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AN INTRODUCTION
TO
HUMAN COMPUTATION
&
GAMES WITH A PURPOSE
ALESSANDRO BOZZON
DELFT UNIVERSITY OF TECHNOLOGY
LUCA GALLI
POLITECNICO DI MILANO
ABOUT THE TUTORIAL
•  Crowdsourcing, Human Computation, and GWAPs are hot topics
•  “Human Computation” => more than 3000 papers
•  400 in 2013
•  “Crowd Sourcing” => more than 36000 papers
•  4800 in 2013
•  “Games With A Purpose” => more than 1400 papers
•  162 in 2013
•  This short tutorial is necessarily shallow, but
•  Concrete Examples
•  Lot of references and links
•  An outlook on the future
•  Slides and additional materials available
•  http://hcgwap.blogspot.com
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
2
ABOUT THE SPEAKERS
ALESSANDRO BOZZON
Assistant Professor - TU Delft
http://www.alessandrobozzon.com
a.bozzon@tudelft.nl
LUCA GALLI
Ph.D. Student - Politecnico di Milano
http://www.lucagalli.me
lgalli@elet.polimi.it
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
3
•  RESEARCH BACKGROUND AND INTERESTS
•  Web Data Management
•  Crowdsourcing and Human Computation
•  Game Design
•  Web Engineering and Model Driven Development
AGENDA
4
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
AGENDA
•  PART 1 => CrowdSourcing and Human Computation
•  Introduction
•  Design of Human Computation Tasks
•  Frameworks For/With Human Computation
•  The Future of Human Computation
•  PART 2 => Games With a Purpose
•  Play vs Games
•  Introduction to Game Design
•  Games with a Purpose Design Guidelines
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
5
PART 2
AN INTRODUCTION TO
GAMES WITH A PURPOSE
6
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
7
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
Something really bad is
going to happen…
8
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
Or not?
9
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
MAGIC CIRCLE
“All play moves and has its being within a playground marked off beforehand materially or
ideally, deliberately or as a matter of course… The arena, the card-table, the magic circle,
the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form
and function play-grounds, i.e., forbidden spots, isolated, hedged round, hallowed, within
which special rules obtain. All are temporary worlds within the ordinary world, dedicated
to the performance of an act apart.”
Johan Huizinga, “Homo Ludens”, (1938-1950)
WHAT IS PLAY?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
10
Autonomy:	
  play	
  is	
  a	
  voluntary	
  ac2vity.	
  
Safety:	
  during	
  play	
  there	
  are	
  radically	
  reduced	
  serious	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  consequences	
  in	
  what	
  we	
  do	
  
A<unement:	
  being	
  interested	
  in	
  the	
  same	
  things	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  temporarily	
  while	
  playing	
  together	
  
Explora2on:	
  the	
  possibility	
  to	
  experiment	
  and	
  try	
  out	
  	
  new	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  things	
  
Mastery:	
  the	
  will	
  to	
  improve	
  one’s	
  own	
  skills	
  
	
  
	
  
WHICH ARE THE
BENEFITS?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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“Play	
  is	
  an	
  enjoyable	
  ac/vity	
  that	
  allows	
  us	
  to	
  train	
  and	
  test	
  our	
  
skills	
  in	
  a	
  safe	
  environment.”	
  
	
  
Fosters	
  crea2vity,	
  flexibility,	
  and	
  learning	
  
An2dote	
  to	
  loneliness,	
  isola2on,	
  anxiety,	
  and	
  depression	
  
Teaches	
  perseverance	
  
Hints	
  on	
  how	
  to	
  cooperate	
  with	
  others	
  
Increases	
  energy	
  and	
  prevents	
  burnout	
  
Stuart Brown, “Play: How it Shapes the Brain,
Opens the Imagination, and Invigorates the
Soul”, 2009.
GAMES VS PLAY
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
12
	
  	
  Games	
  are	
  dis/nguished	
  from	
  play	
  
	
  –	
  Play	
  is	
  free-­‐form	
  
	
  –	
  Games	
  are	
  rule-­‐based	
  
A	
  game	
  is	
  a	
  closed,	
  formal	
  system	
  that	
  
·∙	
  Engages	
  players	
  in	
  structured	
  conflict	
  and	
  
·∙	
  Resolves	
  its	
  uncertainty	
  in	
  an	
  unequal	
  	
  
	
  	
  outcome.	
  
Fullerton, T.; Swain, C. & Hoffman, S.
Game Design Workshop: A playcentric approach
to creating innovative games, 2008
CLASSIC GAME DEFINITION
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1.  Rules	
  
	
  •	
  Games	
  are	
  rule-­‐based.	
  
2.	
  Variable,	
  quan/fiable	
  outcome	
  
	
  •	
  Games	
  have	
  variable,	
  quan/fiable	
  outcomes.	
  
3.	
  Valoriza/on	
  of	
  outcome	
  
	
  •	
  The	
  different	
  poten/al	
  outcomes	
  of	
  the	
  game	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  are	
  assigned	
  different	
  values,	
  some	
  posi/ve	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  and	
  some	
  nega/ve	
  
CLASSIC GAME DEFINITION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
14
	
  4.	
  Player	
  effort	
  
	
  	
  	
  	
  	
  •	
  The	
  player	
  exerts	
  effort	
  in	
  order	
  to	
  influence	
  the	
  outcome	
  	
  
(games	
  are	
  challenging).	
  
5.	
  Player	
  aVached	
  to	
  outcome	
  
	
  	
  	
  	
  	
  •	
  The	
  player	
  is	
  emo/onally	
  aVached	
  to	
  the	
  outcome	
  of	
  the	
  	
  
	
  game	
  in	
  the	
  sense	
  that	
  a	
  player	
  will	
  be	
  winner	
  and	
  	
  
“happy”	
  in	
  case	
  of	
  a	
  posi/ve	
  outcome,	
  but	
  a	
  loser	
  and	
  	
  
“unhappy”	
  in	
  case	
  of	
  a	
  nega/ve	
  outcome.	
  
6.	
  Nego/able	
  consequences	
  
	
  	
  	
  	
  	
  	
  •	
  The	
  same	
  game	
  [set	
  of	
  rules]	
  can	
  be	
  played	
  	
  
	
  	
  with	
  or	
  without	
  real-­‐life	
  consequences	
  
Juul,J.“Half-Real:VideoGamesBetweenReal
RulesandFictionalWorlds”,2005
INCENTIVES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
15
Money, Passion, Ease of Participation,
Altruism, Appeal to one’s own
knowledge, Reputation, Fun
Organisciak, Piotr. Why Bother?: Examining the Motivations of Users
in Large-scale Crowd-powered Online Initiatives. Diss. University of
Alberta, 2010.
INCENTIVES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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  Intrinsic	
  mo2va2on	
  is	
  defined	
  as	
  doing	
  an	
  ac2vity	
  for	
  	
  
	
  its	
  inherent	
  sa2sfac2ons	
  rather	
  than	
  for	
  some	
  separable	
  	
  
	
  consequence.	
  	
  
	
  Extrinsic	
  mo2va2on	
  is	
  defined	
  as	
  doing	
  an	
  ac2vity	
  to	
  a<ain	
  	
  
	
  some	
  separable	
  outcome	
  
	
  
Deci, Edward L., and Richard M. Ryan. Self‐Determination. ,1985.
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
17
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
18
GAMES WITH A PURPOSE
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
19
	
  
	
  Games	
  with	
  a	
  Purpose	
  (GWAPs)	
  are	
  digital	
  games	
  that	
  generate	
  
useful	
  data	
  as	
  a	
  by-­‐product	
  of	
  play.	
  [vA06,LvA09]	
  
	
  The	
  design	
  of	
  a	
  GWAP	
  requires	
  to	
  create	
  a	
  game	
  so	
  that	
  its	
  
structure	
  encourages	
  computa2on,	
  correctness	
  of	
  the	
  output	
  and	
  
players	
  reten2on.	
  
WHAT THEY ARE USED FOR
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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Krause,M.&Smeddinck,J.(2011b).HumanComputation
Games:ASurvey.In:Proceedingsofthe19thEuropean
SignalProcessingConference(EUSIPCO-2011).
Intui2ve	
  Decisions	
   Aesthe2c	
  Judgment	
  
Contextual	
  Reasoning	
   Embodiment	
  Issues	
  
ARE THEY WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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ESP Game
Purposes:
Let players determine the
contents of images by
submitting meaningful labels
they can agree on.
Results:
A total of 13,630 people
played the game during the
test phase, generating
1,271,451 labels for
293,760 different images.
Luis von Ahn and Laura Dabbish. 2004.
Labeling images with a computer game.
ARE THEY WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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Foldit
Purposes:
The objective of the game is
to fold the structure of
selected proteins to the best
of the player's ability, using
various tools provided within
the game to discover new
structural configurations.
Results:
In 2011, players of Foldit helped to decipher the crystal structure of
an AIDS-causing monkey virus. While the puzzle was available to play
for a period of three weeks, players produced an accurate 3D model of
the enzyme in just ten days. The problem of how to configure the
structure of the enzyme had stumped scientists for 15 years.
Khatib, F.; Dimaio, F.; Cooper, et al. (2011). "Crystal structure of a monomeric
retroviral protease solved by protein folding game players"
GAMIFICATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
23
	
  	
  	
  	
  “The	
  use	
  of	
  game	
  design	
  techniques	
  and	
  game	
  	
  
	
  	
  	
  	
  	
  	
  mechanics	
  to	
  enhance	
  non-­‐game	
  contexts”	
  
S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon,
“Gamification. Using game-design elements in non-gaming contexts”
	
  	
  	
  	
  Actually	
  ques/onable,	
  we	
  will	
  see	
  why	
  
Sebastian Deterding Miguel Sicart
WHAT IS USED FOR
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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IS IT WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
25
Samsung Nation
Purposes:
Samsung Nation, a social
loyalty program that lets
users earn badges for
activities as writing reviews
and watching videos and
compete for rewards.
Results:
500% increase in
customers product reviews
66% increase in site
visitors
30% increase in comments
reduced marketing costs
reduced product support
costs
IS IT WORKING?
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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MTV Italia MyChart
Purposes:
User generated video chart
based on various “game
dynamics” like avatars,
points and leaderboards to
drive users from Facebook
to TV and to loyalize existing
TV audience.
Results:
More than 500.000 votes in
less then three months
More than 150.000 videos
viewed
COMMONALITIES AND
DIFFERENCES
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One	
  or	
  more	
  objec2ves	
  or	
  tasks	
  that	
  users	
  have	
  
to	
  accomplish.	
  
