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The TrueSkill ranking system is a skill based ranking system for Xbox Live developed at Microsoft Research. The purpose of a ranking system is to both identify and track the skills of gamers in a game (mode) in order to be able to match them into competitive matches. TrueSkill has been used to rank and match players in many different games, from Halo 3 to Forza Motorsport 7.
An improved version of the TrueSkill ranking system, named TrueSkill 2, launched with Gears of War 4 and was later incorporated into Halo 5.
The classic TrueSkill ranking system only uses the final standings of all teams in a match in order to update the skill estimates (ranks) of all players in the match. The TrueSkill 2 ranking system also uses the individual scores of players in order to weight the contribution of each player to each team. As a result, TrueSkill 2 is much faster at figuring out the skill of a new player.
So, what is so special about the TrueSkill ranking system? Compared to the Elo rating system, the biggest difference is that in the TrueSkill ranking system skill is characterized by two numbers:
The ranking system maintains a belief in every gamer's skill using these two numbers. If the uncertainty is still high, the ranking system does not yet know exactly the skill of the gamer. In contrast, if the uncertainty is small, the ranking system has a strong belief that the skill of the gamer is close to the average skill.
On the right hand side, a belief curve of the TrueSkill ranking system is drawn. For example, the green area is the belief of the TrueSkill ranking system that the gamer has a skill between level 15 and 20.
Maintaining an uncertainty allows the system to make big changes to the skill estimates early on but small changes after a series of consistent games has been played. As a result, the TrueSkill ranking system can identify the skills of individual gamers from a very small number of games. The following table gives an idea of the average number of games per gamer that the system ideally needs to identify the skill level:
|Game Mode
|Number of Games per Gamer
|16 Players Free-For-All
|8 Players Free-For-All
|4 Players Free-For-All
|2 Players Free-For-All
|4 Teams/2 Players Per Team
|4 Teams/4 Players Per Team
|2 Teams/4 Players Per Team
|2 Teams/8 Players Per Team
The actual number of games per gamer can be up to three times higher depending on several factors such as the variation of the performance per game, the availability of well-matched opponents, the chance of a draw, etc. If you want to learn more about how these numbers are calculated and how the TrueSkill ranking system identifies players' skills, please read the Detailed Description of the TrueSkill™Ranking Algorithm or find out in the Frequently Asked Questions.
If you play a ranked game on Xbox Live, the TrueSkill ranking system will compare your individual skill (the numbers μ and σ) with the skills of all the game hosts for that game mode on Xbox Live and automatically match you with players with skill similar to your own. But how can this be done when every player's skill is represented by two numbers? The trick is to use the (hypothetical) chance of drawing with someone else: If you are likely to draw with another player then that player is a good match for you! Sounds simple? It is!
Most games have at their root a metric for judging whether the game's goals have been met. In the case of matches involving two or more players ("multiplayer matches"), this often includes ways of ranking the skills of match participants. This encourages competition between players, both to "win" individual matches, and to have their overall skill level recognized and acknowledged in a broader community. Players may wish to evaluate their skills relative to people they know or relative to potential opponents they have never played, so they can arrange interesting matches. We term a match "uninteresting" if the chances of winning for the participating players are very unbalanced – very few people enjoy playing a match they cannot win or cannot lose. Conversely, matches which have a relatively even chance of any participant winning are deemed "interesting" matches.
Many ranking systems have been devised over the years to enable leagues to compare the relative skills of their members. A ranking system typically comprises three elements:
In particular, the ELO ranking system has been used successfully by a variety of leagues organized around two-player games, such as world football league, the US Chess Federation or the World Chess Federation, and a variety of others. In video games many of these leagues have game modes with more than two players per match. ELO is not designed to work under these circumstances. In fact, no popular skill-based ranking system is available to support these games. Many one-off ranking systems have been built and are in use for these games, but none of them is general enough to be applied to such a great variety of games.
The TrueSkill ranking system is a skill-based ranking system designed to overcome the limitations of existing ranking systems, and to ensure that interesting matches can be reliably arranged within a league. It uses a technique called Bayesian inference for ranking players.
Rather than assuming a single fixed skill for each player, the system characterizes its belief using a bell-curve belief distribution (also referred to as Gaussian) which is uniquely described by its mean μ (speak [mju:]) ("peak point") and standard deviation σ (speak [sigma])("spread"). An exemplary belief is shown in the figure on the right. Note that the area under the skill belief distribution curve within a certain range corresponds to the belief that the player's skill will lie in that range. For example, the green area in the figure on the right is the belief that the player's skill is within level 15 and 20. As the system learns more about a player's skill, σ has the tendency to become smaller, more tightly bracketing that player's skill. Another way of thinking about the μ and σ values is to consider them as the "average player skill belief" and the "uncertainty" associated with that assessment of their skill.
Since the TrueSkill ranking system uses a Gaussian belief distribution to characterize a player's skill, all mean skills (that is, μ's) will always lie within ± 4 times the initial σ (more precisely with probability 99.99%). Experimental data tracking roughly 650,000 players over 2.8 million games support this claim: Not a single μ ever happened to be outside the range ± 4 times the initial σ and 99.99% of the μ's happen to be even within ± 3 times the initial σ.
Interestingly, the TrueSkill ranking system can do all calculations using an initial uncertainty of 1, because then μ and σ can be scaled to any other range by simply multiplying them. For example, suppose all calculations are done with an initial μ of 3 and σ of 1. If one wishes to express player's skill as one of 50 "levels", multiply μ and σ by 50/6 = 8.3 because almost all μ's happen to be within ± 3 times the initial σ.
The intuition is that the greater the difference between two player's μ values – assuming their σ value are similar – the greater the chance of the player with the higher μ value performing better in a game. This principle holds true in the TrueSkill ranking system. But, this does not mean that the players with the larger μ's are always expected to win, but rather that their chance of winning is higher than that of the players with the smaller μ's. The TrueSkill ranking system assumes that the performance in a single match is varying around the skill of the player, and that the game outcome (relative ranking of all players participating in a game) is determined by their performance. Thus, the skill of a player in the TrueSkill ranking system can be thought of as the average performance of the player over a large number of games. The variation of the performance around the skill is, in principle, a configurable parameter of the TrueSkill ranking system.
The TrueSkill ranking system will base its update of μ and σ on the game outcome (relative ranking of all teams) only; it merely assumes that the outcome is due to some unobserved performance that varies around the skill of a player. If one is playing a point based game and the winner beats all the other players by a factor of ten, that player's victory will be scored no differently than if they had only won by a single point. Every match provides the system with more information about each player's skill belief, usually driving σ down.
Before starting to determine the new skill beliefs of all participating players for a new game outcome, the TrueSkill ranking system assumes that the skill of each player may have changed slightly between the current and the last game played by each player. The mathematical consequence of making such an assumption is that the skill uncertainty σ will be slightly increased, the amount of which is, in principle, a configurable parameter of the TrueSkill ranking system. It is this parameter that both allows the TrueSkill system to track skill improvements of gamers over time and ensures that the skill uncertainty σ never decreases to zero ("maintaining momentum").
In order to determine the new skill beliefs of all the participating players for a new game outcome, the TrueSkill ranking system needs to determine the probability of the observed game outcome for given skills of the participating players and weight it by the probability of the corresponding skill beliefs. This is done by averaging over all possible performances (weighted by their probabilities) and deriving the game outcome from the performances: The player with the highest performance is the winner; the player with the second highest performance is the first runner up, and so on. If two players' performances are very close together, then the TrueSkill ranking system considers the outcome between these two players a draw. The larger the margin which defines a draw in a given league, the more likely a draw is to occur, according to the TrueSkill ranking system. The size of this margin is a configurable parameter of the TrueSkill ranking system and is adjusted based on the game mode. For example, a street race in Project Gotham Racing 3 can never end in a draw (thus the parameter is set to zero) whereas a Capture-the-Flag game in Perfect Dark Zero can easily end in a draw.
By virtue of the above weighting technique (which is also known as Bayes' Law), the system arrives at a new skill belief for every player participating in the game. These skill beliefs are not Gaussian anymore. Hence, the TrueSkill ranking system determines the best Gaussian approximation. As a result, given players' μ values increase for each opponent they out-performed, and decreases for each opponent they lost against. The following table gives before and after values for μ and σ for each (hypothetical) participant in an 8-player match.
|Pre-Game μ
|Pre-Game σ
|Post-Game μ
|Post-Game σ
One can see that σ values – the uncertainty in the skill for each player – is lower after the match, substantially more so for the players on the 4th and 5th rank (Darren and Eve) Those two players have the property that they are "bracketed" by a maximal number of players in terms of defeat: They were defeated by 3 (or 4) players and they defeated 4 (or 3) other players. In contrast, the first player (Alice) is simply known to be better than the 7 other players which does not constraint her skill from above: She may be even better than level 36.771. This is reflected in the larger uncertainty of 5.749.
The simplest case for an TrueSkill ranking system update is a two-person match. Suppose we have players A(lice) and B(ob), with μ and σ values (μA,σA) and (μB,σB), respectively. Once the game has finished, the update algorithm determines the winner (Alice or Bob) and loser (Bob or Alice) and applies the following update equations (we disregard the possibility of a draw for the sake of simplicity here):
In these equations, the only unknown is β2 which is the variance of the performance around the skill of each player. Moreover, ε is the aforementioned draw margin which depends on the game mode. But what do the functions v(.,.) and w(.,.) look like? Instead of giving the exact definitions, let us have a look at plots of these functions for varying values of ε/c:
There are a few observations about these update equations:
If the winner had the much bigger mean skill relative to the total uncertainty (thus (μwinner–μloser) > ε) then a win cannot buy the winner extra mean skill points or remove any uncertainty. The opposite is true if the game outcome was surprising: If the winner had the smaller mean skill (μwinner–μloser) > ε), mean points proportional to μloser–μwinner get added/subtracted to/from the winner/loser.
If both player had similar mean skills upfront (thus (μwinner–μloser) > ε) then both player are already close enough together and no mean skill point update needs to be made; hence the uncertainty is not reduced. However, if one player was thought to be much stronger by the TrueSkill ranking system before the game (let's say, μwinner–μloser) > ε) then his mean skill will be decreased and the other player's mean skill will be increased which, in effect, brings their two mean skill closer together.
The mean skill update equations of the TrueSkill ranking system are similar to the update equations of the ELO algorithm. The key difference is that a variable K factor is used for both players mainly depending on the ratio of the uncertainties of the two players. Hence, playing against a very certain player in the TrueSkill ranking system allows the uncertain player to move up or down in larger steps than in the case when playing against another uncertain player.
But how does the TrueSkill ranking system incorporate the game outcome of a team match? In this case, the team's skill is assumed to be the sum of the skills of the players. The algorithm determines the sum of the skills of the two teams and uses the above two equations where (μwinner,σ2winner) and (μwinner,σ2loser) are the mean skills and skill variances of the winning and losing team, respectively.
