Gamification of Innovation, Discovery, Research & Development Incentives and Best Practices in Crowd-Sourcing & Crowd-Funding.

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Gamification of Innovation, Discovery, Research & Development Incentives and Best Practices in Crowd-Sourcing & Crowd-Funding

Contests/“Prize Economy” 1901 – Nobel Prizes 1919/1927 – Orteig Prize ($25,000 for New York-Paris) 1996/2004 – Ansari X Prize ($10M for space x 2/2 weeks) InnoCentive ( 2004/2005 – DARPA Grand Challenge (150/132 miles) 2006/2009 – Netflix Prize (10% improvement/Cinematch) 2012/201? – DARPA Robotics Challenge* Contestants normally spend 1.5 orders of magnitude * prize money $$

Collective Intelligence & Crowd-Sourcing 1988 – IOWA Electronic Markets Hollywood Stock Exchange 2001 – Wikipedia 2001 – The Beast (AI: Artificial Intelligence) 2004 – I Love Bees (42 Entertainment, Halo 2) 2006 – MIT Center for Collective Intelligence (Climate Collaboratorium) 2009 – This Is Not a Game

Fold-It 1998 – Rosetta (University of Washington) 2005 – (BOINC) 2008 – Foldit ( Deciphered the Mason-Pfizer monkey virus retroviral protease, an AIDS-causing monkey virus, in just ten days. The problem had already stumped scientists for 15 years – First reported crowd-sourced redesign of a protein (adding 13 amino acids increased activity more than 18-fold over the original).

NeuroEvolving Robotic Operatives (NERO) 2002 – NeuroEvolution of Augmenting Topologies (NEAT) 2003 – 2nd GameDev conference focusing on AI Project NERO started 2005 – NERO 1.0 released 2006 – real-time NEAT (rtNEAT) 2007 – NERO 2.0 released 2010 – OpenNERO released ( – Online Machine Learning Tournament

Crowd-Sourcing a Team for the DARPA Robotics Challenge Disaster Relief Scenario w/Eight Activities Robot Operating System (ROS) Gazebo (3-D Simulation Environment) Amazon Web Services Weekly Progressive Challenges Modularization & Code Re-Use Economic incentives Team/Clan Competition