A	
  gaming	
  experience,	
  defining	
  challenges	
  to	
  
overcome	
  and	
  rewards	
  for	
  their	
  solu2on.	
  
One	
  or	
  more	
  players,	
  the	
  users	
  of	
  the	
  
applica2on,	
  who	
  are	
  profiled	
  and	
  monitored	
  in	
  
their	
  ac2vi2es.	
  
But...	
  
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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INTRODUCTION TO
GAME DESIGN
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
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Mancala, 7th
century AD
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
30
Unreal
Tournament 3,
Epic Games,
2007
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
31
Turn	
  based	
  boardgame	
  vs	
  Real	
  /me	
  ac/on	
  shooter	
  
Handmade	
  physical	
  board	
  vs	
  Personal	
  Computer	
  
Public	
  domain	
  rules	
  vs	
  Copyrighted	
  
1 - PLAYERS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
32
Number	
  of	
  players	
  
Roles	
  of	
  the	
  players	
  
Interac2ons	
  among	
  players	
  and	
  the	
  game:	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  Single	
  Player/Mul2	
  Single	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  Unilateral/Mul2lateral	
  Compe22on	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Coopera2ve	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  Team	
  compe22on	
  
2 - OBJECTIVES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
33
	
  Objec2ves:	
  specific	
  goals	
  for	
  the	
  player	
  to	
  accomplish	
  
	
  Capture:	
  capture	
  or	
  destroy	
  a	
  resource	
  
	
  Chase:	
  catch	
  an	
  opponent	
  or	
  elude	
  one	
  
	
  Race:	
  reach	
  a	
  goal	
  before	
  the	
  other	
  players	
  
	
  Alignment:	
  arrange	
  game	
  objects	
  in	
  a	
  spa/al	
  or	
  conceptual	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  configura/on	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  RescueEscape:	
  bring	
  a	
  unit	
  to	
  safety	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Construc2on:	
  build,	
  maintain,	
  manage	
  objects	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Explora2on:	
  explore	
  the	
  environment	
  where	
  the	
  game	
  take	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  place	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Solu2on:	
  solve	
  a	
  problem	
  or	
  puzzle	
  before	
  (or	
  more	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  accurately)	
  the	
  compe//on	
  or	
  certain	
  constraints	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Outwit:	
  gain	
  and	
  use	
  knowledge	
  to	
  defeat	
  other	
  players	
  
2 – OBJECTIVES: EXAMPLES
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34
Alignment:	
  arrange	
  game	
  objects	
  in	
  a	
  spa2al	
  or	
  
conceptual	
  configura2on	
  
Tetris, Alexey Pajitnov, 1984 Puzzle Bobble, Taito
Corporation, 1994
2 – OBJECTIVES: EXAMPLES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
35
Solu2on:	
  solve	
  a	
  problem	
  or	
  puzzle	
  before	
  (or	
  
more	
  accurately)	
  than	
  the	
  compe22on	
  or	
  
following	
  certain	
  constraints	
  
Connect Four, Milton Bradley,
1974
Professor Layton and the
Miracle Mask, Level-5, 2011
3 - PROCEDURES
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36
Procedures:	
  the	
  methods	
  of	
  play	
  and	
  the	
  ac/ons	
  that	
  
players	
  can	
  take	
  to	
  achieve	
  the	
  game	
  objec/ves.	
  They	
  
are	
  used	
  to	
  define	
  who	
  does	
  what,	
  where	
  and	
  how.	
  
	
  
Typically	
  a	
  game	
  is	
  composed	
  of:	
  
	
  
Star%ng	
  ac%on:	
  How	
  to	
  put	
  a	
  game	
  into	
  play.	
  
Progression	
  of	
  ac%on:	
  Ongoing	
  procedures	
  a_er	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  the	
  star/ng	
  ac/on.	
  
Special	
  ac%ons:	
  Available	
  condi/onal	
  to	
  other	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  elements	
  or	
  game	
  state.	
  
Resolving	
  ac%ons:	
  Bring	
  gameplay	
  to	
  an	
  end.	
  
	
  
3 – PROCEDURES: EXAMPLE
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
37
Star%ng	
  ac%on:	
  Choose	
  a	
  player	
  	
  
to	
  go	
  first.	
  Each	
  player	
  chooses	
  a	
  color:	
  
red	
  or	
  black.	
  
Progression	
  of	
  ac%on:	
  On	
  each	
  	
  
turn,	
  a	
  player	
  drops	
  one	
  colored	
  	
  	
  
checker	
  down	
  any	
  of	
  the	
  slots	
  in	
  	
  	
  
the	
  top	
  of	
  the	
  grid.	
  
Resolving	
  ac%ons:	
  The	
  play	
  alternates	
  
un/l	
  one	
  of	
  the	
  players	
  gets	
  four	
  
checkers	
  of	
  one	
  color	
  in	
  a	
  row.	
  The	
  row	
  
can	
  be	
  horizontal,	
  ver/cal,	
  or	
  diagonal.
	
  	
  
Connect Four
4 - RULES
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38
• 	
  Define	
  Objects	
  
• 	
  Restrict	
  Ac/ons	
  
• 	
  Determine	
  Effects	
  (ECA	
  rules)	
  
	
  
	
  
Chess:	
  A	
  player	
  cannot	
  move	
  her	
  king	
  into	
  check.	
  
	
  
Poker:	
  A	
  straight	
  is	
  five	
  consecu8vely	
  ranked	
  
cards;	
  a	
  straight	
  flush	
  is	
  five	
  consecu8vely	
  ranked	
  
cards	
  of	
  the	
  same	
  suit.	
  
	
  
WarCrad	
  II:	
  To	
  create	
  knight	
  units,	
  a	
  player	
  must	
  have	
  
upgraded	
  to	
  a	
  keep	
  and	
  built	
  a	
  stable.	
  
5 - RESOURCES
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39
Resources:	
  valuable	
  objects	
  that	
  can	
  help	
  the	
  players	
  to	
  achieve	
  
their	
  goals	
  but	
  are	
  scarce	
  in	
  the	
  system.	
  
Lives:	
  number	
  of	
  “trials”	
  that	
  can	
  be	
  aVempted	
  to	
  reach	
  a	
  goal	
  
Units:	
  mul/ple	
  objects	
  that	
  has	
  to	
  be	
  managed	
  instead	
  of	
  lives	
  
Health:	
  represent	
  the	
  status	
  of	
  loss	
  or	
  near	
  loss	
  of	
  lives	
  and	
  units	
  
Points:	
  numerical	
  value	
  that	
  represents	
  a	
  measure	
  of	
  the	
  skill	
  and	
  
progression	
  of	
  a	
  player	
  
Ac2ons:	
  number	
  of	
  possible	
  dis/nct	
  choices	
  that	
  a	
  player	
  can	
  
make	
  within	
  a	
  defined	
  /meframe	
  
Power-­‐ups:	
  object	
  that	
  gives	
  a	
  boost	
  to	
  the	
  player	
  
Items:	
  used	
  by	
  the	
  player	
  to	
  accomplish	
  an	
  objec/ve,	
  made	
  
scarce	
  by	
  the	
  system	
  
Turns:	
  the	
  number	
  of	
  game	
  phases	
  within	
  which	
  a	
  player	
  must	
  
accomplish	
  the	
  objec/ves	
  
Time:	
  restricts	
  player	
  ac/ons	
  or	
  phases	
  in	
  periods	
  of	
  /me.	
  
5 – RESOURCES: EXAMPLE
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40
Card Hunter, Blue Manchu Pty Ltd, TBR
Time	
  
Points	
  
Ac/ons	
  
6 - CONFLICTS
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41
Conflicts:	
  emerges	
  from	
  the	
  players	
  trying	
  to	
  
accomplish	
  the	
  goals	
  of	
  the	
  game	
  within	
  its	
  rules	
  and	
  
boundaries,	
  since	
  procedures	
  and	
  rules	
  tend	
  to	
  deter	
  
players	
  from	
  accomplishing	
  goals	
  directly	
  or	
  make	
  
players	
  work	
  against	
  each	
  other.	
  
