1010Computers | Computer Repair & IT Support

Metroid Prime 4 development was going so badly, Nintendo is starting over

For all those wondering why we haven’t heard much out of the Metroid Prime 4 camp since the title was announced at E3 2017 (with an admittedly underwhelming trailer), Nintendo just offered a surprisingly frank answer. Senior Managing Executive Officer Shinya Takahashi appeared in a video to explain that game development thus far has failed to live up to the company’s standards.

As such, the company is changing studios, returning Retro, which developed earlier entries in the Prime franchise. Retro producer Kensuke Tanabe will essentially be starting things over from scratch.

“This change will essentially mean restarting development from the beginning,” Takahashi explained, addressing the camera in a somber, apologetic tone, “so the completion of the game will be delayed from our initial internal plan. We strongly recognize that this delay will come as a disappointment to the many fans who have been looking forward to the launch of Metroid Prime 4.”

It’s a blow for one of Nintendo’s best-loved franchises — especially considering how long the game has been in the works. The move is also a highly unusual one for the company, including a very public apology. But in spite of a bit of a black eye in all of this, there’s something to be said for the exacting standards that would lead Nintendo to make such a difficult decision.

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Crypto wallet BRD raises $15M for Asian expansion

Mobile cryptocurrency wallet BRD is announcing that it has raised $15 million in Series B funding.

The funding comes from SBI Crypto Investment, a subsidiary of Japanese financial services company SBI Holdings (formerly a subsidiary of SoftBank). BRD said the funding will allow it to grow its product and engineering teams, and to expand in Japan and across Asia.

“SBI Group’s investment in BRD allows us to firmly cement ourselves in the Asian market,” said BRD co-founder and CEO Adam Traidman in a statement. “It shows incredible support for the foundation that we have built in North America and reinforces our proven ability to scale the success we have achieved in the past 4 years. The new investment will ensure our long-term global growth, and we are incredibly excited about collaborating with SBI as a strategic investor and business partner to make that happen.”

It’s surprising to see a crypto startup raising money now, given the broader crypto downturn. After all, BRD bills itself as the simplest way to start buying and storing cryptocurrencies — but does that mean anything if consumers are being scared away from investing?

BRD - App - Wallet Screen

When I asked Spencer Chen, the company’s vice president of global marketing (and an occasional friend of mine), about the industry’s recent challenges, he argued, “The need for a single, global currency still exists.”

“That’s what all got lost in 2018 as the fast-money, traders, and speculators came piling into the crypto space,” Chen told me via email. “It really convoluted the core mission of a natively digital currency. Money that worked just like the open internet. As a company that’s built-to-last and committed to the core mission of crypto currency, there was nothing more frustrating than to witness the many steps backwards the industry at large took in 2018.”

In fact, BRD says it doubled its total install base in 2018, ending the year with 1.8 million users globally. It also says it’s currently being used to store the equivalent of $6 billion mostly in Bitcoin and Ethereum — with a 24 percent increase in monthly active users between November and December, after it started accepting stablecoins (which are pegged to the value of a fiat currency).

BRD has now raised a total of $55 million. It’s also announcing a partnership with Coinify, allowing users to make cryptocurrency purchases using bank accounts in the European market.

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HMD Nokia phones are coming to Verizon, Cricket and Rogers

The North American market can be a tough one to crack for a number of reasons, not the least of which is consumers’ continued reliance on carriers. Without their distribution channels, most handset makers just can’t get a foothold here. In a meeting earlier this week, HMD told me that North America is going to be its primary focus for 2019, a push that starts with a trio of carrier deals.

This morning, the Finnish smartphone maker announced that it will be bringing its Nokia-branded Android handsets to a trio of key carriers — Verizon and Cricket in the U.S. and Rogers in Canada. The U.S. devices are arriving this month, with Rogers’ arriving “very soon” through its Chatr brand.

Cricket users will get access to the Nokia 3.1 Plus, which focuses primarily on its 3,500mAh battery, which the company optimistically puts at two days of life. It’s a budget device, of course, priced at $160, sporting a 5.99-inch screen, a middling Snapdragon 439 and dual rear-facing cameras.

Verizon users will get access to the Nokia 2 V, which sports an even larger 4,000mAh battery and a 5.5-inch screen. That one will be available through Verizon stores on January 30. Rogers, meanwhile, will be getting the Nokia 2.1.

