Matching Game Mechanics and Human Computation Tasks in Games with a Purpose

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MATCHING GAME MECHANICS AND HUMAN COMPUTATION TASKS IN GAMES WITH A PURPOSE LUCA GALLI POLITECNICO DI MILANO ACM International Workshop on Serious Games

description

Presentation held at ACM Workshop on Serious Games at ACM Multimedia 2014 to introduce techniques that can be used to match Human Computation Tasks to Game Mechanics. The development process of a traditional digital game is described to put the basis on which the development of GWAP can be described. The concept of Human Computation Task is provided along with the most common multimedia refinement tasks that can be found in literature and everyday scenarios. Finally game mechanics that could be matched to particular task instances are shown, along with examples. The entire process has been applied to a real Game with a Purpose scenario.

Transcript of Matching Game Mechanics and Human Computation Tasks in Games with a Purpose

Page 1: Matching Game Mechanics and Human Computation Tasks in Games with a Purpose

MATCHING GAME MECHANICS

AND HUMAN COMPUTATION

TASKS IN GAMES WITH A

PURPOSE

LUCA GALLI

POLITECNICO DI MILANO

ACM International Workshop on Serious Games

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ABOUT MYSELF

LUCA GALLI

Ph.D. Student - Politecnico di Milano

[email protected]

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• RESEARCH BACKGROUND AND INTERESTS

• Crowdsourcing and Human Computation

• Game Design

• Robotics & AI

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OUTLINE

• Brief recap on Games with a Purpose

• Current Issues

• Development Process

• Task Design

• Game Mechanics & Operation Matching

• Use Case Study: Sketchness

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GAMES WITH A PURPOSE

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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 computation, correctness of the output and players retention.

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ARE THEY WORKING?

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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.

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GAME… MECHANICS?

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Input Agreement Output Agreement Inversion problem

“These game mechanics are the building blocks with which one could

create games with a purpose to solve computational tasks”.

Designing Games with a Purpose - Luis Von Ahn

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NO!

THEY ARE

VALIDATION

TEMPLATES!

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Katharina Siorpaes and Martin Hepp. 2008. OntoGame:

weaving the semantic web by online games.

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GAMES WITH A PURPOSE:

CURRENT ISSUES

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● “Ad-Hoc” Design

● Lacking of mapping guidelines from task to game mechanics

E.G. Real user comments about OntoGalaxy

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ISSUE 1: «AD HOC» DESIGN

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Game design is primarily an artistic process

and reliance on formal procedures is

inimical to creativity

Yet a GWAP have a lot in

common with traditional

software due to

their very nature…

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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

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Taken from the

Book: Level

Up, By Scott

Rogers

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Taken from the

book:

Game

Mechanics:

Joris Dorman,

Ernest Adams

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Board

Prototype for

IGAM

Challenge

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Prototype, Alex Mercer

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Alpha version

of Unreal

Tournament

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GWAP DEVELOPMENT

PROCESS

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TASK DESIGN

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TaskTask

Description

Input Objects

Output Objects

Execution Interface

Operations

Aggregation

Strategy

A Human Computation Task (HCT) is a “unit of work“ assigned to a user of a

Human Computation system.

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TASK DESIGN: INPUT OBJECT

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TaskTask

Description

Input Objects

Output Objects

Operations

Aggregation

Strategy

Input object for a HC task may include texts, images, audio segments, video

segments, other unstructured data, structured data

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TASK DESIGN: DESCRIPTION

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TaskTask

Description

Input Objects

Output Objects

Operations

Aggregation

Strategy

Execution Interface

A description details the goal that has to be reached and a set of admissible

operations that represent the mean with which this particular task can be

accomplished by the user.

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TASK DESIGN: AGGREGATION

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TaskTask

Description

Input Objects

Output Objects

Operations

Aggregation

Strategy

Execution Interface

Usually one single contribution from a user does not suffice for obtaining

meaningful results, thus the contribution of several users is aggregated using

techniques such as ranking, clustering, majority voting…

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DEFINING OPERATIONS

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Task Output Objects

Execution Interface

Operations

Task

Description

Input Objects

Aggregation

Strategy

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OPERATION TYPES

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They fall in two broad categories:Generative tasksDecision tasks

The media refining tasks that are suited to benefit from human contributions are:

• Object Recognition/Identification/Detection• Clustering• Ordering• Natural Language Processing • State Space Exploration• Content Generation/Submission• User preference/opinion elicitation

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OBJECT RECOGNITION

IDENTIFICATION, DETECTION

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Given a specific object, identify it in the image or

environment with an annotation which selects a

subset of samples with a particular meaning. (E.G. Tracing a bounding box)

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CLUSTERING

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Define a (subjective) similarity measure to compare

the input data with and group objects into clusters based on it.