The	
  most	
  common	
  conflicts	
  are	
  generated	
  by:	
  
Obstacles,	
  objects	
  or	
  rules	
  that	
  limit	
  the	
  freedom	
  of	
  
the	
  players	
  
Opponents,	
  since	
  they	
  are	
  usually	
  trying	
  to	
  achieve	
  an	
  
objec/ve	
  faster	
  than	
  us	
  
Meaningful	
  Choices,	
  players	
  have	
  to	
  make	
  choices	
  
that	
  will	
  influence	
  the	
  outcome	
  of	
  the	
  game	
  
7 - BOUNDARIES
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Boundaries are what
separate the game from
everything that is not the
game and defines the
physical or virtual
scopes in which the
game is performed.
Example: Football would
not be the same game if
the boundaries of the
football field were not
defined.
8 - OUTCOME
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43
Outcome:	
  the	
  outcome	
  of	
  the	
  game	
  (if	
  
present)	
  is	
  uncertain,	
  since	
  it	
  is	
  not	
  
possible	
  to	
  predict	
  the	
  results	
  ahead.	
  
If	
  an	
  outcome	
  can	
  be	
  obtained	
  it	
  has	
  to	
  
be	
  quan/fiable	
  with	
  respect	
  to	
  the	
  
defined	
  goals.	
  
	
  
It	
  is	
  different	
  than	
  the	
  objec/ve	
  since	
  all	
  
the	
  player	
  can	
  reach	
  the	
  same	
  objec/ve.	
  
	
  
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44
Derived by modeling the guidelines and best practices found in:
Fullerton, T.; Swain, C. & Hoffman, S.
Game Design Workshop: A playcentric
approach to creating innovative games,
2008
Crowford, C. The Art of Computer
Game Design, 1984
GAME DEVELOPMENT PROCESS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
45
GWAPS AS SERIOUS GAMES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
46
BenSawyer,PeterSmith:SeriousGames
Taxonomy,2008
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
47
Katharina Siorpaes and Martin Hepp. 2008. OntoGame:
weaving the semantic web by online games.
GAMES WITH A PURPOSE:
CURRENT ISSUES
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48
●  “Ad-­‐Hoc”	
  Design	
  
●  Engagement	
  and	
  reten/on	
  mechanisms.	
  
●  Mapping	
  from	
  task	
  to	
  game	
  mechanics	
  
●  Valida/on	
  techniques	
  and	
  strategies	
  
E.G.	
  Real	
  user	
  comments	
  about	
  OntoGalaxy	
  
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
49
1)	
  PURPOSE	
  
2)	
  TASK	
  DEFINITION	
  
3)	
  GAME	
  	
  
	
  	
  	
  	
  MECHANICS	
  	
  
	
  	
  	
  	
  DESIGN	
  
4)	
  INSTANCE	
  	
  
	
  	
  	
  	
  MATCHING	
  
5)	
  OUTPUT	
  	
  
	
  	
  	
  	
  	
  VALIDATION	
  
6)	
  PERFORMANCE	
  	
  
	
  	
  	
  	
  	
  EVALUATION	
  
7)	
  ENGAGEMENT	
  
	
  	
  	
  	
  	
  SRATEGY	
  	
  
GWAPS DIMENSIONS
GWAP DEVELOPMENT
PROCESS
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50
REQUIREMENTS
SPECIFICATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
51
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
INPUT OBJECTS
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52
Adapted from“Mathematical Modeling of social games, IrwinKing, SIAG2009”
An  input  object            is  an  object  with  data  t23e          and  a  set  of  
finite  a67ibutes  denoted  as    
tex9,  images,  audio  seg=ents,  video  seg=ents,  other  
unst7@ct@red  data,  st7@ct@red  data  
where  the  data  t23e            is  the  media  t23e  presented  by      
Each  a67ibute                        has  a  relationship                                            to  a  set  of  
values                                                                                                                                                                                    .  
Each                                          is  an  object  with  its  own  data  t23e  that  represent  the  
metadata  of    
DEFINING
OPERATIONS
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53
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
OPERATION TYPES
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54
They	
  fall	
  in	
  two	
  broad	
  categories:	
  
	
  Genera/ve	
  tasks	
  
	
  Decision	
  tasks	
  
	
  
A	
  possible	
  (non-­‐exhaus/ve)	
  list	
  of	
  human	
  computa/on	
  
tasks	
  may	
  include:	
  
	
  
• 	
  Object	
  Recogni/on/Iden/fica/on/Detec/on	
  
• 	
  Sor/ng	
  (Clustering/Ordering)	
  
• 	
  Natural	
  Language	
  Processing	
  	
  
• 	
  State	
  Space	
  Explora/on	
  
• 	
  Content	
  Genera/on/Submission	
  
• 	
  User	
  preference/opinion	
  elicita/on	
  
ENSURE OUTPUT QUALITY
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55
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
Twofold	
  purpose:	
  ensure	
  output	
  correctness	
  and	
  
counter	
  player	
  collusion.	
  
OUTPUT VALIDATION
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56
Player	
  Tes2ng:	
  compare	
  the	
  output	
  provided	
  by	
  the	
  
user	
  with	
  known	
  correct	
  outputs	
  	
  
Repe22on:collect	
  more	
  than	
  one	
  solu/on	
  for	
  the	
  
same	
  input	
  object,	
  then	
  aggregate	
  the	
  solu/ons	
  
Taboo	
  Output:	
  limit	
  the	
  possible	
  solu/ons	
  that	
  can	
  
be	
  submiVed	
  
Random	
  Pairing:	
  pairing	
  players	
  at	
  random	
  
TASK EXECUTION
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57
uTask
Task
Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
TASK TO GAME
MECHANICS MATCHING
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58
Does	
  a	
  game	
  with	
  game	
  
mechanics	
  similar	
  to	
  the	
  task	
  
exists?	
  
	
  
If	
  so,	
  integrate	
  the	
  task	
  within	
  
the	
  game	
  
	
  
If	
  not,	
  custom	
  game	
  mechanics	
  
has	
  to	
  be	
  implemented.	
  
	
  
Clear	
  and	
  Transparent	
  game	
  
mechanics	
  
SOLUTION MECHANICS
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59
Pa<ern	
  Recogni2on	
  
	
  	
  
	
  
Wikipedia	
  stands	
  to	
  knowledge	
  as	
  
BoardGameGeek	
  	
  stands	
  to	
  games.	
  
Benng/Wagering	
  
	
  
Line-­‐Drawing	
  
	
  
Tile-­‐Placement	
  
Pa<ern	
  Building	
  
	
  
Memory	
  
	
  
Hand	
  Management	
  
	
  
Ac2on	
  Programming	
  
	
  
Auc2on/Bidding	
  
	
  
Partnership	
  
Possible,	
  meaningful	
  game	
  mechanics:	
  
Take	
  Inspira/on!	
  
TILE PLACEMENT
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Tile Placement games feature placing a piece to
score points, based on adjacent pieces or pieces in
the same group/cluster, taking into consideration
non-spatial properties like color, "feature
completion", cluster size etc.
PATTERN RECOGNITION APPLIED TO
GWAPS
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61
Kawrykow A, Roumanis G, Kam A, Kwak D, Leung C, et al. (2012) Phylo: A Citizen
Science Approach for Improving Multiple Sequence Alignment
Purpose:	
  Used	
  to	
  
arrange	
  the	
  sequences	
  
of	
  D.N.A,	
  R.N.A	
  or	
  
proteins	
  to	
  iden/fy	
  
regions	
  of	
  similarity	
  
Game	
  Mechanic:	
  align	
  the	
  sequence	
  contained	
  in	
  each	
  row	
  in	
  
order	
  to	
  obtain	
  the	
  greatest	
  number	
  of	
  columns	
  with	
  matching	
  
colors.	
  	
  
LINE DRAWING
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Games that make use of this mechanics
involve drawing drawing of lines in one
way or another.
	
  
LINE DRAWING
APPLIED TO GWAPS
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63
Purpose:	
  Segment	
  images	
  
Game	
  Mechanic:	
  draw	
  the	
  shapes	
  of	
  objects	
  in	
  a	
  provided	
  image	
  
in	
  order	
  to	
  make	
  the	
  other	
  players	
  guess	
  the	
  underlying	
  object.	
  	
  
MEMORY
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Games that use the Memory mechanic
require players to recall previous game
events or information in order to reach
an objective.
MEMORY APPLIED TO
GWAPS
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65
Purpose:	
  Find	
  similar	
  Images	
  
Game	
  Mechanic:	
  Exploit	
  the	
  visual	
  memory	
  of	
  
players	
  to	
  find	
  images	
  which	
  are	
  similar.	
  
PARTNERSHIP
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66
Games	
  with	
  partnerships	
  offer	
  players	
  a	
  set	
  of	
  rules	
  for	
  
alliances	
  and	
  teams.	
  Partners	
  are	
  o_en	
  able	
  to	
  win	
  as	
  a	
  
team,	
  or	
  penal/es	
  are	
  enforced	
  for	
  not	
  respec/ng	
  alliances.	
  
PARTNERSHIP
APPLIED TO GWAPS
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67
Purpose:	
  Collect	
  “common-­‐sense”	
  fact	
  for	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  specific	
  words.	
  
