An Analytical Study of Puzzle Selection Strategies for the ESP Game Ling-Jyh Chen, Bo-Chun Wang, Kuan-Ta Chen Academia Sinica Irwin King, and Jimmy Lee.

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Presentation transcript:

An Analytical Study of Puzzle Selection Strategies for the ESP Game Ling-Jyh Chen, Bo-Chun Wang, Kuan-Ta Chen Academia Sinica Irwin King, and Jimmy Lee The Chinese University of Hong Kong

How the ESP Game Works? PLAYER 1 PLAYER 2 GUESSING: BOY GUESSING: CAR SUCCESS! YOU AGREE ON CAR SUCCESS! YOU AGREE ON CAR GUESSING: CAR GUESSING: KID GUESSING: HAT

Why is it Important? Some statistics (July 2008) –200,000+ players have contributed 50+ million labels. –Each player plays for a total of 91 minutes. –The throughput is about 233 labels/player/hour (i.e., one label every 15 seconds)

The Ideas behind the ESP Game “Human Computation” represents a new paradigm of applications. –solve some problems which are difficult to be solved by computers “Games With A Purpose” (GWAP) – by Dr. Luis von Ahn (CMU) –take advantage of people's desire to be entertained –produce useful metadata as a by-product

Our Contributions We propose an evaluation metric for human computation systems. We study the inner properties of the ESP game using analysis. We propose an “Optimal Puzzle Selection Algorithm” (OPSA). We present a comprehensive set of simulation results. Our model is easy and applicable to other ESP-like systems.

The Main Ideas There are two goals : –the system prefers to maximize the number of puzzles which have been played –the system prefers to take as many labels as possible for each puzzle Unfortunately, there is a trade-off between the two goals.

The Proposed Metric the number of the puzzles that have been played the score sum of all produced labelsthe average scores per puzzle T : total played rounds r : each puzzle should be played how many times in average r : each puzzle should be played how many times in average E[S] : the expected score value of each label

The Proposed Metric

Maximum G

Puzzle Selection Algorithms Optimal Puzzle Selection Algorithm (OPSA) –select a puzzle based on our analysis Random Puzzle Selection Algorithm (RPSA) –select a puzzle by random Fresh-first Puzzle Selection Algorithm (FPSA) –select a puzzle that has been played least frequently

Evaluation Using Monte Carlo Simulations # of rounds: T = 10,000 # of puzzles: 100 <= M <= 5,000

Conclusion We have proposed a metric to evaluate the performance of GWAP. We argue that GWAP needs to be “played with a strategy”. We propose the Optimal Puzzle Selection Algorithm (OPSA) for ESP-like games.

Thank You!