The update equations for more than two teams are not possible to write down as they require numerical integration (the above plots have been obtained by using the same numerical integration code). In this case the TrueSkill ranking system iterates two team update equations between all teams on neighboring ranks, that is, the 1st versus the 2nd team, the 2nd team versus the 3rd team and so on. If you want to learn more about this variant of the TrueSkill ranking algorithm, scroll down to "How to proceed from here".
Matchmaking is an important service provided by gaming leagues. It allows participants to find team-mates and opponents who are reasonably close to their own skill level. As a consequence, it is likely that the match will be interesting, as all participants have roughly the same chances of winning.
TrueSkill ranking system's skill beliefs are based upon probabilistic outcome models and thus enable players to be compared for relative chance of drawing. The more even the skills of match participants, the more likely it is that this configuration of players will end up in a draw, and the more interesting and fun the match will be for every participant. For example, for two players A(lice) and B(ob) with skill beliefs (μA,σA) and (μB,σB), the (re-scaled) chance of drawing is given by:
This number is always between 0 and 1 where 0 indicates the worst possible match and 1 the best possible match. Even if two players have identical μ values, uncertainty σ affects the quality of the match; if either of the σ values σA or σB is large, then the match quality criterion is significantly smaller than 1!
Using the two parameters μ and σ which characterize a belief in a player's skill the TrueSkill ranking system ranks players using the so-called conservative skill estimate = μ – k*σ. This estimate is called conservative because it is a conservative approximation of the player's skill: it is extremely likely the players actual skill is higher than the conservative estimate. The bigger the value of k the more conservative the estimate; a common value of k is 3.
If you still want to know more about the TrueSkill ranking system, you can go and check out:
Here is a list of questions that gamers have sent us. We have grouped the questions into several categories linked in the right hand column of this page. If you do not find the answer to your question, simply send an Email to trueskill.
Q: Why is the ranking system called TrueSkill™ ranking system?
A: We decided to use this name because this is the defining feature of the ranking system: it quickly identifies a gamer's true skill. The primary purpose of the TrueSkill system is to minimize the number of games necessary to find out a gamers' skill in order to optimize matchmaking.
Q: How did you compute the average number of games until convergence for the TrueSkill ranking system?
A: One way to think about the TrueSkill ranking system is that it attempts to identify the correct ordering of n players in terms of 50 skill levels. If each ordering is equally likely, a computer would need log2(50) many bits of information to uniquely encode the skill level of a player. Now, assume that 2 players play a Head-to-Head game. Disregarding draws, the game outcome can provide 1 bit of information (which of the two players was the winner). Since each of these games requires 2 players, the system needs 2*log2(50) many Head-to-Head games per player. Note that the particular Head-to-Head games have to be chosen such that they, in fact, do carry one bit of information. Interestingly, every match-made game where the game outcome is not predictable ahead of time ensures that the game is informative! In general, with k teams of m players in each team, one game outcome provides log2(k!) bits but it needs k*m players per game so in the most general case, the system needs k*m*log2(n)/log2(k!) many games per player. And this is the equation we used in the table!
Of course, this calculation is idealized. There are several factors that increase the number of games necessary:
But, there are also several factors that decrease the number of games necessary:
Overall, we observed in our experiments that the sum of these effects leads to an increase by a factor of 2 – 3 in the numbers of games necessary per gamer.
Q: What is the difference between skill and performance?
A:The TrueSkill ranking system implicitly uses a performance model that represents your (hypothetical) score in a particular game. Skill is the average performance. The TrueSkill ranking system maintains a belief in your skill and assumes that your performance in a particular game varies around your skill.
Q: The default TrueSkill of a new player is 25, right?
A: That's not fully correct. The TrueSkill value that is displayed in the leaderboard is the conservative estimate of a player's skill, computed from two hidden parameters that are used to track a player's skill: the mean skill μ and the skill uncertainty σ. The TrueSkill value is then μ-3*σ. What is correct is that a new player is assigned a mean skill of μ=25 and a skill uncertainty of σ=8.333. Thus, the TrueSkill of a new player is 25-3*8.333 = 0. Note that these two choices for μ and σ effectively mean that a new player's skill can be anywhere from 0 to 50, representing a state of complete uncertainty about their skill.
Q: How many games do I have to win before I go up one level?
A: This depends a lot on how many games you have already played, how many games your opposition have already played and what type of games you play. It is a strength of the TrueSkill ranking system to move you up very quickly early on but to reduce the step-size in the updates after a series of consistent games. In general, the more people per team, the longer it takes to go up or down one level. But the more teams per game, the faster you can go up or down. Here is a list of game modes and number of wins necessary before you go up a level (assuming you have already played a fair number of games; otherwise you usually go up one level in one game).
|Game Mode
|Number of Games per Gamer
|8 Players Free-For-All
|4 Players Free-For-All
|2 Players Free-For-All
|4 Teams/2 Players per Team
|2 Teams/4 Players per Team
Q: How many games do I have to lose before I go down one level?
A: These numbers exactly equal the numbers given in the last question. The TrueSkill ranking system has no preferred direction of changing the skill belief.
Q: I have been playing a lot of unranked training games and I think I am now a much more skilled player. Will the TrueSkill ranking system be able to identify my new, higher skills? If so, how many games do I have to play before the TrueSkill ranking system knows my new skill?
A: The TrueSkill ranking is assuming a small skill change between any two consecutive games in a game mode so it is able to identify your new, higher skill. But, if your skill has completely changed (you became the best player in the world from previously being the worst player in the world), then you would need to play a large number of games. We designed the system such that it would need between 50 – 100 games before the system would be able to track a substantial skill increase/decrease.
Q: If I understand the TrueSkill update formula correctly then the change in μ is largest for the first few games and decreases over time. Thus, my first few games are most important; if I lose these games, it will take the TrueSkill much longer to converge to my skill. Right?
A: Not exactly right. It is correct, that the change in μ is getting smaller and smaller with every game played, but regardless if you win or lose them. However, TrueSkill always takes more recent game outcomes more into account than older game outcomes. Hence, when playing against a set of players of same skill multiple times, a late win counts more than an early win.
Q: What other ranking systems are there?
A: It is impossible to enumerate all available ranking systems here. But, in order to illustrate the wide range of systems out there, let us give a few examples:
There is an interesting article Collective Choice: Competitive Rating Systems by Christopher Allen covering some of the above ranking systems.
Q: I am a chess player and I have played online chess at the Free Internet Chess Server. They use a system called Glicko which uses rating deviations. What is the relation between the TrueSkill ranking system and the Glicko ranking system?
A: The Glicko system was developed by Mark E. Glickman, chairman of the US Chess Federation (USCF) ratings committee. To the best of our knowledge, Glicko was the first Bayesian ranking system. Similarly to the TrueSkill ranking system, the Glicko system uses a Gaussian belief over a player's skill which can be represented by two numbers: The mean skill and the variation of the skill (called rating deviation in the context of Glicko). There are a few differences between the TrueSkill ranking system and Glicko:
So, what is the difference to the Glicko system? Glicko was developed as an extension of ELO and was thus naturally limited to two player matches which end in either win or loss. Glicko cannot update skill levels of players if they compete in multi-player events or even in teams. The logistic model would make it computationally expensive to deal with team and multi-player games. Moreover, chess is usually played in pre-set tournaments and thus matching the right opponents was not considered a relevant problem in Glicko. In contrast, the TrueSkill ranking system offers a way to measure the quality of a match between any set of players.
Q: I am always playing together in the same team with my friend JoeDoe. Will the TrueSkill ranking system be able to differentiate between us two in terms of skills? In other words, is the TrueSkill ranking system capable of finding that I am the more skilled player of us two?
A: If both you and your friend only play ranked team games together then the TrueSkill ranking system cannot distinguish between you two; it always compares the team's skills (sums of the player's skills in the teams) and 'distributes' the gain/loss proportional to the individual player's uncertainties (see detailed description). But note: if your friend also plays team games with anyone other than you then the TrueSkill ranking system will be able to identify the more skilled player of your two. Also, if both of you always only play together, you might consider forming a clan.
Q: Why does it take so many more games until convergence if I play a team game as opposed to a Free-for-All game?
A: The problem is that very little information about the individual player's skill is contained when only exploiting which of two teams wins or if the two teams draw. This is effectively only up to 1.6 bit of 'information' that needs to be 'shared' between all players participating in the game. More specifically, consider these two scenarios:
Q: How will a team killer be ranked in the TrueSkill ranking system?
A: In the TrueSkill ranking system, the team skill is the sum of the skills of all players in the team. The TrueSkill ranking system has the potential to assign a negative skill to a player; if such players are added to a team, then the skill of the team goes down (because a team killer both reduces the chance to score against the other team or might even inflict negative points by suicide). Fortunately, the TrueSkill ranking system's matchmaking procedure will eventually ensure that team killer will only play each other. And this can only be a good thing.
Q: I am playing a team game and all the players in my team drop out of the game. Of course, I lose the game. Will I lose as many skill points as all the people who left me standing in the rain?
A: Unfortunately, yes. All alternative options are possible exploits for cheating:
But: Players who drop regularly from a team would eventually be identified by the TrueSkill ranking system as having a negative impact on the team skill and will eventually be matched with other players of that have a negative team impact. So, you should not see this happening to often if you are a player of average skill.
Q: You are saying that the TrueSkill ranking system assumes that the skill of a team is the sum of the skills of its players. I think this model is not appropriate: I am usually playing much better with people from my friends list rather than with random players. Will this assumption lead to incorrect rankings?
A: The assumption that the team skill is the sum of the skills of its players is exactly that: an assumption. The TrueSkill ranking system will use the assumption to adopt the skill points of individual players such that the team outcome can be best predicted based on the additive assumptions of the skills. Provided that you and your friends also play team games with other players now and then, the TrueSkill ranking system will assign you a skill belief that is somewhere between the skill when you are playing with your friends and the skill when you are playing as an individual. So, in the worst case, every other game is not with your friends: then you are slightly ranked too high when you play with random team players and slightly ranked too low when you play with your friends. But, if you mostly play with your friends only the system will identify your skill correctly for most of your games.
Q: Why can two players in a party not be in two different teams?
A: This would open the possibility to cheat. You could, for example, arrange to play each other and your friend always forfeits the game. This would not allow to boost you to the top of the league but it would increase your skill level artificially. The TrueSkill ranking system always assumes that the game outcome is a result of your skills (in the game) and not of your skills to cheat.
Q: Does the TrueSkill ranking system reward individual players in a team game?
A: The only information the TrueSkill ranking system will process is:
The TrueSkill ranking system takes neither the underlying exact scores (flag captures, kills, time etc.) for each team into account nor which particular team member performed how well. As a consequence, the only way players can influence their skill updates is by promoting the probability that their team wins. Hence, "ball bitches", "hill whores", "flag fruits", "territory twits", and "bomb bastards" will hurt their individual TrueSkill ranks unless what they are doing helps their team. Obviously, it is difficult to update individual players' skills from team results only. To understand the difficulty and the solution consider the following analogy: Suppose you have four objects (players), each having an unknown weight (skill). Suppose further that you have a balance scale (game) to measure weight (skill) but are always only allowed to put two objects on each side of the balance. If you always combine the same pair of objects, the only information you can get is which pair of objects is heavier. But if you recombine the players into different pairs you can find out about their individual skills. As a consequence, the TrueSkill ranking system will be able to find out about individual players' skills from team outcomes given that players not only play in one and the same team all the time but in varying team combinations.
Q: I bought a 360 for my son for Xmas, and both of us have become seriously addicted to Halo 3 on XBox Live, particularly Team Slayer matches. Basing the skill change only on the team performance yields pretty counterintuitive results. For example, I often play a string of team slayer games where I am MVP (Most Valuable Player), which means I outscore everyone. But if my team loses those games, I gain no skill. Then, I can play poorly, but if my team wins I gain skill. This lack of feedback from individual performance is frustrating and makes your skill level beholden to the performance of the rest of your team, which is usually not under your control unless you explicitly team up with friends
A: Great that you are enjoying your 360 and Halo 3.
The question you are asking has indeed been raised by quite a few people and we had many discussions about it. However, we always return to our point of view that in a team game the only way to assess someone's skill towards the team objective is to consider the team objective only. Any auxiliary measurements such as number of flags carried, number of kills, kill-death spread, etc, all have the problem that they can be exploited thereby compromising the team objective and hence the spirit of the game. If flag carries matter, players will rush to the flag rather than defend their teammates or their own flag. Some may even kill the current flag carrier of their own team to get the flag. If it is number of kills, people will mindlessly enter combat to maximize that metric. If it is K-D spread they may hold back at a time when they could have saved a team mate. Whichever metric you take, there will be people trying to optimize their score under that metric and this will lead to distortions.
Another problem is, of course, that we would like to use the skill ratings for matchmaking. The current system essentially aims at a 50:50 win loss ratio for each team. It is unclear, how individual skill ratings based on individual achievements would change the calibration of such a system.
Of course, one might use a weighted combination of team and individual measurements. However, whenever individual measurements enter the equation there will be trouble, maybe less trouble if the weight is less, but that is not really good enough.
Q: If the skill of every player is represented by two numbers, how is it possible to rank players in a leaderboard?
A: The TrueSkill ranking system uses the so-called conservative skill estimate which is the 1% quantile of the belief distribution: it is extremely likely (to be precise, with a belief of 99%) that the player's actual skill is higher than the conservative estimate. Have a look in the detailed description.
Q: Who is the better player: Someone with a large μ and a large σ or a small μ and a small σ?
A: The answer to this question is not straightforward. For someone with a large σ the TrueSkill ranking system is still uncertain about the skill. Thus, the player with the large μ and a large σ may be better. The best way to find out is to ask the player with the large σ to play more.
Q: I am a level 30 player with a σ of 5 and my friend is a level 28 player with a σ of 2? Why does the TrueSkill ranking system claim that my friend is better; at the end of the day, my level is higher?
A: That is correct. But, you have not played enough games yet for the TrueSkill ranking system to confidently know that you are better; so conservatively speaking, your level is probably 15 = 30 – 3 * 5 whereas your friend's conservative estimate is level 22 = 28 – 3 * 2.
Q: A couple of days ago I managed to get into the top 350 (in PGR 3 online career) after winning probably 25 of 30 races and that brought me up about 120 spots. Now tonight I have had 5 races: 2 wins,1 second,5th (got spun twice) and a 4th on one of the Vegas tracks. Because of this pathetic record (that is how the TrueSkill formula sees it) I have gone down 115 spots. How is it fair that 2 bad races basically dropped me down almost as many points as 25 wins out of 30 races took to gain all those places ?
A: There are two reasons that can cause this problem (although the latter is probably more responsible for this "phenomenon"):
Q: Well there must be a bug in the system because I jumped into a 4 person race with 3 lower ranked individuals, won the race and my position in the league I was in dropped about 50 spots.
A: Surprisingly, this is not a bug and it happens when players with very small σ but widely varying μ get matched together (thanks to rugdivot for figuring this out).
So, what is going on here? Between any two games of a gamer, the TrueSkill ranking system assumes that the true skill of a gamer, that is, μ, can have changed slightly either up or down; this property is what allows the ranking system to adapt to a change in the skill of a gamer. Technically, this is achieved by a small increase in the σ of each participating gamer before the game outcome is incorporated. Usually, a game outcome provides enough pieces of information to reduce this increased uncertainty. But, in a badly matched game (as the one described above) this is not the case; in this case, nothing can be learned about the winner from the game outcome (because it was already known before the game that the winner was significantly higher ranked than the other gamers he has beaten). So, conservatively speaking, the winner's skill might have slightly decreased! Note that this can only happen if the gamer is not matched correctly so that he can "prove" to the TrueSkill ranking system that his skill has not changed.
Q: In Dawn of War II, I won a game and went down in TrueSkill. What happened?
A: Usually your TrueSkill rises after a win – however, in Dawn of War II the displayed TrueSkill lags behind one game. (Thanks to CheeseNought for reporting the problem)
Q: Is it at all possible to view the TrueSkill rating of an individual Xbox Live Gamertag? Is there a website that I can go to, to see the ratings of people's gamertags?
A: This is up to the game developer. Some games have a leaderboard function or a website where you can find your TrueSkill, but some do not.
Q: My favorite game mode is Online Career in Project Gotham Racing 3. How can the TrueSkill ranking system find players of similar skill based on the chance of drawing when it is impossible to draw with someone else in a racing game?
A: When the TrueSkill ranking system computes the match quality of other players, it computes the (hypothetical) probability of draw between you and every other player relative to the probability of drawing between two equally skilled players; this ensures that the ratio is always between 0 and 1. This number would depend on the draw margin and thus the match-quality criterion of the TrueSkill ranking system is actually computing this ratio in the limit of a draw margin of zero! This gives the match quality equation specified in the detailed description.
In other words: The TrueSkill ranking system is not taking into account the chance of drawing for a given game mode! Thus, it does not matter that your game mode has zero chance of drawing.
Q: I am playing my first ranked game in a game mode. Will I be matched more likely with another player new to the game mode or with someone else?
A: When you play your first ranked game in a game mode, the TrueSkill ranking system assigns you an initial skill level μ with a maximal variance σ2 of skills; it's your first game so the ranking system should reflect its lack of knowledge. Now, the TrueSkill ranking matchmaking criterion will prefer to match you against someone with the same mean skill level μ but a small variance σ2. Thus, if available, you will be matched with another player who may be in the middle of the leaderboard but with a much smaller σ2: a player of established average skill.
Why is this better than matching you with someone else new to the game? Well, this other player may, in fact, be one of the most skilled players (who just happened not to have played the game mode yet) whereas you really are a beginner. Then, you two are (up to) 50 skill levels apart. Matching you with someone who is an established average player guarantees that your skill level gap is never bigger than 25 levels.
Q: I have been playing my first game in PGR3 online career last night. I was matched with a couple of Level 22/Contender players. That does not seem right, what's going on here?
A: The rank that is displayed in the PGR 3 online career lobby is "the conservative skill estimate"; with a chance of 99% your skill is larger than this number. More specifically, the rank is computed by "mean skill – 3 * uncertainty" but, as far as TrueSkill is concerned, your skill is anywhere between "mean – 3 * uncertainty" and "mean + 3 * uncertainty". So, when you are displayed as "Unranked", your mean skill is really 25 and the uncertainty is so large that your skill can be anywhere between 0 and 50. However, in matchmaking you get matched with people based on your "mean skill". Hence you will see large gaps in the matchmaking lobby. That does not mean you are matched badly, though. You are matched as well as it is possible given the information that TrueSkill has about you and in light of all the lobbies that are available to join when you request it.
Q: In PGR3, I am having a hard time understanding why I (novice level 12) consistently get matched with players in mid to high 20's. Yesterday I had to race a 29, 22, and a 17. And that is just the one example. It seems that the range for matching part is a little too liberal.
A: There are several effects that can lead to your observation:
One last note: Rest assured that once there are enough active Live players around in your preferred game mode, the matchmaking will become much tighter. Also, the skill learning is not affected by a bad match; in fact, if you are matched with much stronger players there is nothing to lose with respect to your TrueSkill skill; the best thing that can happen is that you pull off a win and move up the skill leaderboard by a large amount.
Q: I am among the top 100 players in the world in my game mode. Why do I usually wait longer in the matchmaking lobby than my friend JoeDoe who is an average skill player?
A: This has an easy explanation: There are simply not enough players of your caliber available at any time! Remember that Xbox Live is a worldwide service, so there are perhaps only 1000 players that would be a perfect match for you. Living in 24 different time zones. The only alternative is to match you with players who are much less skilled and sacrifice match quality for waiting time. And this would ruin both their and your experience on Xbox Live. You see: being a top player has its price!
For example, on the right hand side you see a plot of the distribution of the mean skill levels μ for a popular Xbox Live game. As you can see, there are very few players of skill level 40 and above and 5 and below so the chance that an arbitrary other player online at the moment is a good match is much smaller. This results in the longer waiting time.
Q: I am a player with a mean skill of 30 and a skill variance σ2 of 4 but my friend is only a player with a mean skill of 10 and a skill variance σ2 of 2. If we play as a party, what people will we be matched with?
A: If you play as a party, the mean skill of every party member will be the average of all the mean skills and the skill variance is the average of the skill variances of all party members. Thus, for the purpose of matchmaking only, your mean skill will be 20 and your skill variance will be 3; the same is true for your friend. Hence, together you make a team of skill 40 = 2 * 20 with a joint skill variance of 6 = 4 + 2. But, when you finish a game the update will use your actual mean skill and skill variance; thus, your mean skill will grow/shrink faster (why?) depending on the outcome of the game.
Q: I keep getting matched with people of higher TrueSkill and losing badly, which is very frustrating. Why does this happen?
A: There are several effects that may be at work here:
Q: Can the TrueSkill ranking system cope with handicapped games?
A: No. Among other things, this is something we are working on right now. The TrueSkill ranking system assumes that two equally skilled teams have the same chance of winning.
Q: Can the TrueSkill ranking system identify cheaters?
A: No. The only thing the TrueSkill ranking system can do is to track the plausibility of game outcomes. If you happen to play a lot of games whose outcomes are not very plausible, then this could raise concerns about you. But it could also mean that you are a very adaptive player whose skill is growing faster than the TrueSkill ranking system anticipated. And the last thing you want to be called then is a cheater!
Q: I am interested to study ranking systems. Do you have any real-world data for a comparative analysis?
A: Yes, we released the Halo 2 Beta game outcome dataset, included with the sample code for the Model-Based Machine Learning book.
Q: Does Microsoft provide software for calculating the TrueSkill updates?
A: Microsoft has open-sourced the Infer.NET library which can perform TrueSkill updates, but it requires some coding. The sample code for the Model-Based Machine Learning book uses Infer.NET to calculate TrueSkill updates.
Q: When there are more than 2 teams, and all teams start with the same skill distribution, teams that draw do not get identical skill estimates. Instead, the estimates are slightly different. Is this expected?
A: Yes. This small approximation is used to reduce computation.
Principal Researcher
Principal Research Software Engineering Lead
Research Software Engineer