Game	
  Mechanic:	
  provide	
  hints	
  to	
  the	
  partner	
  
in	
  order	
  to	
  let	
  him	
  guess	
  the	
  secret	
  word	
  	
  
GWAPS VALIDATION
MECHANICS
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Bad	
  solu/ons	
  due	
  to:	
  
	
  incompetence	
  
	
  mischief	
  behavior	
  
	
  plain	
  mistakes	
  
	
  
Find	
  or	
  adapt	
  game	
  	
  
mechanics	
  in	
  order	
  	
  
to	
  validate	
  the	
  results.	
  	
  
GWAP FORMAL MODEL
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Based on Mathematical Modeling of social games, Irwin King, SIAG2009
is  the  set  of  uTask  that  are  associated  with  the  
problem,  with  the  uTask  defined  as  we  have  
previously  seen.  
is  the  answer  domain;  it  contains  the  set  of  
possible  cer9ain  answers  fi  (based  on  the  input  
D)  if  the  out3ut  is  contained  within  a  defined  
domain,  or  empt2  if  the  answers  are  provided  by  
the  players    
is  a  f@nction  that  deter=ines  if  a  par9icular  
out3ut  is  a  valid  solution  to  the  problem    
is  the  GWAP  Domain,  that  maps  the  input  to  
the  out3ut  of  a  GWAP  
MULTIPLAYER: INPUT AGREEMENT
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70
Same	
  or	
  different	
  input	
  
	
  
Based	
  on	
  each	
  other’s	
  hints,	
  player	
  
must	
  agree	
  if	
  they	
  are	
  dealing	
  with	
  the	
  
same	
  input	
  
Given	
  a	
  correct	
  answer	
  
set	
  for	
  the	
  problem	
  
players	
  have	
  a	
  set	
  of	
  
poten/al	
  outputs	
  
which	
  cardinality	
  influence	
  the	
  
probability	
  of	
  agreeing	
  upon	
  the	
  
input	
  
Results Submission:
One Trial
Suggested for:
Subjective Information
Same	
  or	
  different	
  
input,	
  same	
  roles	
  
INPUT AGREEMENT: TAG A TUNE
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71
Same	
  Input:	
  
Audio	
  file	
  
Two	
  different	
  
shared	
  sets	
  of	
  
descrip/ons,	
  
one	
  for	
  each	
  
player	
  
Result:	
  same	
  
input	
  or	
  
different	
  input	
  
Results	
  
Submission:	
  	
  
One	
  Trial	
  
MULTIPLAYER: OUTPUT AGREEMENT
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72
Same	
  Input	
  
	
  
Agreeing	
  on	
  common	
  output	
  without	
  
communica/on	
  
Same	
  Input,	
  	
  
Same	
  Roles.	
  	
  
Given	
  a	
  correct	
  
answer	
  set	
  for	
  the	
  
problem,	
  
players	
  have	
  a	
  set	
  of	
  
poten/al	
  outputs	
  
the	
  probability	
  to	
  obtain	
  	
  
an	
  agreement	
  depends	
  
on	
  the	
  shared	
  output	
  
Results	
  Submission:	
  
Mul/ple	
  Trials	
  
	
  Suggested	
  for:	
  	
  
Objec/ve	
  Informa/on	
  
OUTPUT AGREEMENT: ESP GAME
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Same	
  Input:	
  
Image	
  
List	
  of	
  possible	
  
guesses,	
  hidden	
  
to	
  the	
  other	
  
players	
  
Result:
Meaningful tag
for the provided
image
Results	
  
Submission:	
  	
  
Mul/ple	
  
Trials	
  
MULTIPLAYER: INVERSION PROBLEM
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74
One	
  players	
  knows	
  the	
  whole	
  problem	
  
and	
  gives	
  hints	
  to	
  the	
  other	
  players.	
  
The	
  others	
  try	
  to	
  unveil	
  the	
  secrets	
  
based	
  on	
  the	
  hints.	
  
Input	
  to	
  just	
  one	
  player	
  
the	
  output	
  of	
  one	
  
player	
  is	
  the	
  input	
  
for	
  the	
  others	
  
The	
  correct	
  answer	
  set	
  for	
  
the	
  problem	
  is	
  unknown	
  
The	
  probability	
  of	
  guessing	
  
depends	
  on	
  the	
  cardinality	
  
of	
  the	
  hints	
  
Result:	
  
User	
  generated	
  content,	
  
solu/ons	
  for	
  complex	
  data	
  
structures	
  
Results	
  Submission:	
  
Mul/ple	
  Trials	
  
INVERSION PROBLEM: IMAGE
LABELING GAME
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
75
Describer:
Image
Seekers:
Textual
description
given by the
describer
Results
Submission:
Multiple trials
Results:
Meaningful
descriptions
for the image
INSUFFICIENT PLAYERS:
PRERECORDED GAMES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
76
Fake players based on the logs of previous matches
Pros: The gwap can be played anytime
Cons:
The actions in the game has to be modeled and
stored
Inversion problem games can be difficult to simulate
Requires a bootstrapping phase to acquire the initial
traces
SINGLE PLAYER: ALGORITHMIC
EVALUATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
77
Automa/c	
  algorithm	
  able	
  to	
  par2ally	
  assess	
  the	
  
quality	
  of	
  the	
  provided	
  results.	
  
	
  
For	
  each	
  instance	
  of	
  the	
  game	
  the	
  input	
  is	
  
provided	
  to	
  just	
  one	
  player	
  
The	
  correct	
  answer	
  set	
  for	
  the	
  problem	
  is	
  defined	
  
The	
  probability	
  to	
  obtain	
  meaningful	
  
results	
  is	
  applica/on	
  specific,based	
  
on	
  the	
  algorithm	
  that	
  is	
  used	
  to	
  
make	
  the	
  evalua/on	
  
ALGORITHMIC EVALUATION: TYPE
ATTACK
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
78
Jovian,	
  L.T.;	
  Amprimo,	
  O.,	
  "OCR	
  Correc8on	
  via	
  Human	
  
Computa8onal	
  Game,"	
  System	
  Sciences	
  (HICSS),	
  2011	
  44th	
  
Hawaii	
  Interna8onal	
  Conference	
  on	
  ,	
  vol.,	
  no.,	
  pp.1,10,	
  4-­‐7	
  
Jan.	
  2011	
  
Improving	
  the	
  results	
  
of	
  OCR	
  in	
  digitalizing	
  
ar/cles	
  old	
  
newspapers.	
  
Human	
  players	
  transcribe	
  snippet	
  of	
  text	
  and	
  their	
  
performance	
  is	
  measured	
  by	
  comparing	
  the	
  number	
  of	
  
similar	
  words	
  in	
  the	
  player’s	
  output	
  and	
  the	
  text	
  from	
  
the	
  library’s	
  OCR	
  transcrip/on.	
  	
  
HYBRID
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
79
Combines	
  the	
  previous	
  approaches	
  
Input	
  data	
  based	
  on	
  previous	
  results	
  or	
  user	
  generated	
  content	
  
Inputs	
  to	
  one	
  or	
  more	
  players	
  with	
  
same	
  or	
  different	
  roles	
  	
  
Answer	
  set	
  depending	
  on	
  the	
  nature	
  of	
  
the	
  problem	
  or	
  provided	
  by	
  a	
  player	
  
The	
  probability	
  of	
  obtaining	
  a	
  
solu/on	
  depends	
  on	
  the	
  
combina/on	
  of	
  the	
  strategies	
  
HYBRID: SKETCHNESS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
80
Input:	
  	
  
One	
  image	
  to	
  a	
  player	
  
Hints	
  to	
  the	
  others	
  
Segments	
  traced	
  by	
  
one	
  player,	
  possible	
  
tags	
  submiVed	
  by	
  
the	
  others	
  
Result:	
  
Meaningful	
  tag	
  
+	
  segmenta/on	
  
Results	
  Submission:	
  	
  
Mul/ple	
  Trials	
  
INSTANCE MATCHING
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
81
How to assign tasks (instances) to players?
• Random	
  Strategy:	
  assign	
  a	
  random	
  task	
  
	
  Pros:	
  Easy	
  to	
  implement	
  
	
  Cons:	
  Does	
  not	
  take	
  into	
  considera/on	
  player	
  skills	
  
	
  
• Past	
  History:	
  assign	
  a	
  task	
  based	
  on	
  past	
  performances	
  
	
  Pros:	
  Can	
  improve	
  the	
  quality	
  
	
  Cons:	
  Keeping	
  track	
  of	
  gaming	
  history	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Performance	
  measures	
  must	
  be	
  defined	
  
	
  
• Selec2ve	
  Assignment:	
  assign	
  a	
  specific	
  task	
  based	
  on	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  skills	
  and	
  past	
  performances	
  
	
  Pros:	
  Can	
  improve	
  the	
  quality	
  
	
  Cons:	
  Same	
  as	
  Past	
  History	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Needs	
  profiling	
  of	
  the	
  player	
  to	
  assess	
  skills	
  
PERFORMANCE EVALUTION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
82
Luis von Ahn and Laura Dabbish. 2008. Designing games with a
purpose. Commun. ACM 51, 8
Throughput = average number of problem instances
solved per human hour
ALP = average (across all people who play the game)
overall amount of time the game will be played by an
individual player
Expected contribution = throughput multiplied by
ALP.
ENGAGEMENT STRATEGY
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
83
Core activity must be already engaging for the user.
Gamification involves defining clear and definitive objectives
that last even past the gaming experience, and are either set
by, or negotiated between the user and the game along with a
progressive path of short and intermediate goals leading to it.
Onboarding
Retention
Virality
Social Dimensions
Additional Mechanics
POINTS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
84
Points	
  or	
  Player	
  Scores	
  are	
  a	
  numerical	
  value	
  that	
  represents	
  a	
  
measure	
  of	
  the	
  skill	
  of	
  a	
  player.	
  