HMD’s already had pretty solid growth in its first few years of existence, bucking the trend of an otherwise stagnate mobile market. That growth comes thanks in part to its out of the gate brand recognition from acquiring Nokia IP, some buzzy early retro handsets, a focus on budget devices and its continued commitment to the oft-neglected feature phone market.

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Vodafone pauses Huawei network supply purchases in Europe

Huawei had a very good 2018, and it’s likely to have a very good 2019, as well. But there’s one little thing that keeps putting a damper on the hardware maker’s global expansion plans. The U.S. and Canada have already taken action over the company’s perceived link to the Chinese government, and now Vodafone is following suit over concerns that other countries may join. 

The U.K.-based telecom giant announced this week that it’s enacting a temporary halt on purchases from the Chinese hardware maker. The move arrives out of concern that additional countries may ban Huawei products, putting the world’s second largest carrier in a tricky spot as it works to roll out 5G networks across the globe.

For now, the move is focused on European markets. As The Wall Street Journal notes, there remains some possibility that Vodafone could go forward with Huawei networking gear in other markets, including India, Turkey and parts of Africa. In Europe, however, these delays could ultimately work to raise the price and/or delay its planned 5G push.

“We have decided to pause further Huawei in our core whilst we engage with the various agencies and governments and Huawei just to finalize the situation, of which I feel Huawei is really open and working hard,” Vodafone CEO Nick Read said in a statement.

Huawei has continued to deny all allegations related to Chinese government spying.

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Lydia launches shared accounts for its mobile payment app

French startup Lydia now lets you share your Lydia sub-accounts with other people. The company wants to make it easier to manage money when you’re traveling with friends, sharing an apartment with someone and more.

When Lydia introduced its premium offering back in March 2018, the company completely rethought the way Lydia accounts worked. Users had a single Lydia account and were basically limited to sending, receiving and withdrawing money — it was all about peer-to-peer payments. Now, you can create as many Lydia accounts as you want, move money around, set money aside and top up each account separately.

That was just the first step as you can now share those accounts with other people. This way, you don’t have to create a Splitwise group and track who owes what to whom. Instead of getting your money back after a while, people chip in and top up the shared account directly. Anybody can then safely spend that money.

As always, Lydia is all about getting money in the app and out of the app as seamlessly as possible. When you create a shared account, each user can top up the account using other Lydia sub-accounts, a traditional bank account that you have already connected to the app or a debit card if it’s a small amount.

If your bank account isn’t compatible with Lydia, you also get an IBAN number for this sub-account in particular. So you can initiate a traditional bank transfer from your bank account as well.

Once the account is up and running, anybody can spend money. You can generate a virtual card, add it to Apple Pay, Google Pay or Samsung Pay, and associate it with the shared account. If you’re on a ski trip and buying raclette cheese for your group of friends, you can then pay with your phone and debit the shared account.

If you’re a premium user and have a good old plastic Lydia card, you can also use it in any card reader and associate transactions with your shared account. Some websites already let you pay with your Lydia account directly as well. You can select your sub-account when confirming the transaction on your phone.

You can imagine multiple different use cases for such a feature. This is a good way to share an account with your significant other without switching to the same bank. This could be a way to pay for utility bills with your roommates.

“I use it with my son for instance. I created a shared account, I set up a virtual card and he added it to his Google Pay,” co-founder and CEO Cyril Chiche told me. He can then send him money that he can use instantly whenever he needs to.

This feature will become more valuable over time, when you can pay with your Lydia account in more places. Mobile payment systems, such as Apple Pay and Google Pay, are slowly becoming more widespread. And Lydia has also been working with popular payment service providers to add support for more e-commerce websites.

It’s a radical way of sharing expenses with friends and family members, but it could become the obvious way if Lydia becomes ubiquitous.

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StarCraft II-playing AI AlphaStar takes out pros undefeated

Losing to the computer in StarCraft has been a tradition of mine since the first game came out in 1998. Of course, the built-in “AI” is trivial for serious players to beat, and for years researchers have attempted to replicate human strategy and skill in the latest version of the game. They’ve just made a huge leap with AlphaStar, which recently beat two leading pros 5-0.

The new system was created by DeepMind, and in many ways it’s very unlike what you might call a “traditional” StarCraft AI. The computer opponents you can select in the game are really pretty dumb — they have basic built-in strategies, know in general how to attack and defend, and how to progress down the tech tree. But they lack everything that makes a human player strong: adaptability, improvisation, and imagination.

AlphaStar is different. It learned from watching humans play at first, but soon honed its skills by playing against facets of itself.