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Between Friday, Feb. 24, and Friday, March 2, the Barnesville police department made seven arrests:
Derek Wilkerson, 22, 546 Yatesville Rd., Barnesville, theft by taking auto;
Decarlos Grier, 21, 159 Halls Bridge Rd., Jackson, simple battery;
Laquandria Alford, 21, 130 Abercrombie Rd., Culloden, simple battery;
Tyree Virgin, 32, 132 Armstead Cir., Barnesville, disorderly conduct;
Arlon Graves, 25, 272 Mill St., Barnesville, battery;
Dnorrious Barrett, 19, 335 Grove St., Barnesville, theft by taking auto;
Cory Hugh, 19, 178 Ledbetter Rd., Barnesville, theft by taking auto.
Officers answered 114 calls for service including one fight, three animal complaints, eight security checks, six domestics, one subject with firearm, 26 foot patrols, 10 suspicious persons/vehicles, one suicide attempt, four speeding, one accident, three escorts, seven alarms and four damage to property. They issued 27 citations including one driving while license suspended or revoked, one no license on person, one violation of license restrictions, 17 speeding, one failure to stop, two seat belt violations, one open container, two simple battery and one disorderly conduct.
Police Report
No Trackbacks

subset: commoncrawl


text:
After a couple of years testing the SMB/SOHO marketplace with the KX-TGP5x0 SIP/DECT series Panasonic has today launched a new range of desktop SIP phones. There are initially three models in this new range, from the entry level KX-UT113 to the top-of-the-range KX-UT136 (pictured). List prices run from $120 to $270.
Compatible with Asterisk & Broadsoft's Broadworks they seem to have all the features that you might expect, including POE and support for G.722 based wideband audio.
The support for wideband audio is nice. If anything like the earlier SIP/DECT models it's a little limited because the devices are fundamentally designed around dialing by PSTN numbers, with no facility for handling SIP URIs.
I've always like the feel of Panasonic hardware. They got off to a rough start with the KX-TGP5x0 SIP/DECT series, but with the experience of Asterisk & Broadsoft certification behind them I would expect that by now they are now better positioned to address the SOHO market.


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IT Solutions for Bank Organizations
To stay ahead of the competition and meet increasing customer demands, banks are looking to increase wallet share, evolve their customer experience and leverage big data for insights. But without sufficient access to IT expertise, plus ever-increasing security and compliance requirements, banks are facing an uphill climb.
With Rackspace, you have a trusted partner who can guide you through the intricacies of these challenges. Our experts provide white-glove guidance for transforming your IT and moving from legacy infrastructure to cloud, so you can focus on service, innovation and customer experience delivery.


text:
July 28, 2011
John Dunn
Theme: Right Down the Middle — Each theme answer begins with a word that can precede the words "in the middle" in a familiar phrase.
Theme answers:
- 16A: Breakfast option (SOFT-BOILED EGGS).
- 24A/51A: Presley hit with "glue" in the lyrics (STUCK / ON YOU).
- 38A: "A Clockwork Orange" star (MALCOLM MCDOWELL).
- 60A: End the chat room suspense, in a way (MEET FACE-TO-FACE).
- 69A/1A: Spend time frivolously (MONKEY / AROUND).
- 17D: Like this answer's position, and what can follow the starts of 16-, 24/51-, 38-, 60- and 69/1-Across (IN THE MIDDLE).
- Bullets:
- 19A: Slight winning margin (NOSE). I always think there's a chance this answer might be HAIR but it hardly ever is. I think because there are so many other great ways to clue HAIR. Of course there's the musical and then there's all kinds of wordplay you can do using words like part, locks, and even beehive. Every once in a while HAIR is clued as something like a "slight margin of victory," but not very often.
- 33A: Uffizi display (ARTE). Let's see if I can get the country right on this art museum. I think last time I said the Prado was in Italy. Turns out it's actualy in Spain. Huh. Well, the Uffizi is actually in Italy. Florence to be exact. And ARTE is the Italian word for "art." (Just like in Spanish — so you can see how I might get confused!!)
- 34A: "Big Love" actress Sevigny (CHLOE). See now, I thought "Big Love" was a reality show. There was a reality show about a polygamous family, right? .... Yep, "Sister Wives." No way I'll ever remember any of that.
- 56A: Comedian Hartman (PHIL). I was desperately trying to remember his name the other day for some reason and couldn't do it. AARGH! (See what I did there?)
- 67A: Boorish sorts (CHURLS). Try to use the word CHURL today if you can.
- 6D: __ gratiam habeamus: Kentucky's Latin state motto (DEO). It means something about God and thanks and … bodies? No wait, it's the "corpus" in "habeas corpus" that means "body." You know what, I'm gonna look it up for you. "Let us be grateful to God." So now you know.
- 10D: Got fed up? (ATE). Cute question-marky clue. See also 35D: Plot device? (HOE).
- 40D: Lethargic (LOGY). I love this word. You know why? Because Doug put it in a grid we were working on one time and I had no idea what it meant but now I do. It will never thwart me again!
- 46D: Not of the cloth (LAICAL). This is one of those words that I think has too many syllables. Like sometimes you'll hear someone stumbling around and say something like "comfortableness." Well, no. "Comfort" would do just fine there. In this case, isn't LAIC enough? Or am I missing something?
- 29A: Mediterranean smoker (ETNA).
- 43A: Massey of "Rosalie" (ILONA).
- 50D: "Avatar" extras (ET'S).
- 62D: Coastal raptor (ERN).
Everything — 1A: See 69-Across (AROUND); 7A: Catch-22 (PARADOX); 14A: Retro headgear (BEANIE); 15A: Quintessence (EPITOME); 16A: Breakfast option (SOFT-BOILED EGGS); 18A: Mountain Dew producer, informally (PEPSI); 19A: Slight winning margin (NOSE); 20A: Not divided (ONE); 21A: Easy melodies (LILTS); 24A: With 51-Across, Presley hit with "glue" in the lyrics (STUCK); 29A: Mediterranean smoker (ETNA); 31A: "__ Coy Mistress": Andrew Marvell poem (TO HIS); 33A: Uffizi display (ARTE); 34A: "Big Love" actress Sevigny (CHLOE); 36A: Asylum seeker (EMIGRÉ); 38A: "A Clockwork Orange" star (MALCOLM MCDOWELL); 42A: Gushed on stage (EMOTED); 43A: Massey of "Rosalie" (ILONA); 44A: Talk with one's hands (SIGN); 45A: Like days of yore (OLDEN); 47A: "Great shot!" ("NICE!"); 51A: See 24-Across (ON YOU); 53A: Professional pitcher? (ADMAN); 55A: Edit out (CUT); 56A: Comedian Hartman (PHIL); 58A: Excludes (OMITS); 60A: End the chat room suspense, in a way (MEET FACE-TO-FACE); 66A: Chaplin's tramp, e.g. (PERSONA); 67A: Boorish sorts (CHURLS); 68A: Non-specific (GENERAL); 69A: With 1-Across, spend time frivolously (MONKEY); 1D: Out of the picture (ABSENT); 2D: Start up after a fire, say (REOPEN); 3D: Dumbbells (OAFS); 4D: Before (UNTIL); 5D: Tip for a writer? (NIB); 6D: __ gratiam habeamus: Kentucky's Latin state motto (DEO); 7D: Boehner's predecessor (PELOSI); 8D: Plays Simon says with (APES); 9D: Harley outings (RIDES); 10D: Got fed up? (ATE); 11D: Follow (DOG); 12D: Texting exclamation (OMG); 13D: Cancels (out) (X'ES); 17D: Like this answer's position, and what can follow the starts of 16-, 24/51-, 38-, 60- and 69/1-Across (IN THE MIDDLE); 18D: Macabre master (POE); 22D: Tepid response to "How's this?" (IT'LL DO); 23D: Tower (over) (LOOM); 25D: Home of Nationals pitcher Chien-Ming Wang (TAIWAN); 26D: Try to convince (URGE); 27D: PC key (CTRL); 28D: Nautical spine (KEEL); 30D: Passbook ID (ACCT. NO.); 32D: Sonoran Desert resort city (SEDONA); 35D: Plot device? (HOE); 37D: Work wk. start (MON.); 38D: Prefix with -zoic (MESO); 39D: "The Last King of Scotland" tyrant (AMIN); 40D: Lethargic (LOGY); 41D: Skelton persona Kadiddlehopper (CLEM); 46D: Not of the cloth (LAICAL); 48D: Standoffish one (ICICLE); 49D: Like Care Bears (CUTESY); 50D: "Avatar" extras (ET'S); 52D: Ready and willing to do (UP FOR); 54D: Like a stick-in-the-mud (NO FUN); 57D: '80s tennis great Mandlikova (HANA); 59D: New Testament figure (MARK); 60D: Sticker stat (MPG); 61D: Shoe spec (EEE); 62D: Coastal raptor (ERN); 63D: Prufrock poet's monogram (TSE); 64D: Cable sta. for vintage films (TCM); 65D: "Gotcha!" ("OHO!").