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ORDERING

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Define a (subjective) evaluation criteria to compare

the input data and order the objects based on the

chosen criteria.

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NATURAL LANGUAGE PROCESSING

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Solving various Natural Language Processing

tasks by exploiting humans' ability to understandnatural language

And so on…

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GWAP DEVELOPMENT

PROCESS

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«ISSUE 2»: TASK TO GAME

MECHANICS MATCHING

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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.

How to match the task to proper game mechanics in order to design a GWAP?

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Game mechanics that were similar to the proposedmultimedia refinement tasks has been defined from the analysis of manuals about game design and specializedwebsites such as BoardGameGeek

SOLUTION MECHANICS

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Trivia

Betting/Wagering

Tile (Resource) -Placement

Pattern Building

Memory

Line Drawing

Bluffing

Agreement

Area Enclosure

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AGREEMENT

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Players are requested to reach an agreement over a

question or a topic based on some hints provided by

the game. Agreement is one of the most widely used

mechanics in GWAP, being the foundation on which

templates like input-agreement and output-agreement

rely on to be able to automatically validate the contributions of different players.

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AGREEMENT APPLIED

TO GWAPS

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Purpose: Collect “common-sense” fact for specific words.

Game Mechanic: players must agree on the same tagsby relying on an image as their only common hint

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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.

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TILE PLACEMENT APPLIED TO GWAPS

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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 identify regions of similarity

Game Mechanic: align the sequence contained in each row in order to obtain the greatest number of columns with matching colors.

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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.

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MEMORY APPLIED TO

GWAPS

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Purpose: Find similar Images

Game Mechanic: Exploit the visual memory of players to find images which are similar.

And so on…

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GAME TO MECHANICS

MATCHING

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Game Mechanics Task Type Significative Examples

Agreement Object Recognition,

Clustering, Ordering, NLP

ESP Game, TagATune

Tile (Resource)- Placement Clustering, Ordering Phylo

Line Drawing Object Recognition Sketchness, Squigl

Betting/Wagering User Preferences /

Opinion Elicitation

N/A

Memory Clustering FlipIt

Pattern Building State Exploration FoldIt, Eyewire

Bluffing Ordering, Object

Identification

Disguise, Search War

Trivia Natural Language

Processing

Verbosity, WebPardy

Area Enclosure Object Recognition PeekABoom, Ask’nSeek

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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

CASE STUDY: FASHION TREND MINING

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Color

descriptors

Texture

descriptors

coarse

(sub-)image

similarity

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THE FASHION TREND MINING PIPELINE

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Male, 24 Female, 22Female?, ??

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REQUIREMENTS SPECIFICATION

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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

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LINE DRAWING

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Games that make use of this mechanics

involve drawing drawing of lines in one

way or another.

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LINE DRAWING

APPLIED TO GWAPS

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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.

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Solution Mechanics: Line DrawingAgreement

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 garmentGuesser: has to guess the garment

drawn by the sketcher

GWAP DESIGN

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PLAYER ROLE: SKETCHER

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● The only player to see the low confidence image

● “May” be asked to provide atag for the image

● Is asked to draw the contourof the object for which the tag is provided within theallotted time

● Goal of the Sketcher is to let the other players guessthe tag within a time slotwithout providingany other hints than thecontour

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PLAYER ROLE: GUESSER

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● Any other player in the game

● His/Her goal is to guess the object for which the Sketcherhas provided the contour

● Not allowed to draw on the whiteboard, just to typein the chat box the probableanswer as fast as possible

● Scoring:

● Sketcher: 10 pts + 1 for each guesser

● Guesser: 10 pts to the first, thendecreasing down to five

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RESULTS:

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RESULTS: PIXEL ACCURACY

Sketchness Aggregator

Kota Yamaguchi, M Hadi Kiapour, Luis E

Ortiz, Tamara L Berg, "Parsing Clothing in

Fashion Photographs", CVPR 2012

u: 95.4 std: 1.3 (whole dataset) u: 89.0 std:0.8

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BUT CONTROLLED DATASET!

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RESULTS:

USER SUBMITTED CONTENT

Baseline: Background

Algorithm Mean Standard Deviation

Fashionista 81.7901 13.555

Paperdoll 78.2486 13.5549

Sketchness 93.2669 9.6266

Algorithm Mean Standard Deviation

Fashionista 26.7811 31.4905

Paperdoll 54.2095 37.056

Sketchness 81.3803 24.4377

Baseline: against manually annotated groundtruth

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THE CUBRIK PROJECT

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● 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/

ACM International Workshop on Serious Games