The first iterations watched replays of games to learn the basics of “micro” (i.e. controlling units effectively) and “macro” (i.e. game economy and long-term goals) strategy. With this knowledge it was able to beat the in-game computer opponents on their hardest setting 95 percent of the time. But as any pro will tell you, that’s child’s play. So the real work started here.

Hundreds of agents were spawned and pitted against each other.

Because StarCraft is such a complex game, it would be silly to think that there’s an single optimal strategy that works in all situations. So once the machine learning agent was essentially split into hundreds of versions of itself, each given a slightly different task or strategy. One might attempt to achieve air superiority at all costs; another to focus on teching up; another to try various “cheese” attempts like worker rushes and the like. Some were even given strong agents as targets, caring about nothing else but beating an already successful strategy.

This family of agents fought and fought for hundreds of years of in-game time (undertaken in parallel, of course). Over time the various agents learned (and of course reported back) various stratagems, from simple things such as how to scatter units under an area-of-effect attack to complex multi-pronged offenses. Putting them all together produced the highly robust AlphaStar agent, with some 200 years of gameplay under its belt.

Most StarCraft II pros are well under 200, so that’s a bit of an unfair advantage. There’s also the fact that AlphaStar, in its original incarnation anyway, has two other major benefits.

First, it gets its information directly from the game engine, rather than having to observe the game screen — so it knows instantly that a unit is down to 20 HP without having to click on it. Second, it can (though it doesn’t always) perform far more “actions per minute” than a human, because it isn’t limited by fleshy hands and banks of buttons. APM is just one measure among many that determines the outcome of a match, but it can’t hurt to be able to command a guy twenty times in a second rather than two or three.

It’s worth noting here that AIs for micro control have existed for years, having demonstrated their prowess in the original StarCraft. It’s incredibly useful to be able to perfectly cycle out units in a firefight so none takes lethal damage, or to perfectly time movements so no attacker is idle, but the truth is good strategy beats good tactics pretty much every time. A good player can counter the perfect micro of an AI and take that valuable tool out of play.

AlphaStar was matched up against two pro players, MaNa and TLO of the highly competitive Team Liquid. It beat them both handily, and the pros seemed excited rather than depressed by the machine learning system’s skill. Here’s game 2 against MaNa:

In comments after the game series, MaNa said:

I was impressed to see AlphaStar pull off advanced moves and different strategies across almost every game, using a very human style of gameplay I wouldn’t have expected. I’ve realised how much my gameplay relies on forcing mistakes and being able to exploit human reactions, so this has put the game in a whole new light for me. We’re all excited to see what comes next.

And TLO, who actually is a Zerg main but gamely played Protoss for the experiment:

I was surprised by how strong the agent was. AlphaStar takes well-known strategies and turns them on their head. The agent demonstrated strategies I hadn’t thought of before, which means there may still be new ways of playing the game that we haven’t fully explored yet.

You can get the replays of the matches here.

AlphaStar is inarguably a strong player, but there are some important caveats here. First, when they handicapped the agent by making it play like a human, in that it had to move the camera around, could only click on visible units, had a human-like delay on perception, and so on, it was far less strong and in fact was beaten by MaNa. But that version, which perhaps may become the benchmark rather than its untethered cousin, is still under development, so for that and other reasons it was never going to be as strong.

AlphaStar only plays Protoss, and the most successful versions of itself used very micro-heavy units.

Most importantly, though, AlphaStar is still an extreme specialist. It only plays Protoss versus Protoss — probably has no idea what a zerg looks like — with a single opponent, on a single map. As anyone who has played the game can tell you, the map and the races produce all kinds of variations which massively complicate gameplay and strategy. In essence, AlphaStar is playing only a tiny fraction of the game — though admittedly many players also specialize like this.

That said, the groundwork of designing a self-training agent is the hard part — the actual training is a matter of time and computing power. If it’s 1v1v1 on Bloodbath maybe it’s stalker/zealot time, while if it’s 2v2 on a big map with lots of elevation, out come the air units. (Is it obvious I’m not up on my SC2 strats?)

The project continues and AlphaStar will grow stronger, naturally, but the team at DeepMind thinks that some of the basics of the system, for instance how it efficiently visualizes the rest of the game as a result of every move it makes, could be applied in many other areas where AIs must repeatedly make decisions that affect a complex and long-term series of outcomes.

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Cannabis startup Caliva raises $75M from former Yahoo CEO Carol Bartz and Joe Montana

San Jose cannabis company Caliva is proving that weed’s still hot, even as some markets cool off.