	
  
• 	
  Immediate	
  and	
  las/ng	
  feedback	
  
• 	
  External	
  display	
  of	
  progression	
  
• 	
  May	
  determine	
  the	
  win	
  state	
  
• Connec/on	
  between	
  progress	
  in	
  the	
  game	
  and	
  rewards	
  	
  	
  
	
  
Galli, L., Fraternali, P. “Achievement
Systems Explained“ SGSC2012,
Singapore
Werbach, K. & Hunter, D.
For the Win: How Game Thinking
Can Revolutionize Your Business
Wharton Digital Press, 2012
LEADERBOARDS
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
85
A	
  Leaderboard	
  is	
  an	
  ordered	
  list	
  of	
  players	
  based	
  on	
  the	
  scores	
  
they	
  have	
  obtained	
  in	
  a	
  specific	
  game	
  or	
  system.	
  
	
  
• 	
  Relates	
  the	
  performance	
  of	
  a	
  player	
  to	
  the	
  others	
  
• 	
  Fosters	
  compe//on	
  and	
  par/cipa/on	
  
• 	
  Risky:	
  May	
  be	
  demo/va/ng.	
  
	
  
Galli, L., Fraternali, P. “Achievement
Systems Explained“ SGSC2012,
Singapore
Werbach, K. & Hunter, D.
For the Win: How Game Thinking
Can Revolutionize Your Business
Wharton Digital Press, 2012
ACHIEVEMENTS AND BADGES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
86
An	
  Achievement	
  is	
  a	
  set	
  of	
  tasks,	
  defined	
  by	
  a	
  designer,	
  for	
  the	
  
player	
  to	
  fulfill	
  so	
  to	
  achieve	
  a	
  milestone	
  and	
  track	
  the	
  
progress	
  in	
  a	
  system.	
  	
  
	
  
A	
  Badge	
  is	
  an	
  ar/fact	
  associated	
  to	
  the	
  comple/on	
  of	
  an	
  
achievement	
  and	
  given	
  to	
  a	
  player	
  a_er	
  its	
  comple/on,	
  or,	
  in	
  
gaming	
  terms,	
  a_er	
  “unlocking	
  the	
  achievement”.	
  	
  
	
  
	
  
• 	
  Define	
  goals	
  
• 	
  Onboarding	
  tool	
  
• 	
  Visual	
  markers	
  for	
  reputa/on,	
  	
  
• 	
  Provide	
  las/ng	
  rewards	
  
Galli, L., Fraternali, P. “Achievement
Systems Explained“ SGSC2012,
Singapore
THIS IS JUST A GLIMPSE OF
WHAT GAMIFICATION IS...
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
87
EXAMPLE: ZAMZEE GAMIFICATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
88
Personalization Rewards
Challenges
Social Status
CASE STUDY: FASHION TREND MINING
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
89
Problem statement: segment fashion images for mining trends based
on visual features of garments (e.g. color and texture)
Use case: identifying trends in collections of images of people
and garments
Applications: retrieving similar garments, inspect clothing trends
in image collections, analyzing trends change in the years
Color
descriptors
Texture
descriptors
coarse
(sub-)image
similarity
THE FASHION TREND MINING PIPELINE
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
90
Male, 24 Female, 22Female?, ??
REQUIREMENTS SPECIFICATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
91
Task Description: Recognize if a particular
garment is present within a picture or define a
new one and outline its contours.
Input Objects: A fashion image, an optional
tag defining the garment to identify.
Aggregation Strategy: assign a value of 0 to
each pixel outside the contour and 1 to each
pixel contained within the contour, sum all the
contribution and apply a threshold based on the
number of players.
Output Data: For each submitted task the game
has to provide the contour of the garment within
the image (Polyline) and a tag defining the
garment that has been segmented
GWAP DESIGN
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
92
Solution Mechanics:
Pattern Recognition
Established genre:
Draw and Guess
Inversion Problem Mechanic
PLAYERS:Number >=2
Multilateral Competition
Two different roles:
Sketcher: has to draw the contours
of the stated garment
Guesser: has to guess the garment
drawn by the sketcher
PLAYER ROLE: SKETCHER
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
93
●  The only player to see the
low confidence image
●  “May” be asked to provide a
tag for the image
●  Is asked to draw the contour
of the object for which the
tag is provided within the
allotted time
●  Goal of the Sketcher is to
let the other players guess
the tag within a time slot
without providing
any other hints than the
contour
PLAYER ROLE: GUESSER
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
94
●  Any other player in the game
●  His/Her goal is to guess the
object for which the Sketcher
has provided the contour
●  Not allowed to draw on the
whiteboard, just to type
in the chat box the probable
answer as fast as possible
●  Scoring:
●  Sketcher: 10 pts + 1 for each guesser
●  Guesser: 10 pts to the first, then
decreasing down to five
FRAMEWORKS: WEB GAMES
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
95
FRAMEWORKS: GAMIFICATION
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
96
Google Play Game
Services
Mozilla Open Badges
User Infuser
THE CUBRIK PROJECT
ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
97
●  CUbRIK is a research project
financed by the European Union
●  Goals:
●  Advance the architecture of
multimedia search
●  Exploit the human
contribution in multimedia
search
●  Use open-source
components provided by
the community
●  Start up a search business
ecosystem
●  http://www.cubrikproject.eu/

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CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

