قیاس آرائیاں
میں یہ سمجھا تھا
وہ خود میرے پاس آئے گا
اس خوش فہمی نے اسے گنوا دیا
اب میرا ہر لمحہ
اس غلط فہمی میں گزرتا ہے
میں نے اپنے دل سے اس کومٹا دیا
It is above-board that teachers play an important role in forming, formulating, molding and developing the society as individuals and as a whole. The youth has ever been an icon to lead the community in every sphere of life. The young stuff has played the pivotal role in preaching, scribing, teaching, political, economic and even diplomatic fields. The present research article explores the role of various companions of Holy Prophet (r) in these fields. Firstly, the Holy Prophet (r) groomed his companions, stormed their brains and paved them on the Divine way, then sent them to the said fields to work. Among those companions, Ḥaḍrat Muṣ‘ab bin ‘Umayr, Mu‘ādh bin Jabal, ‘Abdullāh ibn e Maktūm, Rāfi‘ bin Mālik, ‘Abdullāh ibn e Mas‘ūd, ‘Abdullāh ibn e ‘Abbās, Abū Sa‘īd Khudrī (y) as well as from females Ḥaḍrat ‘Āyshah, Ḥaḍrat Ḥafṣah, Shifā bint-e-‘Abdullah etc. Were appointed as preachers. Their task was not only to teach and educate the community rather to present themselves before them as paragon for their particular fields. The research concludes that the Prophet (r) laid down a criteria for selection of the teachers of Muslim Ummah. The selection criteria of the Prophet (r) was based not only on contingent variables but also on some special characteristics like teaching and training, potential empathy for the learners and a passion for social reformation. As a result, these preachers, after practicing their ideal and best performance, produced numerous educations, merchants, facilitators and reformers in the society. The present research paper will explore the companions’ efforts for the reformation of the society.
With the advancement in technology and decrease in prices of electronic items, Personal Computers (PCs) are becoming common. This has resulted in PCs replacing many other electronic gadgets (televisions, play stations, etc.), as people are inclined to use televisions and play stations in their PCs through software. Games are not an exception from this electronic advancement. All this has increased the number of choices in computer games for the users. At the same time the quality of entertainment provided by these games has also decreased due to abundance of games in the market for PCs. On the other hand the task of game development for the developers is becoming tiresome, which requires scripting the game, modeling its contents and other such activities. Still it cannot be known how much the developed game is entertaining for the end users, as entertainment is a subjective term. Another issue from the point of view of game developers is the constant need of writing new games, requiring investment both in terms of time and resources. In order to address afore mentioned challenges (measuring of entertainment and automated generation of games). First task is to devise some metrics that can quantify the entertainment value of a game. Although creating a single quantitative measure for all genres of games is not trivial, but a separate metrics for each can be devised. Based upon the entertainment metrics some computational intelligence techniques can be used to create new and entertaining games. In this work we create a set of metrics for measuring entertainment in computer games. The genres we address are board based games and video games (predator/prey and platform games). The metrics are based theories of entertainment in computer games, taken from literature. Further we use Evolutionary Algorithm (EA) to generate new and entertaining games using the proposed entertainment metrics as the fitness function. The EA starts with a randomly initialized set of population and using genetic operators (guided by the proposed entertainment metrics) we reach a final set of population that is optimized against entertainment. For the purpose of verifying the entertainment value of the evolved games with that of the human we conduct a human user survey and experiment using the controller learning ability.