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Playing GWAP with strategies - using ESP as an example Wen-Yuan Zhu CSIE, NTNU
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Motivation “Games with a purpose” (GWAP) is an innovative concept in computer science There are a lot of GWAP systems has been created Research on enhancing GWAP systems is scarce
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State of the art “Human Computation” represents a new paradigm of applications – Some problems solved by human, not computer “Games with a purpose” (GWAP) – created by Dr. Luis von Ahn (CMU) – the most popular application
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Our Contribution We propose an evaluation metric for GWAP systems We study the inner properties of the ESP game using analysis We propose an “Optimal Puzzle Selection Algorithm” (OPSA)
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Our Contribution (2) We implement a quasi ESP game, ESP Lite, to demonstrate our proposed algorithms We confirm GWAP systems are more efficient if they are designed and played with strategies
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Outline Introduction Analysis Propose our algorithm Evaluation & Simulation Implementation Result Conclusion & Future work
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Human Computation There is a lot of things that human can easy do that computers can not yet do – Speech recognition – Natural language understanding – Computer graphics
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Games with a Purpose It combine computation with game People spend a lot of time playing games It makes Human Computation more efficient There are a lot of GWAP systems has been created (e.g. ESP game and Google Image Labeler)
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What is the ESP game? AliceBob shoeflower rocks agreement on “flower”
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What is the ESP game? (2) it is efficient – 200,000+ players have contributed 50+ million labels – each player plays for a total of 91 minutes – 233 labels/human/hour (i.e. one label every 15 seconds) Google bought a license to create its own version of the game in 2006
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Outline Introduction Analysis Propose our algorithm Evaluation & Simulation Implementation Result Conclusion & Future work
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Objectives 1.Design a metric to measure the performing of the ESP game 2.Design proper strategies to improve the ESP game 3.Validate the proposed strategies in real world systems
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Observations The ESP game has two goals 1.Quantity : the system prefers to maximize the number of images which have been played 2.Quality : the system prefers to take as many labels as possible for each image There is a trade-off between the two goals
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System metric average scores per labeled image # of labeled images # of labels per labeled image # of labels
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Modeling(2)
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Outline Introduction Analysis Propose our algorithm Evaluation & Simulation Implementation Result Conclusion & Future work
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Puzzle Selection Algorithms Optimal Puzzle Selection Algorithm (OPSA) – select an image based on our analysis Random Puzzle Selection Algorithm (RPSA) – select a image by random Fresh-first Puzzle Selection Algorithm (FPSA) – select a image that has been played least frequently
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OPSA The idea is there are optimal r labels per labeled image in system We group images into 3 sets – contains all the images that have not been played – contains all the images that have been played at least once, but less than r rounds –
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OPSA (2)
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Outline Introduction Analysis Propose our algorithm Evaluation & Simulation Implementation Result Conclusion & Future work
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Simulation Setup – There are 100,000 images – Running 20 times simulation Observation – T vs. r → OPSA – T vs. System gain → 3 strategies Discussion
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T vs. r
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T vs. System Gain
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Discussion OPSA is superior to RPSA & FPSA in the simulation A systematically & thorough study to verify the purposed strategies in real systems is highly desirable To this end, we decide to implement the ESP Lite system
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Outline Introduction Analysis Propose our algorithm Evaluation & Simulation Implementation Result Conclusion & Future work
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ESP Lite We implement ESP using Flash/Java It is a mimic ESP game It implemented three playing strategies – RPSA, FPSA, OPSA
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Flow chart the strategy selection process gives priority to the strategy that has been used least in terms of the # of rounds played previously
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Client interface
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Client interface (2)
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Score System The score system is used to measure the quality of the agreed words The quality of each the agreed word should depends on its popularity – high frequency → low quality → low score – low frequency → high quality → high score
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Score System (2) i-th level of the w_i n words in the score table frequency of the word score of w_i reserved for agreed words which are not in score table
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Score System (3) Apply the Porter Stemming Algorithm to remove common morphological and inflectional endings of English words – Prevent words with the same root, but receiving different scores (e.g. determinant and determine) – Reduce the plural form to the singular form (e.g. experiments and experiment)
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Outline Introduction Analysis Propose our algorithm Evaluation & Simulation Implementation Result Conclusion & Future work
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100,000 images from ESP dataset ESP dataset – 100,000 images – Average 15 labels per image collected from the ESP game Score system – – Range of score (10 levels) Experiment Setting
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Experiment Setting (2) Score system (cont.) – The 5,000 most frequency words from Brown Corpus (a general corpus in the field of corpus linguistics) – Processed by Porter Stemming Algorithm – 3,476 words in score table
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Experiment http://nrl.iis.sinica.edu.tw/GWAP/ESPLite/ From 2009/3/9 to 2009/4/9 3,103 games 9,376 labeled pictures 12,312 agreements
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Score Statistics
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Behavior of OPSA
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What happened in each round? Behavior of OPSA (2)
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The operation of OPSA depend on r
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Observe players’ behavior Behavior of OPSA (3)
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Performance
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Outline Introduction Analysis Propose our algorithm Evaluation & Simulation Implementation Result Conclusion & Future work
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Conclusion In this thesis – We propose a metric to evaluate the performance of GWAP – We play GWAP systems with strategies and make GWAP systems more efficient
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Conclusion (2) This is the first GWAP study that implements and evaluates an analytical model on real- world GWAP systems our experiment results confirm that GWAP systems are more efficient if they are designed and played with strategies
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Future work Thinking about the time factor in analysis Thinking about adaptive r for each image Constructing the framework of GWAP systems Developing the GWAP portal for fast accessing more GWAP systems Developing the GWAP systems toward mobile environment
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Thank You!
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