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1967-68 Camaro/Chevelle 32" Floor Shift Tilt Column with 2" OD, 1"-48 Spline - Black Powdercoat Finish
Part No.: FR21019BK
Warranty: 3 Years
Buy Now >
This column fits the original dash mount in a 1967-68 Camaro/Chevelle. A compact shroud creates a unique new custom look. Each column comes complete with a billet dress up kit (tilt/turn signal levers and hazard knob), GM wiring (4-1/4 inch connector) and an all new canceling cam.
This isn't a rebuilt junkyard column, but rather an all new Flaming River engineered column featuring all new components. Made in the USA.
Note: FR20118 Wiring Adapter is recommended for installation. This column will accept the original rag joint flange with part # FR1949T.
Style: Floor Shift - 1967-68 Camaro/Chevelle
Diameter: 2"
Length: 32"
Finish: Black Powdercoat
Shipping Weight: 13lbs.
Shipping Dimensions: 47" x 9" x 8"
- Vehicles
- GM/Chevrolet Camaro 1967-1968
- GM/Chevrolet Firebird 1967-1968
- GM/Chevrolet Chevelle 1967-1968
- GM/Chevrolet El Camino 1967-1968
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CALIFORNIA WARNING: Cancer & Reproductive Harm – www.P65Warnings.ca.gov


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Returns Policy
Any item purchased from us can be returned within 14 days of receipt for a full refund or exchange, provided of course it is unused and can be placed straight back into stock. We will refund return delivery charges if we despatch faulty or damaged goods, goods not ordered by you or substitute goods which you prefer not to accept. In all instances our prior consent to the item being returned is required and we reserve the right to stipulate the return delivery method. If you choose an alternative delivery method, this will be at your own expense. You shall pay return delivery charges in all other instances. Damage caused in transit can only be claimed if the damage is reported to the carrier upon signing for the goods. All delivery conditions and charges are subject to change without prior notice. Terms and conditions imposed by our carriers shall also apply.
The following conditions must be met: -
item must be completely unused and still in brand new condition.
All original packaging must be intact and completely undamaged.
All tags must still be attached (if applicable).
For clothing, we would ask that you carefully read all of the sizing information supplied on the website BEFORE PURCHASING in order to minimize basic sizing mistakes. If you are at the very top end of a particular size then our advice is to go for the next size up.
To help us speed up processing times, please ensure that you enclose a note with all returns to tell us: -
For Return
Customer Name
Customer Full Address and Postcode
Customer Contact Telephone Number
Returns Address: -
Surf Ltd
Llandrindod Wells
If you believe that your item is actually faulty in some way then please read the next section.
Warranty Procedure
We appreciate how important it is that the sporting equipment and clothing you buy is up to the job. This is why we only stock leading brands who support their products with a manufacturer's warranty of at least one year. Warranty claims are extremely rare but, when they do arise, we understand how troublesome and stressful it can be for our customers. Equipment failure is never nice whenever or however it happens.
We have a dedicated member of staff to look after all customers needing to make a warranty claim. Simply contact us giving full details of the nature of your issue (and 3 supporting photos) and as soon as we have received your claim we will handle it in a courteous and efficient manner and get it resolved as quickly as possible.
Please be aware that we have been under new management since 1st Jan 2019 so are unable to process warranty claims for products purchased before that date.
Examples of things which would normally be covered under warranty include:
or missing components.
Split seams on bags or clothing.
Misaligned stitching.
Structural defects in any product.
Plus a whole host of other issues specific to individual products.
Examples of things which are not covered under warranty include:
to any wakeboard or water sports equipment coming into contact
with any object or surface other than water.
Damage to any sporting equipment caused by crashing or landing a jump, aerial manoeuvre, park feature, accidental fall or misuse.
Impact damage to any sporting clothing, accessories or equipment.
Chips, scrapes and abrasions to paintwork or the surface material on any sporting equipment.
Cross threaded screws or screw inserts.
Damage caused by the use of incorrect screw drivers, spanners or tools.
Oxidisation or minor surface rust on metal surfaces or edges.
Damage to bags or luggage caused by baggage handlers or by overloading the bag.
Rips, tears or abrasion to fabrics and materials.
Loss of waterproofing properties, discolouration or fading of fabrics if the manufacturer's washing instructions are not followed.
Fading caused by prolonged exposure to UV light.
Natural variations in colour, texture or appearance due to the use of natural materials or the hand made nature of some products.
Material breakdown caused by the use of solvents, adhesives or resins.
Damage caused by any post-purchase modification or customisation.
If the product is used for racing or in a commercial capacity. All products are sold on the understanding they will be used solely for personal recreational use.
If boards and skis are used with components or bindings supplied by different manufacturers.
Snapped boot or shoe laces. Laces are a consumable product and need to be regularly replaced.
The above lists are for illustration purposes only and are not exhaustive or comprehensive.
Advice Centre and Buyer's Guides
Choosing the right Water Sports Equipment can seem quite daunting at times, but it's actually very simple once you know a few basics. The team at here at www.sussexwatersports.co.uk have therefore put these articles together to help you understand the differences between all of the various pieces of kit, what all the design features are for (and if you actually need them or not) and why some equipment will suit your needs and some definitely won't. At the end of the day, all we want is for you to feel confident that you are making an informed purchasing decision and are buying exactly the right gear for the job!


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QuickTime can refer to different things:
- A software tool for viewing and editing multimedia content such as movies and immersive panoramas
- A file format for distributing multimedia content. QuickTime files typically have a .mov file extension. If you can't see file extensions, you may want to enable windows file extensions as you will have great difficulty editing and manipulating image files otherwise.
- QuickTime Virtual Reality QTVR, an extension to the QuickTime file format that embeds immersive panoramas as JPEG encoded cubic or cylindrical panoramas.
Apple's Quicktime, available for Macintosh and Windows, has been a pioneer in VR and still is one of the best performers. Quicktime is distributed at no cost and payment is only required if you want to use editing functions. Unfortunately, under Windows, Quicktime reminds the user of the need to upgrade to the Professional Version the first time it is run after a reboot. Some Windows users (particularly the majority who do not need Quicktime's editing functionality) find it a nuisance. As many Apple products, Quicktime is probably technologically ahead of most other competitors, but lacks the installed user base and third party software.
See Apple's site for QuickTime detection via JavaScript and another article on O'Reilly Network about Plug-In Detection with JavaScript.
Although QuickTime is only available for Mac and Windows platforms, on Linux the Windows version can be installed via wine
A download link to the standalone version of Quicktime Player (Win and Mac). Here


text:
If you are experiencing difficulty logging in, please contact us at 212.967.7555
New Visitor
Create an account with The Public to:
Season support provided by the Blavatnik Family Foundation. The LuEsther T. Mertz Charitable Trust provides leadership support for The Public Theater's year-round activities.
THE PUBLIC ® is a registered trademark of The Public Theater.


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Cook the Book: Beef Brisket With Onions and Chile
Jean-Georges Vongerichten spices up beef brisket with his recipe for beef brisket with onions and chile by topping beef brisket with caramelized onions cooked with red finger chile. He refers to it as as Alsatian-Jewish-Chinese dish, "representative of both my roots and the things I love." Although this slow-roasted dish requires planning ahead, it doesn't take much effort to cook once its seasoned; just leave it in the oven for 2 to 3 hours making sure to baste it every 30 minutes.
- 3 tablespoons extra virgin olive oil
- 1/2 fresh red finger chile, seeded and thinly sliced
- 2 onions, diced
- 2 1/2 pounds beef brisket
- Salt and freshly ground black pepper 2 carrots, diced
- 1 celery stalk, diced
- 5 cups chicken stock. preferably homemade or canned low-sodium broth, plus more as needed
- 1 pound fresh egg noodles
- Soy sauce
Preheat the oven to 325°F.
Heat the oil in a skillet mover medium-low heat. Add the chile and half the diced onions and cook, stirring occasionally, until brown. Remove from the heat and cool.
Meanwhile, trim excess fat off the brisket, leaving a thin, even layer of fat on top. Season the meat generously with salt and pepper and put it in a roasting pan. Scatter the carrots, celery, and remaining onions around the brisket.
Press the caramelized onions onto the top of the brisket to form a crust. Pour in enough stock so that everything but the crust is covered. Cover the pan with foil and transfer to the oven,
Cook the meat, basting every half hour, until it is very tender, 2 to 3 hours. Remove the pan from the oven and allow the brisket to cool in its juices before carving.
Meanwhile, bring a targe pot of water to a boil. Salt it generously and add the egg noodles. Cook, stirring occasionally, until al dente, about 4 minutes. Drain.
Divide the noodles and pan juices among the serving bowls and top with slices of the beef. Season to taste with soy sauce and serve.
This post may contain links to Amazon or other partners; your purchases via these links can benefit Serious Eats. Read more about our affiliate linking policy.


