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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: CAR       GUESSING: BOY

  GUESSING: HAT     GUESSING: CAR

  GUESSING: KID

 SUCCESS!           SUCCESS!
 YOU AGREE ON CAR   YOU AGREE ON CAR
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

                System Gain ( G )
                = ln ( N ) × ln ( S N )
    the number of the puzzles thatsum ofbeen played labels
                       the score average scores per puzzle
                               the have all produced




       T    T                                 S
     r= ⇒N=                                     = E[S] × r
                                              N
       N    r                        r : each puzzle should be played
      T : total played rounds            how many times in average
r : each puzzle should be played     E[S] : the expected score value of
    how many times in average                     each label
The Proposed Metric
System Gain ( G )
= ln ( N ) × ln ( S N )
= l n (T r ) × l n ( E [ S ] × r )
                 l n ( T ) − l n ( E [ S ]) ⎞
                                                        2
    ⎛
= − ⎜ ln ( r ) −                            ⎟ +C
    ⎝                        2              ⎠
                                     ln (T ) − ln ( E [ S ])
     Maximum G = C , when r = e                 2
The Proposed Metric

Maximum G




                  ln (T ) − ln ( E [ S ])
            r=e              2
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!
http://nrl.iis.sinica.edu.tw

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An Analytical Study of Puzzle Selection Strategies for the ESP Game

  • 1. 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
  • 2. How the ESP Game Works? PLAYER 1 PLAYER 2 GUESSING: CAR GUESSING: BOY GUESSING: HAT GUESSING: CAR GUESSING: KID SUCCESS! SUCCESS! YOU AGREE ON CAR YOU AGREE ON CAR
  • 3. 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)
  • 4. 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
  • 5. 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.
  • 6. 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.
  • 7. The Proposed Metric System Gain ( G ) = ln ( N ) × ln ( S N ) the number of the puzzles thatsum ofbeen played labels the score average scores per puzzle the have all produced T T S r= ⇒N= = E[S] × r N N r r : each puzzle should be played T : total played rounds how many times in average r : each puzzle should be played E[S] : the expected score value of how many times in average each label
  • 8. The Proposed Metric System Gain ( G ) = ln ( N ) × ln ( S N ) = l n (T r ) × l n ( E [ S ] × r ) l n ( T ) − l n ( E [ S ]) ⎞ 2 ⎛ = − ⎜ ln ( r ) − ⎟ +C ⎝ 2 ⎠ ln (T ) − ln ( E [ S ]) Maximum G = C , when r = e 2
  • 9. The Proposed Metric Maximum G ln (T ) − ln ( E [ S ]) r=e 2
  • 10. 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
  • 11. Evaluation • Using Monte Carlo Simulations • # of rounds: T = 10,000 • # of puzzles: 100 <= M <= 5,000
  • 12. 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.