The company is announcing a $75 million round of investment that includes participation from former Yahoo CEO Carol Bartz and football legend Joe Montana . If that pair seems unlikely, it just goes to show that cannabis attracts an eclectic mix.

With what the company itself refers to as a “war chest,” Caliva intends to expand its portfolio of products as well as ramping up its efforts courting cannabis users in California through a combination of branded brick and mortar stores, direct to consumer sales and sales to distributors. While state regulations slowed the overall market over the last year, Caliva grew its revenues by 350 percent, growing its company to 440 workers.

A general partner at Liquid 2 Ventures, Montana isn’t new to cannabis investing. In 2017, the former quarterback participated in a seed round for Herb, a cannabis-focused media company. Given the extreme toll pro sports take on the human body, it’s not uncommon for former athletes to get involved in the cannabis business, particularly with CBD products.

“As an investor and supporter, it is my opinion that Caliva’s strong management team will successfully develop and bring to market quality health and wellness products that can provide relief to many people and can make a serious impact on opioid use or addiction,” Montana said of his interest in the cannabis industry.

Caliva currently operates a popular retail location situated conveniently for Silicon Valley’s droves of weed acolytes, but the company is more than just a well-liked dispensary. Beyond just carrying popular brands, Caliva sells its own products at its own stores — everything from vape pen oil cartridges to pre-rolls — in addition to operating a distribution center nearby.

“I know great opportunities when I see them,” said Bartz, who will also join the company’s board.

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Asian food delivery startup Chowbus raises $4M

When one food delivery startup fails, another gets funded.

Chowbus, an Asian food ordering platform headquartered in Chicago, has brought in a $4 million “seed” funding led by Greycroft Partners and FJ Labs, with participation from Hyde Park Angels and Fika Ventures. The startup, aware of the challenges that plague startups in this space, says offering exclusive access to restaurants and eliminating service fees sets it apart from big-name competitors like Uber Eats, Grubhub, DoorDash and Postmates.

The Chowbus platform focuses on meals rather than restaurants. While scrolling through the mobile app, a user is connected to various independent restaurants depending on what particular dish they’re seeking. Chowbus says only a small portion of the restaurants on its platform, 15 percent, are also available on Grubhub and Uber Eats. 

The app is currently available in Chicago, Boston, New York City, Philadelphia, Champaign, Ill. and Lansing, Mich. With the new investment, which brings Chowbus’ total raised to just over $5 million, the startup will launch in up to 20 additional markets. Eventually, Chowbus says it will expand into other cuisines, too, beginning with Mexican and Italian. 

Chowbus was founded in 2016 by chief executive officer Linxin Wen and chief technology officer Suyu Zhang.

“When I first came to the U.S. five years ago, I found most restaurants I really liked [weren’t] on Grubhub nor other major delivery platforms and the delivery fees were quite high,” Wen told TechCrunch. “So I thought, maybe I can build a platform to support these restaurants,”

TechCrunch chatted with Wen and Zhang on Tuesday, the day after Munchery announced it was shutting down its prepared meal delivery business. Naturally, I asked the founders what made them think Chowbus can survive in an already crowded market, dominated by the likes of Uber.

“The central kitchen model doesn’t work; the cost is too high,” Zhang said, referring to Munchery’s business model, which prepared food for its meal service in-house rather than sourcing through local restaurants.

“We don’t own the kitchen or the chef, we just take advantage of the resources and help restaurants make more money,” Wen added. “The food delivery space is really huge and growing so quick.”

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Smartphones are about to get more interesting, but is it enough to drive growth?

Smartphone numbers are down. In 2018, global shipments dropped 3 percent, and while the long-promised arrival of 5G will help numbers get back into the black, IDC predicts that even then growth will be in the low-single digits.

With a few exceptions, handset makers are starting to feel the pain of stagnation, due to a confluence of different forces. There’s slowed economic growth in China and internationally, prolonged upgrade cycles and price hikes as tariffs are levied amid a looming trade war.

For many consumers, however, it comes down to one simple thing: most phones today are already quite good and manufacturers are offering fewer compelling reasons to upgrade every one to two years. Unlike many of the aforementioned external factors, this is something phone makers can actually do something about.

Of course, this could be the year that changes that. After years of minor upgrades, far-off concept designs and being backed into a corner by diminishing returns, handset makers are coming out swinging. Less than a month in, 2019 is already shaping up to be one of the most innovative years for smartphones in recent memory.