  • 1. AN INTRODUCTION TO HUMAN COMPUTATION & GAMES WITH A PURPOSE ALESSANDRO BOZZON DELFT UNIVERSITY OF TECHNOLOGY LUCA GALLI POLITECNICO DI MILANO
  • 2. ABOUT THE TUTORIAL •  Crowdsourcing, Human Computation, and GWAPs are hot topics •  “Human Computation” => more than 3000 papers •  400 in 2013 •  “Crowd Sourcing” => more than 36000 papers •  4800 in 2013 •  “Games With A Purpose” => more than 1400 papers •  162 in 2013 •  This short tutorial is necessarily shallow, but •  Concrete Examples •  Lot of references and links •  An outlook on the future •  Slides and additional materials available •  http://hcgwap.blogspot.com ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 2
  • 3. ABOUT THE SPEAKERS ALESSANDRO BOZZON Assistant Professor - TU Delft http://www.alessandrobozzon.com a.bozzon@tudelft.nl LUCA GALLI Ph.D. Student - Politecnico di Milano http://www.lucagalli.me lgalli@elet.polimi.it ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 3 •  RESEARCH BACKGROUND AND INTERESTS •  Web Data Management •  Crowdsourcing and Human Computation •  Game Design •  Web Engineering and Model Driven Development
  • 4. AGENDA 4 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
  • 5. AGENDA •  PART 1 => CrowdSourcing and Human Computation •  Introduction •  Design of Human Computation Tasks •  Frameworks For/With Human Computation •  The Future of Human Computation •  PART 2 => Games With a Purpose •  Play vs Games •  Introduction to Game Design •  Games with a Purpose Design Guidelines ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 5
  • 6. PART 2 AN INTRODUCTION TO GAMES WITH A PURPOSE 6 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose
  • 7. 7 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose Something really bad is going to happen…
  • 8. 8 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose Or not?
  • 9. 9 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose MAGIC CIRCLE “All play moves and has its being within a playground marked off beforehand materially or ideally, deliberately or as a matter of course… The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form and function play-grounds, i.e., forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart.” Johan Huizinga, “Homo Ludens”, (1938-1950)
  • 10. WHAT IS PLAY? ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 10 Autonomy:  play  is  a  voluntary  ac2vity.   Safety:  during  play  there  are  radically  reduced  serious                                                                    consequences  in  what  we  do   A<unement:  being  interested  in  the  same  things                                                                    temporarily  while  playing  together   Explora2on:  the  possibility  to  experiment  and  try  out    new                                                                  things   Mastery:  the  will  to  improve  one’s  own  skills      
  • 11. WHICH ARE THE BENEFITS? ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 11 “Play  is  an  enjoyable  ac/vity  that  allows  us  to  train  and  test  our   skills  in  a  safe  environment.”     Fosters  crea2vity,  flexibility,  and  learning   An2dote  to  loneliness,  isola2on,  anxiety,  and  depression   Teaches  perseverance   Hints  on  how  to  cooperate  with  others   Increases  energy  and  prevents  burnout   Stuart Brown, “Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul”, 2009.
  • 12. GAMES VS PLAY ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 12    Games  are  dis/nguished  from  play    –  Play  is  free-­‐form    –  Games  are  rule-­‐based   A  game  is  a  closed,  formal  system  that   ·∙  Engages  players  in  structured  conflict  and   ·∙  Resolves  its  uncertainty  in  an  unequal        outcome.   Fullerton, T.; Swain, C. & Hoffman, S. Game Design Workshop: A playcentric approach to creating innovative games, 2008
  • 13. CLASSIC GAME DEFINITION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 13 1.  Rules    •  Games  are  rule-­‐based.   2.  Variable,  quan/fiable  outcome    •  Games  have  variable,  quan/fiable  outcomes.   3.  Valoriza/on  of  outcome    •  The  different  poten/al  outcomes  of  the  game                                are  assigned  different  values,  some  posi/ve                                and  some  nega/ve  
  • 14. CLASSIC GAME DEFINITION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 14  4.  Player  effort            •  The  player  exerts  effort  in  order  to  influence  the  outcome     (games  are  challenging).   5.  Player  aVached  to  outcome            •  The  player  is  emo/onally  aVached  to  the  outcome  of  the      game  in  the  sense  that  a  player  will  be  winner  and     “happy”  in  case  of  a  posi/ve  outcome,  but  a  loser  and     “unhappy”  in  case  of  a  nega/ve  outcome.   6.  Nego/able  consequences              •  The  same  game  [set  of  rules]  can  be  played        with  or  without  real-­‐life  consequences   Juul,J.“Half-Real:VideoGamesBetweenReal RulesandFictionalWorlds”,2005
  • 15. INCENTIVES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 15 Money, Passion, Ease of Participation, Altruism, Appeal to one’s own knowledge, Reputation, Fun Organisciak, Piotr. Why Bother?: Examining the Motivations of Users in Large-scale Crowd-powered Online Initiatives. Diss. University of Alberta, 2010.
  • 16. INCENTIVES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 16  Intrinsic  mo2va2on  is  defined  as  doing  an  ac2vity  for      its  inherent  sa2sfac2ons  rather  than  for  some  separable      consequence.      Extrinsic  mo2va2on  is  defined  as  doing  an  ac2vity  to  a<ain      some  separable  outcome     Deci, Edward L., and Richard M. Ryan. Self‐Determination. ,1985.
  • 17. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 17
  • 18. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 18
  • 19. GAMES WITH A PURPOSE ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 19    Games  with  a  Purpose  (GWAPs)  are  digital  games  that  generate   useful  data  as  a  by-­‐product  of  play.  [vA06,LvA09]    The  design  of  a  GWAP  requires  to  create  a  game  so  that  its   structure  encourages  computa2on,  correctness  of  the  output  and   players  reten2on.  
  • 20. WHAT THEY ARE USED FOR ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 20 Krause,M.&Smeddinck,J.(2011b).HumanComputation Games:ASurvey.In:Proceedingsofthe19thEuropean SignalProcessingConference(EUSIPCO-2011). Intui2ve  Decisions   Aesthe2c  Judgment   Contextual  Reasoning   Embodiment  Issues  
  • 21. ARE THEY WORKING? ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 21 ESP Game Purposes: Let players determine the contents of images by submitting meaningful labels they can agree on. Results: A total of 13,630 people played the game during the test phase, generating 1,271,451 labels for 293,760 different images. Luis von Ahn and Laura Dabbish. 2004. Labeling images with a computer game.
  • 22. ARE THEY WORKING? ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 22 Foldit Purposes: The objective of the game is to fold the structure of selected proteins to the best of the player's ability, using various tools provided within the game to discover new structural configurations. Results: In 2011, players of Foldit helped to decipher the crystal structure of an AIDS-causing monkey virus. While the puzzle was available to play for a period of three weeks, players produced an accurate 3D model of the enzyme in just ten days. The problem of how to configure the structure of the enzyme had stumped scientists for 15 years. Khatib, F.; Dimaio, F.; Cooper, et al. (2011). "Crystal structure of a monomeric retroviral protease solved by protein folding game players"
  • 23. GAMIFICATION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 23        “The  use  of  game  design  techniques  and  game                mechanics  to  enhance  non-­‐game  contexts”   S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon, “Gamification. Using game-design elements in non-gaming contexts”        Actually  ques/onable,  we  will  see  why   Sebastian Deterding Miguel Sicart
  • 24. WHAT IS USED FOR ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 24
  • 25. IS IT WORKING? ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 25 Samsung Nation Purposes: Samsung Nation, a social loyalty program that lets users earn badges for activities as writing reviews and watching videos and compete for rewards. Results: 500% increase in customers product reviews 66% increase in site visitors 30% increase in comments reduced marketing costs reduced product support costs
  • 26. IS IT WORKING? ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 26 MTV Italia MyChart Purposes: User generated video chart based on various “game dynamics” like avatars, points and leaderboards to drive users from Facebook to TV and to loyalize existing TV audience. Results: More than 500.000 votes in less then three months More than 150.000 videos viewed
  • 27. COMMONALITIES AND DIFFERENCES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 27 One  or  more  objec2ves  or  tasks  that  users  have   to  accomplish.   A  gaming  experience,  defining  challenges  to   overcome  and  rewards  for  their  solu2on.   One  or  more  players,  the  users  of  the   applica2on,  who  are  profiled  and  monitored  in   their  ac2vi2es.   But...  
  • 28. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 28 INTRODUCTION TO GAME DESIGN
  • 29. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 29 Mancala, 7th century AD
  • 30. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 30 Unreal Tournament 3, Epic Games, 2007
  • 31. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 31 Turn  based  boardgame  vs  Real  /me  ac/on  shooter   Handmade  physical  board  vs  Personal  Computer   Public  domain  rules  vs  Copyrighted  
  • 32. 1 - PLAYERS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 32 Number  of  players   Roles  of  the  players   Interac2ons  among  players  and  the  game:                    Single  Player/Mul2  Single                    Unilateral/Mul2lateral  Compe22on                                        Coopera2ve                    Team  compe22on  
  • 33. 2 - OBJECTIVES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 33  Objec2ves:  specific  goals  for  the  player  to  accomplish    Capture:  capture  or  destroy  a  resource    Chase:  catch  an  opponent  or  elude  one    Race:  reach  a  goal  before  the  other  players    Alignment:  arrange  game  objects  in  a  spa/al  or  conceptual                                                                            configura/on                                RescueEscape:  bring  a  unit  to  safety                                  Construc2on:  build,  maintain,  manage  objects                                Explora2on:  explore  the  environment  where  the  game  take                                                                                place                                Solu2on:  solve  a  problem  or  puzzle  before  (or  more                                                                      accurately)  the  compe//on  or  certain  constraints                                Outwit:  gain  and  use  knowledge  to  defeat  other  players  
  • 34. 2 – OBJECTIVES: EXAMPLES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 34 Alignment:  arrange  game  objects  in  a  spa2al  or   conceptual  configura2on   Tetris, Alexey Pajitnov, 1984 Puzzle Bobble, Taito Corporation, 1994
  • 35. 2 – OBJECTIVES: EXAMPLES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 35 Solu2on:  solve  a  problem  or  puzzle  before  (or   more  accurately)  than  the  compe22on  or   following  certain  constraints   Connect Four, Milton Bradley, 1974 Professor Layton and the Miracle Mask, Level-5, 2011
