to life in a format of a game.

What game or games are you currently working on?
Press your luck (Vendarla), Worker placement, Co-op deck builder

Have you designed any games that have been published?
Not yet

What is your day job?
Student

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
In a house

Who do you normally game with?
Wife, family, and friends

If you were to invite a few friends together for game night tonight, what games would you play?
If we have 7 people then 7 Wonders always! Less than 7, Orleans, Valeria Card/Villages, Mansions of Madness, Dice Forge, Terraforming Mars

And what snacks would you eat?
Chips and nuts

Do you like to have music playing while you play games? If so, what kind?
It depends on the theme of the game. If I was playing a civilization themed game then I would play music from a civilization soundtrack.

What's your favorite FLGS?
Games Unlimited in Pittsburgh, PA and Outland in Bergen Norway

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
My favorite is 7 Wonders, Least favorite but still enjoy Dwarven Smithy, and worst game is Quests of Valeria

What is your favorite game mechanic? How about your least favorite?
Favorite is worker placement. Least is trick taking

What's your favorite game that you just can't ever seem to get to the table?
I don't have that problem but if I have to pick one it would be Through the Ages.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
Yes

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Mechanics first then the theme.

Have you ever entered or won a game design competition?
No

Do you have a current favorite game designer or idol?
No

Where or when or how do you get your inspiration or come up with your best ideas?
From ancient history and fantasy works

How do you go about playtesting your games?
I set up private game nights for a selected group. Eventually I will take my prototype to any board game meetup events to find new testers.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
With a team, my wife is a UX designer so she helps me with some ideas and all of the design layout.

What do you feel is your biggest challenge as a game designer?
Marketing your game.

If you could design a game within any IP, what would it be?
I would like to design a board game similar to World of Warcraft.

What do you wish someone had told you a long time ago about designing games?
How to market your games through social media and other platforms.

What advice would you like to share about designing games?
Have fun and be open-minded to people's comments about your game.

Would you like to tell my readers what games you're working on and how far along they are?
I'm planning to crowdfund: Vendarla - a competitive press your luck resource management game.
Games I feel are in the final development and tweaking stage are: Vendarla
Games that I'm playtesting are: Worker placement city building game
Games that are in the early stages of development and beta testing are: Co-op deck builder adventure game
And games that are still in the very early idea phase are: Civilization style game

Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Yes, Board Game Reviewers & Media, BG Design Lab Community, BG Geek Crowdfunding Group, BG Revolution Community, BGG

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars, Coke-zero, VHS

What hobbies do you have besides tabletop games?
Reading, PC gaming, traveling, and hiking

What is something you learned in the last week?
Getting people to subscribe to a newsletter early on in the process is really important.

Favorite type of music? Books? Movies?
Favorite type of music - Classical Favorite type of books - Ancient history, medieval history, science-fiction/fantasy Favorite type of Movies - Historical, action, comedies, science-fiction/fantasy, romantic comedies

What was the last book you read?
Lords of the North by Bernard Cornwell

Do you play any musical instruments?
No

Tell us something about yourself that you think might surprise people.
I can be shy at first

Tell us about something crazy that you once did.
Attended a random person's graduation party with some friends.

Biggest accident that turned out awesome?
Can't think of anything

Who is your idol?
Roman Emperor Aurelian

What would you do if you had a time machine?
Visit the Roman Empire during its Pax Romana

Are you an extrovert or introvert?
Introvert until I get to know the people

If you could be any superhero, which one would you be?
Silver Surfer

Have any pets?
No

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
I hope we can find a way to stop the next asteroid from hitting Earth. Board games will survive because we have been playing board games since the times of the ancient Egyptians and Sumerians.

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

Game on!! I plan on launching the Kickstarter campaign for Vendarla in October 2020.




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

lunes, 31 de agosto de 2020

APPLE IPHONE X FACE ID CAN BE HACKED WITH SILICON MASK

Just a week after Apple released its brand new iPhone X on November 3, a team of researchers has claimed to successfully hack Apple's Face ID facial recognition technology with a mask that costs less than $150. They said Apple iPhone x face id can be hacked with silicon mask easily.

apple iPhone x face id hacked
Yes, Apple's "ultra-secure" Face ID security for the iPhone X is not as secure as the company claimed during its launch event in September this year.

"Apple engineering teams have even gone and worked with professional mask makers and makeup artists in Hollywood to protect against these attempts to beat Face ID," Apple's senior VP of worldwide marketing Phil Schiller said about Face ID system during the event.

"These are actual masks used by the engineering team to train the neural network to protect against them in Face ID."

However, the bad news is that researchers from Vietnamese cybersecurity firm Bkav were able to unlock the iPhone X using a mask.

Yes, Bkav researchers have a better option than holding it up to your face while you sleep. Bkav researchers re-created the owner's face through a combination of 3D printed mask, makeup, and 2D images with some "special processing done on the cheeks and around the face, where there are large skin areas" and the nose is created from silicone.

The researchers have also published a proof-of-concept video, showing the brand-new iPhone X first being unlocked using the specially constructed mask, and then using the Bkav researcher's face, in just one go.

"Many people in the world have tried different kinds of masks but all failed. It is because we understand how AI of Face ID works and how to bypass it," an FAQ on the Bkav website said.

"You can try it out with your own iPhone X, the phone shall recognize you even when you cover a half of your face. It means the recognition mechanism is not as strict as you think, Apple seems to rely too much on Face ID's AI. We just need a half face to create the mask. It was even simpler than we ourselves had thought."

Researchers explain that their "proof-of-concept" demo took about five days after they got iPhone X on November 5th. They also said the demo was performed against one of their team member's face without training iPhone X to recognize any components of the mask.

"We used a popular 3D printer. The nose was made by a handmade artist. We use 2D printing for other parts (similar to how we tricked Face Recognition 9 years ago). The skin was also hand-made to trick Apple's AI," the firm said.

The security firm said it cost the company around $150 for parts (which did not include a 3D printer), though it did not specify how many attempts its researchers took them to bypass the security of Apple's Face ID.

It should be noted that creating such a mask to unlock someone's iPhone is a time-consuming process and it is not possible to hack into a random person's iPhone.

However, if you prefer privacy and security over convenience, we highly recommend you to use a passcode instead of fingerprint or Face ID to unlock your phone.

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domingo, 30 de agosto de 2020

Zirikatu Tool - Fud Payload Generator Script

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