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The Royal Mail has created a freepost address for those who are missing to attempt to make contact with their families.
The 'Freepost Missing People' address has been set up in time for the festive season, when many people think about their families and loved ones.
Getting back in touch with friends and relatives after a period away can be hard.
The new system is a simple way for missing people to send a message, with the option of doing so without the possibility of being traced.
The partnership between Royal Mail and charity Missing People was launched in November 2014, with Royal Mail distributing 'high risk' alerts to its postmen and women through their handheld scanners.
In its first year, 50 alerts have been issued to Royal Mail employees. Thirty five of those missing people have been found safe and well.
The Royal Mail's Jeffrey Oatham said: "The creation of Freepost Missing People and our £50,000 contribution mark the next step in our partnership with Missing People.
"Royal Mail is dedicated to supporting the communities that we serve. We hope that those who are missing see the Freepost Missing People address and write to the charity so that families can be reunited at Christmas.
Jo Youle, chief executive officer of Missing People said: "For some people who are missing, taking the first step towards reconnecting with their families or loved ones can be very difficult.
"We hope the option of writing a freepost letter to receive free, confidential support from Missing People, and the option to reconnect, may encourage people to get in touch.
"Anyone writing in simply needs to provide a way for the charity to contact them back."
To mark the one-year anniversary of its partnership with Missing People, Royal Mail is to contribute £50,000 to fund the national Child Rescue Alert system.
An alert is issued when a child is known to have been abducted or when their life is believed to be at immediate risk.
It will ensure the operation of a 24 hours a day, seven days a week, 365 days a year system, for one year.
Missing People's aid for families
Missing People is the only charity in the UK which is dedicated to bringing the 250,000 children and adults that go missing every year back together with their families.
Some missing people you will have heard of, but many more you won't.
You can call or text 116 000 for advice, support and options if you, or someone you love, goes missing or runs away.


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Eight months after disclosing her diagnosis of early-onset Alzheimer's disease, Pat Summitt announced Wednesday that she will step aside as the Tennessee women's basketball coach, making way for longtime assistant Holly Warlick to take over the Lady Vols.
The university made the news official via a press release Wednesday afternoon after Summitt, 59, met with her players in Knoxville, Tenn., to inform them in private. A news conference is expected to follow Thursday.
Summitt, who has won more college basketball games than any man or woman in the sport (1,098), is not retiring but will remain part of Tennessee's staff, assuming the title "head coach emeritus," which will give her latitude and flexibility to do as much mentoring with players as her health allows.
But her role will be circumscribed by NCAA rules, which will permit her to watch practice, collaborate on game plans and continue as a motivator, disciplinarian and mentor but will preclude her from actively coaching. Rather than sit on the bench during games, she'll sit directly behind the Lady Vols' staff, able to consult with Warlick and, no doubt, telegraph her impressions of what's unfolding on the court through her famously piercing glare.
The development brings a measure of stability to an inherently fluid and unknowable situation, with neither Summitt nor her doctors able to predict the course of the disease.
In an exclusive interview with The Washington Post on Wednesday morning, Summitt said the decision to step aside after 38 seasons as Tennessee's coach was not difficult, particularly given her long and productive association with Warlick, an assistant the past 27 years who shouldered game-day coaching duties last season, when Tennessee went 27-9 and lost to eventual national champion Baylor in a NCAA tournament region final.
"It is what it is," Summitt said. "And Holly has been doing a lot, and we not only have a great friendship, we understand each other. And we can work through this."
Warlick, 53, a three-time all-American and former Tennessee point guard, was a member of the coaching staff for all eight NCAA championships won under Summitt.
"She is my coach, mentor and great friend, and I am honored with the opportunity to continue and add to the great tradition of this program," Warlick said.
Speaking to The Post, Summitt said that she felt good in terms of her health and intended to keep working not just for herself but also for the Lady Vols' young players (Tennessee is losing five seniors) and for others facing medical challenges.
"I think I can help others just by my example," she said.
And she intended to make that point when she met with her team on Wednesday.
"I want to talk to them and let them know I'm still going to be there," Summitt said. "The thing is: I have to keep living and doing what I want to do, and those players mean the world to me. With us having five seniors leaving, I feel obligated in a positive way to be there for the team."
Summitt's new role, in which she'll report to vice chancellor and director of athletics Dave Hart, was negotiated by Robert Barnett of Washington's Williams and Connolly law firm, her longtime friend and attorney.
"This is just a progression," Barnett said in an interview. "Pat has been — and will always be — a coach, a mentor and a friend to many. Her title may be different, but her role will be very much the same. She will guide — through instruction and example — players, coaches, the university, her community and, as an advocate, our country."
Wednesday's announcement coincided with another major development in the Summitt household. Her son Tyler Summitt, 21, due to graduate from Tennessee this spring after completing his degree in just three years, confirmed that he has accepted an assistant coaching job with Marquette's women's basketball team.
Summitt concludes her head coaching career with a 1,098-208 record and an .841 winning percentage. Her teams won the NCAA championship in 1987, 1989, 1991, 1996, 1997, 1998, 2007 and 2008.
Staff writer Sally Jenkins, in Knoxville, Tenn., contributed to this report.


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Community Servings, Inc. via Crowdrise
May 01, 2012
BENEFITING: Community Servings, Inc.
EVENT: 2012 Boston Marathon
EVENT DATE: Apr 16, 2012
Team Community Servings--Fiona Hughes, Brandon Keith, Tyler Melazzo, and Coach Steve Miller--are training hard to run the 116th Boston Marathon on Monday, April 16, 2012 for Community Servings--Boston's only home delivered meals program for the critically ill. For every $25 you contribute, you'll take each runner closer to reaching their personal goal of $5,000 and Community Servings will provide a week of hearty and nourishing home-delivered meals to a neighbor struggling with HIV/AIDS, cancer or one of the 33 other life-threatening illnesses we serve.
About Community Servings: Community Servings delivers free, nutritionally tailored lunch, dinner, and snacks to 775 people five days a week who are homebound with an acute, life-threatening illness, also offering our clients nutrition education and counseling. Ninety-five percent of our clients live below, at or just above the poverty level. Now in our 21st year, we will deliver over 390,000 free meals and touch more than 1,300 lives annually, covering a service area of 215 square miles.
Please click on our runners' pages (below) to meet the team and make a donation to support them as they Run for Meals, Run for Hope.
The Team: $11,710 TOTAL RAISED SO FAR
Donor Comments
Mike Berninger
6 years ago
Linda and Scott
Hope runners do great today! We love thier coach! GO TEAM! 7 years ago


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Elessar wrote:Cool Cat wrote:Clementine wrote:The first who came into my mind when I read the title of this thread was Maradona. He´s been a great player in his time.
Great footballer, but a bad example to set kids who looked up to him.
I guess that's true of my two nominations, Best and Zidane, as well. Maybe all true football geniuses are flawed in some way or other?
Sir Bobby Charlton, squeaky clean


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Staff writer
Marion County Commission approved a plan to build a water tank for a rancher who lives next to Marion County Park and Lake.
The water tank would be used as a fresh water source for cattle. Water would be pumped from a nearby stream. The goal of the project is to keep cattle from using the creek as a water source to cut down on nutrients flowing into Marion County Lake that feed blue green algae, Kansas State Research and Extension Agent Rickey Roberts said.
A tank and pumping system would be paid for using an environmental health grant from the Kansas Department of Health and Environment. Marion County Environmental Health Director Tonya Richards said the total amount the county received in the grant is $10,000. A significant portion of that sum would go toward the tank and pump project, but part of the money has already been used for filter strips and other projects to prevent nutrients from entering Marion County Lake.
Seventy-five percent of the project is funded by this grant and another grant totaling $2,100. The other 25 percent would be the responsibility of the land owner, including digging and piping for the pump. It would also be the responsibility of the land owner to fix the system were it to break down.
"It's just a simple matter of watching where cows drink," Commission Chairman Dan Holub said.
The commission approved a raise for Road and Bridge Superintendent Randy Crawford, increasing his salary from $53,000 to $60,000.
Commissioners cited Crawford's work on six different road projects this year. Commissioner Roger Fleming said the production was more than what was expected in one year.
Commissioners also said Crawford has received positive reviews from county residents who have worked with the superintendent.
In other business:
- The commission approved a bid from D&L Enterprises of $18,000 for the fencing project at Marion County Park and Lake. D&L will use new piping for the fence to divide the southwestern section of the Marion County property from surrounding land owners. D&L owner Daryl Brewer said he could begin working on the project as soon as next week. The commission set a deadline of Dec. 19 with a $50 per day fee on any work past that date.
- Commissioners met with Dickinson County Commission on Thursday and Herington City Council
on Tuesday to discuss an agreement for emergency services across the county border. Dickinson County officials were in agreement that cooperation was necessary. Emergency services from Herington would be ideal on calls in northeastern Marion County and Tampa ambulance would be closer to calls in southwestern Dickinson County. Currently calls in that part of Dickinson County are taken by EMS in Abilene, 19 miles away.
The next commission meeting is scheduled for Monday morning.