Samsung, Huawei, Xiaomi and Royole all have folding phones in the works, and Motorola may be joining their ranks with a new Razr. Google, meanwhile, has promised to support the new wave of foldables with updates to Android. 5G phones are set to start trickling in this year, as well.

This week we saw a pair of handsets from Meizu and Vivo that take advantage of a handful of trends (wireless charging, Bluetooth headphones, etc.) to offer handsets fully devoid of ports. And then there’s whatever this LG thing is.

Not all are great or guaranteed hits, but with Mobile World Congress just over a month out, it already seems safe to declare that 2019 will be a good year for intriguing devices and concepts. Sales have been flagging, so companies are scrambling to stand out — heck, even HTC is going all-in on crypto with the Exodus One.

All of this should serve to make my job more interesting. But will far out concepts really drive growth? Foldables are already proving to be something of a mixed bag. Take Royole, which contorted its way into the spotlight by being the first company to make the long-promised folding screen a reality. The product ultimately left something to be desired. Early glimpses at devices like the dual-folding Xiaomi, however, have offered hope for the space’s potential.

5G, meanwhile, is going to have trouble living up to its own prolonged hype cycle. Those who pay attention to the industry have been hearing about its unlimited potential for years. The mainstream media has picked up on it in the intervening months, courtesy of CES and promises from handset makers and carriers alike.

But carriers have already done a lot to cloud the definition of 5G — take AT&T’s 5G Evolution. The carrier calls it its “first step on the road to 5G,” when really it’s more of a souped-up LTE. It has led to a whole lot of snipping between carriers, further muddying the waters for an already nebulous technology. There will be a number of 5G devices on the market before year’s end, but actually getting 5G coverage with your carrier in your city is another issue entirely.

Price will also be major a factor. Companies like OnePlus have shown just how good inexpensive handsets can be, all while prices have continued to rise on flagships. Models from Samsung and Apple now regularly start around $1,000, and the average price for a foldable looks like it will be more in the neighborhood of $1,500. At that price, it’s going to be difficult to attract anyone beyond early adopters with money to burn. Real mainstream adoption is going to require lower price points and a genuinely useful feature set that expands the products beyond sheer novelty.

The mobile industry is at a crossroads. It has hit maturation and, in some markets, saturation. 2019 will be a key year in determining the fate of the smartphone going forward, whether this space continues to have life in it, or if the stagnation will continue while we wait for the next big thing in consumer electronics.

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Swarm Technologies raises $25M to deploy its own 150-satellite constellation

Swarm Technologies is one of several companies looking to populate low Earth orbit with communications satellites, setting itself apart with the sheer smallness of its devices — and of course with the notoriety of having defied the FCC and earned a fine. But investors are bullish, and the company has just raised a $25 million Series A round to put 150 of its tiny SpaceBEEs in orbit.

There are many communications markets to be served from space: Starlink wants to do mobile broadband; Ubiquitilink wants to eliminate “no signal;” and Swarm is taking aim at embedded devices, the so-called Internet of Things.

IoT devices don’t need high speeds or low latency; the data they produce can usually wait a few minutes, or even days. While they very well could be registered on your ordinary Wi-Fi network or even connect by a cellular connection, it’s easy to see that they would benefit from a separate form of connectivity more suited to their needs.

This is especially true when you consider how areas like farms and wildernesses are being outfitted with sensors to monitor soil, warn of poachers or lost hikers and otherwise provide some basic data on the huge swathes of land that are more or less off the grid.

Swarm has developed something entirely new: a low-bandwidth, latency-tolerant network that is extremely inexpensive, low-power and very easy to integrate for things that need to be connected anywhere in the world,” said Sky Dayton, EarthLink founder and leading participant in the round alongside Craft Ventures, Social Capital, 4DX Ventures and NJF Capital.

The focus at Swarm now is on speed and cost reduction. Especially in space, there’s a strong argument to get something, anything in place so you can demonstrate the utility of your service, however limited, while others are still at the drawing board.

That’s what the $25 million will be dedicated to — expansion and in particular the deployment of a 150-satellite constellation over the next 18 months.

Of course the success of the company’s ambitions here depend much upon finalization, regulatory approval, manufacturing and launch schedules. But Swarm’s satellites really are small — so small that the FCC was leery about allowing them to be launched — so dozens may well be launched at a time.

The company has already launched and tested seven of its satellites; a representative told me that the design is final and that the 150 it plans to launch by mid-2020 are being made in its lab right now.

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