  • 36. 3 - PROCEDURES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 36 Procedures:  the  methods  of  play  and  the  ac/ons  that   players  can  take  to  achieve  the  game  objec/ves.  They   are  used  to  define  who  does  what,  where  and  how.     Typically  a  game  is  composed  of:     Star%ng  ac%on:  How  to  put  a  game  into  play.   Progression  of  ac%on:  Ongoing  procedures  a_er                                                                                      the  star/ng  ac/on.   Special  ac%ons:  Available  condi/onal  to  other                                                              elements  or  game  state.   Resolving  ac%ons:  Bring  gameplay  to  an  end.    
  • 37. 3 – PROCEDURES: EXAMPLE ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 37 Star%ng  ac%on:  Choose  a  player     to  go  first.  Each  player  chooses  a  color:   red  or  black.   Progression  of  ac%on:  On  each     turn,  a  player  drops  one  colored       checker  down  any  of  the  slots  in       the  top  of  the  grid.   Resolving  ac%ons:  The  play  alternates   un/l  one  of  the  players  gets  four   checkers  of  one  color  in  a  row.  The  row   can  be  horizontal,  ver/cal,  or  diagonal.     Connect Four
  • 38. 4 - RULES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 38 •   Define  Objects   •   Restrict  Ac/ons   •   Determine  Effects  (ECA  rules)       Chess:  A  player  cannot  move  her  king  into  check.     Poker:  A  straight  is  five  consecu8vely  ranked   cards;  a  straight  flush  is  five  consecu8vely  ranked   cards  of  the  same  suit.     WarCrad  II:  To  create  knight  units,  a  player  must  have   upgraded  to  a  keep  and  built  a  stable.  
  • 39. 5 - RESOURCES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 39 Resources:  valuable  objects  that  can  help  the  players  to  achieve   their  goals  but  are  scarce  in  the  system.   Lives:  number  of  “trials”  that  can  be  aVempted  to  reach  a  goal   Units:  mul/ple  objects  that  has  to  be  managed  instead  of  lives   Health:  represent  the  status  of  loss  or  near  loss  of  lives  and  units   Points:  numerical  value  that  represents  a  measure  of  the  skill  and   progression  of  a  player   Ac2ons:  number  of  possible  dis/nct  choices  that  a  player  can   make  within  a  defined  /meframe   Power-­‐ups:  object  that  gives  a  boost  to  the  player   Items:  used  by  the  player  to  accomplish  an  objec/ve,  made   scarce  by  the  system   Turns:  the  number  of  game  phases  within  which  a  player  must   accomplish  the  objec/ves   Time:  restricts  player  ac/ons  or  phases  in  periods  of  /me.  
  • 40. 5 – RESOURCES: EXAMPLE ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 40 Card Hunter, Blue Manchu Pty Ltd, TBR Time   Points   Ac/ons  
  • 41. 6 - CONFLICTS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 41 Conflicts:  emerges  from  the  players  trying  to   accomplish  the  goals  of  the  game  within  its  rules  and   boundaries,  since  procedures  and  rules  tend  to  deter   players  from  accomplishing  goals  directly  or  make   players  work  against  each  other.   The  most  common  conflicts  are  generated  by:   Obstacles,  objects  or  rules  that  limit  the  freedom  of   the  players   Opponents,  since  they  are  usually  trying  to  achieve  an   objec/ve  faster  than  us   Meaningful  Choices,  players  have  to  make  choices   that  will  influence  the  outcome  of  the  game  
  • 42. 7 - BOUNDARIES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 42 Boundaries are what separate the game from everything that is not the game and defines the physical or virtual scopes in which the game is performed. Example: Football would not be the same game if the boundaries of the football field were not defined.
  • 43. 8 - OUTCOME ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 43 Outcome:  the  outcome  of  the  game  (if   present)  is  uncertain,  since  it  is  not   possible  to  predict  the  results  ahead.   If  an  outcome  can  be  obtained  it  has  to   be  quan/fiable  with  respect  to  the   defined  goals.     It  is  different  than  the  objec/ve  since  all   the  player  can  reach  the  same  objec/ve.    
  • 44. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 44 Derived by modeling the guidelines and best practices found in: Fullerton, T.; Swain, C. & Hoffman, S. Game Design Workshop: A playcentric approach to creating innovative games, 2008 Crowford, C. The Art of Computer Game Design, 1984 GAME DEVELOPMENT PROCESS
  • 45. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 45
  • 46. GWAPS AS SERIOUS GAMES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 46 BenSawyer,PeterSmith:SeriousGames Taxonomy,2008
  • 47. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 47 Katharina Siorpaes and Martin Hepp. 2008. OntoGame: weaving the semantic web by online games.
  • 48. GAMES WITH A PURPOSE: CURRENT ISSUES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 48 ●  “Ad-­‐Hoc”  Design   ●  Engagement  and  reten/on  mechanisms.   ●  Mapping  from  task  to  game  mechanics   ●  Valida/on  techniques  and  strategies   E.G.  Real  user  comments  about  OntoGalaxy  
  • 49. ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 49 1)  PURPOSE   2)  TASK  DEFINITION   3)  GAME            MECHANICS            DESIGN   4)  INSTANCE            MATCHING   5)  OUTPUT              VALIDATION   6)  PERFORMANCE              EVALUATION   7)  ENGAGEMENT            SRATEGY     GWAPS DIMENSIONS
  • 50. GWAP DEVELOPMENT PROCESS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 50
  • 51. REQUIREMENTS SPECIFICATION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 51 uTask Task Description Input Objects Output Objects Execution Interface Operations Output Validation
  • 52. INPUT OBJECTS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 52 Adapted from“Mathematical Modeling of social games, IrwinKing, SIAG2009” An  input  object            is  an  object  with  data  t23e          and  a  set  of   finite  a67ibutes  denoted  as     tex9,  images,  audio  seg=ents,  video  seg=ents,  other   unst7@ct@red  data,  st7@ct@red  data   where  the  data  t23e            is  the  media  t23e  presented  by       Each  a67ibute                        has  a  relationship                                            to  a  set  of   values                                                                                                                                                                                    .   Each                                          is  an  object  with  its  own  data  t23e  that  represent  the   metadata  of    
  • 53. DEFINING OPERATIONS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 53 uTask Task Description Input Objects Output Objects Execution Interface Operations Output Validation
  • 54. OPERATION TYPES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 54 They  fall  in  two  broad  categories:    Genera/ve  tasks    Decision  tasks     A  possible  (non-­‐exhaus/ve)  list  of  human  computa/on   tasks  may  include:     •   Object  Recogni/on/Iden/fica/on/Detec/on   •   Sor/ng  (Clustering/Ordering)   •   Natural  Language  Processing     •   State  Space  Explora/on   •   Content  Genera/on/Submission   •   User  preference/opinion  elicita/on  
  • 55. ENSURE OUTPUT QUALITY ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 55 uTask Task Description Input Objects Output Objects Execution Interface Operations Output Validation
  • 56. Twofold  purpose:  ensure  output  correctness  and   counter  player  collusion.   OUTPUT VALIDATION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 56 Player  Tes2ng:  compare  the  output  provided  by  the   user  with  known  correct  outputs     Repe22on:collect  more  than  one  solu/on  for  the   same  input  object,  then  aggregate  the  solu/ons   Taboo  Output:  limit  the  possible  solu/ons  that  can   be  submiVed   Random  Pairing:  pairing  players  at  random  
  • 57. TASK EXECUTION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 57 uTask Task Description Input Objects Output Objects Execution Interface Operations Output Validation
  • 58. TASK TO GAME MECHANICS MATCHING ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 58 Does  a  game  with  game   mechanics  similar  to  the  task   exists?     If  so,  integrate  the  task  within   the  game     If  not,  custom  game  mechanics   has  to  be  implemented.     Clear  and  Transparent  game   mechanics  
  • 59. SOLUTION MECHANICS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 59 Pa<ern  Recogni2on         Wikipedia  stands  to  knowledge  as   BoardGameGeek    stands  to  games.   Benng/Wagering     Line-­‐Drawing     Tile-­‐Placement   Pa<ern  Building     Memory     Hand  Management     Ac2on  Programming     Auc2on/Bidding     Partnership   Possible,  meaningful  game  mechanics:   Take  Inspira/on!  
  • 60. TILE PLACEMENT ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 60 Tile Placement games feature placing a piece to score points, based on adjacent pieces or pieces in the same group/cluster, taking into consideration non-spatial properties like color, "feature completion", cluster size etc.
  • 61. PATTERN RECOGNITION APPLIED TO GWAPS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 61 Kawrykow A, Roumanis G, Kam A, Kwak D, Leung C, et al. (2012) Phylo: A Citizen Science Approach for Improving Multiple Sequence Alignment Purpose:  Used  to   arrange  the  sequences   of  D.N.A,  R.N.A  or   proteins  to  iden/fy   regions  of  similarity   Game  Mechanic:  align  the  sequence  contained  in  each  row  in   order  to  obtain  the  greatest  number  of  columns  with  matching   colors.    
  • 62. LINE DRAWING ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 62 Games that make use of this mechanics involve drawing drawing of lines in one way or another.  
  • 63. LINE DRAWING APPLIED TO GWAPS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 63 Purpose:  Segment  images   Game  Mechanic:  draw  the  shapes  of  objects  in  a  provided  image   in  order  to  make  the  other  players  guess  the  underlying  object.    
  • 64. MEMORY ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 64 Games that use the Memory mechanic require players to recall previous game events or information in order to reach an objective.
  • 65. MEMORY APPLIED TO GWAPS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 65 Purpose:  Find  similar  Images   Game  Mechanic:  Exploit  the  visual  memory  of   players  to  find  images  which  are  similar.  
  • 66. PARTNERSHIP ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 66 Games  with  partnerships  offer  players  a  set  of  rules  for   alliances  and  teams.  Partners  are  o_en  able  to  win  as  a   team,  or  penal/es  are  enforced  for  not  respec/ng  alliances.  
  • 67. PARTNERSHIP APPLIED TO GWAPS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 67 Purpose:  Collect  “common-­‐sense”  fact  for                                      specific  words.   Game  Mechanic:  provide  hints  to  the  partner   in  order  to  let  him  guess  the  secret  word    
  • 68. GWAPS VALIDATION MECHANICS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 68 Bad  solu/ons  due  to:    incompetence    mischief  behavior    plain  mistakes     Find  or  adapt  game     mechanics  in  order     to  validate  the  results.    