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EATAC, Wash. - The wife of a U.S. soldier accused of killing 17 Afghan civilians says her husband showed no signs of PTSD before he deployed, and adds that she doesn't feel like she'll ever believe he was involved in the killings.
Karilyn Bales defended her husband, Staff Sgt. Robert Bales, in an interview with Matt Lauer for NBC's "Today" show that aired on Monday.
The Washington state woman said her husband joined the Army after the terror attacks of Sept. 11, 2001, to "protect his family, friends and country. He wanted to do his part," and added that her husband is "very brave, very courageous."
Officials say Bales wandered off base in southern Afghanistan earlier this month and killed eight Afghan adults and nine children.
The wife of the Joint Base Lewis-McChord soldier said the accusations are "unbelievable to me."
"He loves children, he's like a big kid himself," she said. "I have no idea what happened, but he would not ... he loves children, and he would not do that."
He was formally charged Friday with 17 counts of premeditated murder and other crimes.
She said he never had nightmares or other signs of PTSD and she feels like he was mentally fit when he was deployed. She also said he never told her about a traumatic brain injury he suffered while in Iraq, until he returned home.
"He shielded me from a lot of what he went through. He's a very tough guy."
U.S. investigators have said they believe Bales killed in two episodes, returning to his base after the first attack and later slipping away to kill again. He is reported to have surrendered without a struggle.
The 38-year-old married father of two from Lake Tapps, Wash., is being held at a U.S. military prison at Fort Leavenworth, Kan.
Karilyn Bales has spoken to her husband by telephone twice since he was detained. The soldier called his wife first from overseas shortly after massacre, and then last week from Fort Leavenworth where the two talked about family matters and "reaffirmed their love for each other," said her attorney, Lance Rosen.
Karilyn Bales said that during those phone calls she didn't ask her husband about the accusations he faces, and whether he was involved.
"We couldn't discuss those details. He was ... seemed a bit confused, as to where he was and why he was there."
She said she doesn't think she'll have to ask him what happened that night in Afghanistan because "I think he'll tell me what happened, from his point of view."
She said she can't believe he was involved in the killings.
"I don't think anything will really change my mind in believing that he did not do this. This is not what it appears to be," she said.
The couple has two young children, a girl named Quincy and a boy named Bobby.
Bales was on his fourth tour of duty in a war zone, having served three tours in Iraq, where he suffered a head injury and a foot injury. His civilian attorney, John Henry Browne, had said the soldier and his family had thought he was done fighting.
The family has set up a defense fund to help pay for Bales' legal fees.
The Bales family had a Seattle-area home condemned, struggled to make payments on another and failed to get a promotion a year ago. Karilyn Bales put the family's Lake Tapps, Wash., home up for sale days before the rampage.
The youngest of five brothers, Bales grew up in the working class Cincinnati suburb of Norwood, Ohio, and has been described as cheerful, all around good guy. He joined the Army two months after 9/11, after a Florida investment business failed and after he had worked with a string of securities operations.
Karilyn Bales told the "Today" show she has set up a fund to help pay for her husband's legal defense.


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Prosthetic arm, London, 1903-1913
A 16 year-old girl with a below-the-elbow amputation used this prosthetic arm. It is made of wood, leather and textile. The arm suspends from the body by a leather shoulder saddle and single strap that passes under the opposite underarm. The forearm connects to a lace-up arm corset by steel struts. It provided the wearer with a range of movements. The small wooden hand has fully articulating fingers and a rotating wrist. There is also a small hook fitted in the palm with three locking positions. This is for carrying items such as bags, or grasping utensils such as cutlery. The arm was made by London-based manufacturer C. A. Hoefftoke in the early 1900s.
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Glossary: prostheses
Artificial body parts, or materials inserted into tissue for functional, cosmetic, or therapeutic effect. Prostheses can be functional (artificial arms and legs), or cosmetic (artificial eye).
Glossary: artificial arm
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View topic - Start Calling Card Business!
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Start Calling Card Business!
Start Calling Card Business!
» Tue Apr 17, 2018 8:35 am
Dear Valued Partner,
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For more information, please visit our web site:
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text: Meet at the Information Desk for a guided tour of Commanding Space: Women Sculptors of Texas. Texas-based artists Celia Eberle, Kana Harada, Sharon Kopriva, Sherry Owens, and Linda Ridgway take the traditions of sculpture in new directions for the twenty-first century. Allusions to nature and human figures connect the diverse themes present in their work, which range from evocations of history and metaphor to explorations of memory, myth, and ritual. No reservations required.


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Sunday's news that Broncos linebacker Von Miller conspired with a sample collector to cheat drug tests broke ground only as it related to the involvement of the collector. It already was known generally that Miller had done something to try to beat the test.
For Miller, it ultimately was a good thing that a collector was implicated. By all appearances and based on everything we've been told, the NFLPA seized on the involvement of the league's representative to reduce Miller's ultimate punishment, dramatically.
We've heard that the league wanted to suspend Miller for as much as a year. Without the collector's involvement, it could have happened — especially since the NFL still has the ability to issue the discipline and to resolve the appeal in cases involving violations of the substance-abuse policy.
In any other workplace, Miller could have been at risk of something much worse than a one-year suspension. Employees who affirmatively disrupt an employer's internal investigation processes routinely are deemed to be unfit to remain.
"He didn't test positive for anything," an unnamed source told USA Today in late July. In hindsight, the comment is laughable.
Of course Miller didn't test positive. He didn't test positive because he cheated the test.
If the collector hadn't been involved, and if the NFLPA hadn't pushed it so aggressively, Miller would have had a lot longer than six weeks to ponder the consequences of his conduct.


text: Ingredients: Lemon Yogurt Coating [(Sugar, Fractionated Palm Kernel Oil, Whey Powder (Milk), Colored with Titanium Dioxide, Yogurt Powder {Cultured Whey, Non Fat Milk Powder}, Salt, Soy Lecithin (an Emulsifier), Vanilla), Lemon Flavor (Sweet Almond Oil, Artificial Flavor), Artificial Color (Fractionated Coconut Oil, FD&C Yellow 5 Lake, Yellow 6 Lake, Lecithin)], Pretzels (Soft Red Winter Wheat Flour, Salt, Sunflower or Canola or Rice Oil, Corn Syrup, Malt Syrup, Yeast). *Contains milk, wheat, and soy. **May contain traces of tree nuts and peanuts.


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Enjoy the benefits of being a BIG4 Holiday Perks+ member
As a Perks+ member you will enjoy:
- A 10% saving (up to $50) on every BIG4 holiday!
- Exclusive in-park Perks. Each BIG4 Park offers member benefits, which could include early check-in, late check-out, free WIFI or even free go-kart hire
- Access to Perks+ member only holiday offers
- 100's of savings on holiday attractions and activities
- Special member offers from BIG4 partners including Nissan, Pedders, Apollo Motorhomes and many more
Do you have a question about our BIG4 Holiday Perks membership program? See FAQs
See full BIG4 Holiday Perks membership program Terms and Conditions


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83 members8 Likes
Angelo Gulino has not received any gifts yet
firstname.lastname@example.com if you lost my # as I lost yours long ago.
Hey Angel~it's Christina in Rancho Mirage. Call me. I am unsure if this is a public comment so I will just hope you call as all is very good. :)
Hey angelo im about a 4 4.5 player. let me know if you would like to hit sometime. Im in the santa fe area. you can text me to o i dont mind. 505 501 5741 im looking for better players to hit with. thanks.
© 2019 Created by Mark / The Mayor. Powered by


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Did you know Ithaca ranked as the number one college town in America from Business Insider for 2012? We are so proud to call Ithaca home, as downtown is less than 10 miles from our bed and breakfast.
According to the American Institute for Economic Research (AIER), college towns with populations under 250,000 are relatively recession-proof, since they are home to a high proportion of students who are always spending. As a result, their economies tend to be more stable than those of larger cities.
Ithiaca scored particularly well in three categories: arts and leisure, entrepreneurial activity and (a lack of) unemployment. According to the AIER, these categories paint a good picture of an area's economic health.
Ithaca, N.Y. once again took the top spot on the list!
Meanwhile, major metropolitan areas like Boston, New York, Washington, and San Francisco were knocked off this year's top 10 list; Ann Arbor was the only city with a population of more than 250,000 that made the top 10.
Other Accolades for Ithaca
Most Secure Place to Live
The city of Ithaca was named by Farmers Insurance as "the Most Secure Place to Live" in the United States for municipalities under 150,000 in population in 2012. Every year, Farmers ranks nearly 400 U.S. communities based on safety and security.
The rankings take into consideration crime statistics, extreme weather, risk of natural disasters, housing depreciation, foreclosures, air quality, terrorist threats, environmental hazards, life expectancy, mortality rates from cancer and motor vehicle accidents, and job loss numbers.
Come See What Ithaca is About
Whether you are visiting a child at school or considering a move to Ithaca, please come up the road to Trumansburg for your lodging at Halsey house Bed and Breakfast. We have clean, tasteful guestrooms and a home made breakfast ready for you each morning. Let us host your stay while visiting Ithaca!


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ST. ANDREWS, Scotland - Swim great Michael Phelps upstaged some of golf's finest when he holed a 51-yard putt for a net hole-in-one during the second round of team play at the Dunhill Links Championship on Friday.
Phelps, who is playing the team event with a 16 handicap, drove the front edge of the green at the par-4 sixth hole at Kingsbarns before sinking his lengthy downhill second-shot putt.
Because the winner of 18 Olympic gold medals had a stroke on the hole, he signed for a 'one' on his scorecard.
"That was the longest putt I've ever holed," he said. "It was pretty incredible, watching it dive in was a pretty cool feeling. So to be able to have a net hole-in-one was pretty special.
"Even without that, this trip would have been very special, just having the opportunity to come over here and play among some of these players has been absolutely incredible."
Phelps recorded a net eagle 'two' at the next with professional partner Paul Casey. They moved to 9-under overall.
Thailand's Thongchai Jaidee and his amateur partner, Hugh Courtney Jr., lead the team format at 21 under.


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See Jason Aldean, Jake Owen, and Miranda Lambert at Fenway Park in Boston
If you think there's nothing better than a summer day at Boston's legendary Fenway Park, you're almost right.
Because on July 13, three of country music's biggest stars – Jason Aldean, Jake Owen, and Miranda Lambert – will take to the Fenway Park field for the show of a lifetime. You could be there, and then you could meet them backstage. Just enter below for your chance to win.
One winner will get two tickets to the show, two meet-and-greet passes, and one signed item from each of the headliners. You'll also get round-trip airfare for winner and a guest to Boston and two nights hotel accommodations.
And you'll experience Boston the best way possible – with a world-famous duck tour of the city and $500 to spend any way you want.
To enter the contest, you must become a VIP. But you really should do that anyway – sign-up is free, and qualifies you for tons of contests like this one, plus games, prizes, and exclusive content.


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Lakeside walk a Fantastic spot for a spot of R&R
Henley Lake is the perfect place to stroll and cycle round and a great spot to view an array of birdlife. It's also a favourite for Wairarapa locals.
Henley Lake and Wetlands in Masterton is great destination for a leisurely walk or cycle with friends and family. Set on 43 hectares of land just minutes bike ride from the town centre, it features well maintained limestone tracks that wind around a man-made lake while surrounding wetlands are full of bird life and plantings. There is something new to enjoy every time in the ever changing natural environment and the distinct seasonal changes that are unique to the Wairarapa, a region only one hour's drive or train ride from Wellington.
Henley Lake is a great place for a family outing with the kids, walking the dog or jogging with friends. Not only is there free access to the BBQ facility, but there is a children's playground and a fabulous array of birdlife on the lake and within the wetlands. Around 70 different species of birds have been sighted and recorded at Henley Lake and some of the more friendly birds just love visitors throwing them a few crusts of bread. But watch out for the rush!
The wooden viewing tower in the wetlands area gives a bird's eye perspective over the entire area and is favourite place to explore for littlies.
Henley Lake is the location for regular fun runs and cycles, charity walks and events unique to the region including the annual Wairarapa Balloon Festival.
For more things to do while you're visiting the Wairarapa head to www.wairarapanz.com. When you're here be sure to call into one of our i-SITE Visitor Centres for advice and trip suggestions.
Masterton i-SITE
Cnr Bruce and Dixon Streets
+64 6 370 0900
Martinborough i-SITE
18 Kitchener Street
+64 6 306 5010
Article by
Destination Wairarapa
Destination Wairarapa is the region's tourism organisation. Book accommodation and activities online. Find out about wineries, cycle trails, what's on and attractions.


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Python sample for Azure App Service - Django
This is a Python web app built on the Django framework that you can deploy to Azure App Service.
This code is generated by Python Tools for Visual Studio from the default Django template. The Visual Studio files have been removed.
To learn how to deploy this starter web app to App Service in a few minutes, go to Get started with web apps in Azure App Service.
See LICENSE.


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This 'N That
A reminder about Hot Stove events coming up …
The Quakes' Hot Stove is this Sunday at 5 PM. It's at a new location, Etiwanda Gardens. Angels pitching coach Mike Butcher is the featured speaker, and Jered Weaver will be there to sign autographs.
The Kernels' Hot Stove is Thursday January 21 at the Crowne Plaza Five Seasons Hotel. The featured speaker is Roland Hemond, the Angels' first farm and scouting director (and friend of the FutureAngels.com web site). Former Cedar Rapids Reds outfielder Eric Davis, and Kernels' 2008 manager Keith Johnson, will also be there.
The Travs' Hot Stove is Tuesday February 5 at the North Little Rock Chamber of Commerce. Travs manager Bobby Magallanes and Angels farm director Abe Flores will be there. The Travs event is free.
Speaking of Hot Stoves … What is a "Hot Stove"? Not everyone knows what it means. Think back to decades ago when people didn't have central heating. Baseball fans would spend the winter sitting around a hot stove warming themselves while they talked about the game. That's the origin of the term. You used to hear off-season baseball gossip referred to as the "Hot Stove League," although I haven't heard that phrase in a while.
I've been working on the FutureAngels.com Database. What's there now is just a toe in the water. Once I have five seasons of statistics in the database, I'll start building search features for you to try.
The ongoing Statesville research project has picked up steam. I located another one of the players, but he's very ill so I won't mention his name to protect his privacy. I have leads for a couple more.
As I find them, inevitably I hear another round of crazy baseball stories. Again, not naming names, but I was told that one of the Statesville players was a bootlegger!
(Alcohol seems to be a running theme in these stories, a sign of the times …)
I'm starting to think that not only would the 1961 Statesville season make a great book, but it might make a great movie too. Bull Durham meets The Dukes of Hazzard.
Baseball America announces the Angels' Top 10 Prospects list on Monday. They'll also have an on-line chat. You can participate through their web site at BaseballAmerica.com.


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The CCRI men's soccer team traveled to Trenton, NJ to face Essex County College. The Knights lost to Essex County 4-0. With the loss the knights fall to 0-4 on the season.
Head Coach Gabe Toro traveled with a limited amount of players because injuries which are playing a huge part in their season this year. Coach Toro mentioned "I have never seen a start of the season with so many major injuries to personnel, even in my own playing experience. Five starters out because of injuries so far this early in the season." Visiting Essex with only three healthy subs was not the way Coach Toro wanted to go into this weekend.
The Knights made some adjustments and came out ready to give their best. Freshman Clarence Early (Cranston, RI), Christopher Quinn (Cranston, RI), Jean Arenas (Cranston, RI) and Samson Olowoporoku (Osun-State, Nigeria) all started in the back line for the Knights. They started off great, holding off the attack of Essex. The half time score was 0-0. Coach Toro was very happy with the way the team and individual players adjusted to their new positions. Adam Corey (North Kingstown, RI) dropped into a midfield role while Luis Duarte (Pawtucket, RI) and Matt Bulmer (Dayville, CT) pushed up top as forwards. Together with outside midfielders Luis Navas (Pawtucket, RI) and Christopher Fernandes (Cranston, RI) the team had some positive combinations that resulted at some good looks at goal, but the Knights were not able to capitalize. Rob Gallucci (Coventry, RI) in net also made an incredible save after Essex was awarded a penalty kick. The save pumped up the Knights and they continued to try to build aggressive combinations into the opposing team box.
In the end, the Knights were not able to keep up the pace. Having limited subs gives all other players extra minutes and being the start of the season, team fitness is not yet at an optimum level. The Knights also suffered another injury during this game that may put out another player for a few weeks. In the end the final score was 4-0. The Knights put on a good fight, but were not able to capitalize on opportunities and some mental mistakes because of fatigue in the end made the difference.
The Knights' next game is Saturday when they travel to Rochester, NY to play Monroe Community College at 2:00pm.
The Community College of Rhode Island, New England's largest comprehensive community college, enrolls nearly 18,000 students in credit courses and thousands more in non-credit and job training classes. Its athletic program boasts 12 varsity programs and an academic support program for all student-athletes.
This page developed and maintained by CCRI Athletics. Send comments and suggestions to firstname.lastname@example.com.


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★ ★ ★
Conservative opponents of "ObamaCare" were not happy to hear that the Supreme Court ruled 5-4 in favor of upholding the controversial health care law.
Not just unhappy. Furious.
"Today's Supreme Court decision will do serious harm to American families," said Family Research Council President Tony Perkins. "Not only is the individual mandate a profound attack on our liberties, but it is only one section among hundreds of provisions in the law that will force taxpayers to fund abortions, violate their conscience rights, and impose a massive tax and debt burden on American families."
American Conservative Union Chairman Al Cardenas called for the law to be "thrown out."
"Today's unfortunate decision by the Supreme Court to uphold an unpopular and ill-considered law puts the American healthcare system at the mercy of Washington bureaucrats," Cardenas said in a statement. "This law needs to be thrown out by the Congress and the President immediately, as it exceeds federal power, asserting enormous federal control over the healthcare of every man, woman and child in America. We need a bill that that will actually solve our healthcare problems and reduce the cost — not add to the legacy of debt to our children with trillions of dollars in new spending."
House Majority Leader Eric Cantor, a Virginia Republican, immediately announced that the House will vote to repeal Obama's "Affordable Care Act" one more time on July 11. National Republican Congressional Committee Chairman Pete Sessions, a Dallas Republican, tweeted a ditto:
"House Republicans support a #FullRepeal of ObamaCare. @GOPLeader has announced the House will again vote week of July 9th."
L. Brent Bozell III, president of the conservative Media Research Center, predicted that the decision would end up a political minus for President Obama.
"Conservatives — Republicans — can now campaign on the line of attack that a) this is the greatest expansion of power in history; b) this is the greatest tax increase in history; and c) this is the greatest presidential deception in history," he said.
Bozell noted how the court upheld the law as a tax — something the Obama administration argued against.
"The incredible irony here is that in upholding Obamacare, Roberts et. al. have formally also declared Obama to be a monumental liar," Bozell said. "And in the most bizarre twist of them all, they upheld the lie by declaring this to be a tax.
"From now til Election Day the GOP should simply run clips of Obama insisting this wasn't a tax," Bozell said.
The Family Research Council said the Supreme Court's ruling will hurt families and chip away at the American dream. Family Research Council Legal Counsel Ken Klukowski declared:
"By ruling that the law is constitutional, the Supreme Court gave the federal government the power to order private citizens to enter into contracts with private organizations and give those organizations their money. This ruling fundamentally transforms the federal government from one of limited and specified powers in the Constitution to an all-powerful central government with plenary power over every area and aspect of Americans' lives from cradle to grave."
Richard Viguerie, Chairman of ConservativeHQ.com made a statement revealing his opposition to Obamacare as well.
"The 2010 Tea Party wave election was all about the repeal of Obamacare and the individual mandate. If millions of Americans were enraged by the passage of Obamacare before the Supreme Court decision upholding the individual mandate was announced, their outrage will reach revolutionary fervor now that the mandate has been upheld.
"Conservatives believe with every fiber of our being that the plain language of the Constitution and our other founding documents, to say nothing of American history, demanded that the Supreme Court strike down Obamacare as unconstitutional.
"Today, a 5-4 majority of the Supreme Court of the United States — the body the Framers of the Constitution created to protect the citizenry from tyranny — has chosen to join infamous courts of the past, such as the Taney Court that made the Dred Scott v. Sandford decision finding that slaves had no rights and the Fuller Court that ruled to institutionalize Jim Crow discrimination in Plessy v. Ferguson in stripping Americans of their freedom."
The Tea Party Patriots also criticized the Supreme Court's ruling on Obamacare.
"The Supreme Court ruled against the American people today," said Jenny Beth Martin, Co-Founder and National Coordinator of Tea Party Patriots. "Now more than ever it is time for the American people to band together and take our government back. "