  • 69. GWAP FORMAL MODEL ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 69 Based on Mathematical Modeling of social games, Irwin King, SIAG2009 is  the  set  of  uTask  that  are  associated  with  the   problem,  with  the  uTask  defined  as  we  have   previously  seen.   is  the  answer  domain;  it  contains  the  set  of   possible  cer9ain  answers  fi  (based  on  the  input   D)  if  the  out3ut  is  contained  within  a  defined   domain,  or  empt2  if  the  answers  are  provided  by   the  players     is  a  f@nction  that  deter=ines  if  a  par9icular   out3ut  is  a  valid  solution  to  the  problem     is  the  GWAP  Domain,  that  maps  the  input  to   the  out3ut  of  a  GWAP  
  • 70. MULTIPLAYER: INPUT AGREEMENT ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 70 Same  or  different  input     Based  on  each  other’s  hints,  player   must  agree  if  they  are  dealing  with  the   same  input   Given  a  correct  answer   set  for  the  problem   players  have  a  set  of   poten/al  outputs   which  cardinality  influence  the   probability  of  agreeing  upon  the   input   Results Submission: One Trial Suggested for: Subjective Information Same  or  different   input,  same  roles  
  • 71. INPUT AGREEMENT: TAG A TUNE ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 71 Same  Input:   Audio  file   Two  different   shared  sets  of   descrip/ons,   one  for  each   player   Result:  same   input  or   different  input   Results   Submission:     One  Trial  
  • 72. MULTIPLAYER: OUTPUT AGREEMENT ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 72 Same  Input     Agreeing  on  common  output  without   communica/on   Same  Input,     Same  Roles.     Given  a  correct   answer  set  for  the   problem,   players  have  a  set  of   poten/al  outputs   the  probability  to  obtain     an  agreement  depends   on  the  shared  output   Results  Submission:   Mul/ple  Trials    Suggested  for:     Objec/ve  Informa/on  
  • 73. OUTPUT AGREEMENT: ESP GAME ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 73 Same  Input:   Image   List  of  possible   guesses,  hidden   to  the  other   players   Result: Meaningful tag for the provided image Results   Submission:     Mul/ple   Trials  
  • 74. MULTIPLAYER: INVERSION PROBLEM ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 74 One  players  knows  the  whole  problem   and  gives  hints  to  the  other  players.   The  others  try  to  unveil  the  secrets   based  on  the  hints.   Input  to  just  one  player   the  output  of  one   player  is  the  input   for  the  others   The  correct  answer  set  for   the  problem  is  unknown   The  probability  of  guessing   depends  on  the  cardinality   of  the  hints   Result:   User  generated  content,   solu/ons  for  complex  data   structures   Results  Submission:   Mul/ple  Trials  
  • 75. INVERSION PROBLEM: IMAGE LABELING GAME ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 75 Describer: Image Seekers: Textual description given by the describer Results Submission: Multiple trials Results: Meaningful descriptions for the image
  • 76. INSUFFICIENT PLAYERS: PRERECORDED GAMES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 76 Fake players based on the logs of previous matches Pros: The gwap can be played anytime Cons: The actions in the game has to be modeled and stored Inversion problem games can be difficult to simulate Requires a bootstrapping phase to acquire the initial traces
  • 77. SINGLE PLAYER: ALGORITHMIC EVALUATION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 77 Automa/c  algorithm  able  to  par2ally  assess  the   quality  of  the  provided  results.     For  each  instance  of  the  game  the  input  is   provided  to  just  one  player   The  correct  answer  set  for  the  problem  is  defined   The  probability  to  obtain  meaningful   results  is  applica/on  specific,based   on  the  algorithm  that  is  used  to   make  the  evalua/on  
  • 78. ALGORITHMIC EVALUATION: TYPE ATTACK ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 78 Jovian,  L.T.;  Amprimo,  O.,  "OCR  Correc8on  via  Human   Computa8onal  Game,"  System  Sciences  (HICSS),  2011  44th   Hawaii  Interna8onal  Conference  on  ,  vol.,  no.,  pp.1,10,  4-­‐7   Jan.  2011   Improving  the  results   of  OCR  in  digitalizing   ar/cles  old   newspapers.   Human  players  transcribe  snippet  of  text  and  their   performance  is  measured  by  comparing  the  number  of   similar  words  in  the  player’s  output  and  the  text  from   the  library’s  OCR  transcrip/on.    
  • 79. HYBRID ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 79 Combines  the  previous  approaches   Input  data  based  on  previous  results  or  user  generated  content   Inputs  to  one  or  more  players  with   same  or  different  roles     Answer  set  depending  on  the  nature  of   the  problem  or  provided  by  a  player   The  probability  of  obtaining  a   solu/on  depends  on  the   combina/on  of  the  strategies  
  • 80. HYBRID: SKETCHNESS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 80 Input:     One  image  to  a  player   Hints  to  the  others   Segments  traced  by   one  player,  possible   tags  submiVed  by   the  others   Result:   Meaningful  tag   +  segmenta/on   Results  Submission:     Mul/ple  Trials  
  • 81. INSTANCE MATCHING ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 81 How to assign tasks (instances) to players? • Random  Strategy:  assign  a  random  task    Pros:  Easy  to  implement    Cons:  Does  not  take  into  considera/on  player  skills     • Past  History:  assign  a  task  based  on  past  performances    Pros:  Can  improve  the  quality    Cons:  Keeping  track  of  gaming  history                          Performance  measures  must  be  defined     • Selec2ve  Assignment:  assign  a  specific  task  based  on                                                                                          skills  and  past  performances    Pros:  Can  improve  the  quality    Cons:  Same  as  Past  History                          Needs  profiling  of  the  player  to  assess  skills  
  • 82. PERFORMANCE EVALUTION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 82 Luis von Ahn and Laura Dabbish. 2008. Designing games with a purpose. Commun. ACM 51, 8 Throughput = average number of problem instances solved per human hour ALP = average (across all people who play the game) overall amount of time the game will be played by an individual player Expected contribution = throughput multiplied by ALP.
  • 83. ENGAGEMENT STRATEGY ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 83 Core activity must be already engaging for the user. Gamification involves defining clear and definitive objectives that last even past the gaming experience, and are either set by, or negotiated between the user and the game along with a progressive path of short and intermediate goals leading to it. Onboarding Retention Virality Social Dimensions Additional Mechanics
  • 84. POINTS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 84 Points  or  Player  Scores  are  a  numerical  value  that  represents  a   measure  of  the  skill  of  a  player.     •   Immediate  and  las/ng  feedback   •   External  display  of  progression   •   May  determine  the  win  state   • Connec/on  between  progress  in  the  game  and  rewards         Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore Werbach, K. & Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business Wharton Digital Press, 2012
  • 85. LEADERBOARDS ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 85 A  Leaderboard  is  an  ordered  list  of  players  based  on  the  scores   they  have  obtained  in  a  specific  game  or  system.     •   Relates  the  performance  of  a  player  to  the  others   •   Fosters  compe//on  and  par/cipa/on   •   Risky:  May  be  demo/va/ng.     Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore Werbach, K. & Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business Wharton Digital Press, 2012
  • 86. ACHIEVEMENTS AND BADGES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 86 An  Achievement  is  a  set  of  tasks,  defined  by  a  designer,  for  the   player  to  fulfill  so  to  achieve  a  milestone  and  track  the   progress  in  a  system.       A  Badge  is  an  ar/fact  associated  to  the  comple/on  of  an   achievement  and  given  to  a  player  a_er  its  comple/on,  or,  in   gaming  terms,  a_er  “unlocking  the  achievement”.         •   Define  goals   •   Onboarding  tool   •   Visual  markers  for  reputa/on,     •   Provide  las/ng  rewards   Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore
  • 87. THIS IS JUST A GLIMPSE OF WHAT GAMIFICATION IS... ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 87
  • 88. EXAMPLE: ZAMZEE GAMIFICATION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 88 Personalization Rewards Challenges Social Status
  • 89. CASE STUDY: FASHION TREND MINING ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 89 Problem statement: segment fashion images for mining trends based on visual features of garments (e.g. color and texture) Use case: identifying trends in collections of images of people and garments Applications: retrieving similar garments, inspect clothing trends in image collections, analyzing trends change in the years Color descriptors Texture descriptors coarse (sub-)image similarity
  • 90. THE FASHION TREND MINING PIPELINE ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 90 Male, 24 Female, 22Female?, ??
  • 91. REQUIREMENTS SPECIFICATION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 91 Task Description: Recognize if a particular garment is present within a picture or define a new one and outline its contours. Input Objects: A fashion image, an optional tag defining the garment to identify. Aggregation Strategy: assign a value of 0 to each pixel outside the contour and 1 to each pixel contained within the contour, sum all the contribution and apply a threshold based on the number of players. Output Data: For each submitted task the game has to provide the contour of the garment within the image (Polyline) and a tag defining the garment that has been segmented
  • 92. GWAP DESIGN ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 92 Solution Mechanics: Pattern Recognition Established genre: Draw and Guess Inversion Problem Mechanic PLAYERS:Number >=2 Multilateral Competition Two different roles: Sketcher: has to draw the contours of the stated garment Guesser: has to guess the garment drawn by the sketcher
  • 93. PLAYER ROLE: SKETCHER ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 93 ●  The only player to see the low confidence image ●  “May” be asked to provide a tag for the image ●  Is asked to draw the contour of the object for which the tag is provided within the allotted time ●  Goal of the Sketcher is to let the other players guess the tag within a time slot without providing any other hints than the contour
  • 94. PLAYER ROLE: GUESSER ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 94 ●  Any other player in the game ●  His/Her goal is to guess the object for which the Sketcher has provided the contour ●  Not allowed to draw on the whiteboard, just to type in the chat box the probable answer as fast as possible ●  Scoring: ●  Sketcher: 10 pts + 1 for each guesser ●  Guesser: 10 pts to the first, then decreasing down to five
  • 95. FRAMEWORKS: WEB GAMES ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 95
  • 96. FRAMEWORKS: GAMIFICATION ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 96 Google Play Game Services Mozilla Open Badges User Infuser
  • 97. THE CUBRIK PROJECT ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 97 ●  CUbRIK is a research project financed by the European Union ●  Goals: ●  Advance the architecture of multimedia search ●  Exploit the human contribution in multimedia search ●  Use open-source components provided by the community ●  Start up a search business ecosystem ●  http://www.cubrikproject.eu/