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Collaborative Solving in a Human Computing Game Using a Market, Skills and Challenges

Published: 15 October 2016 Publication History

Abstract

Crowdsourcing with human-computing games is now a well-established approach to help solving difficult computational problems (e.g. Foldit, Phylo). The current strategies used to distribute problems among participants are currently limited to (i) delivering the full problem to every single user and ask them to explore the complete search space (e.g. Foldit), or (ii) decomposing the initial problem into smaller sub-problems and aggregate the solutions returned by gamers (e.g. Phylo). The second approach could be used to explore larger search spaces while harnessing collective intelligence, but popular crowdsourcing systems making use of the Amazon Mechanical Turk deliberately forbid communication between participants to avoid group-think phenomena. In this paper, we design a novel multi-player game-with-a-purpose, and analyze the impact of multiple game mechanisms on the performance of the system. We present a highly collaborative human-computing game that uses a market, skills and a challenge system to help the players collectively solve a graph problem. The results obtained during 12 game sessions of 10 players show that the market helps players to build larger solutions. We also show that a skill system and, to a lesser extent, a challenge system can be used to influence and guide the players towards producing better solutions. Our collaborative game-with-a-purpose is open-source, and aims to serve as a universal platform for further independent studies.

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cover image ACM Conferences
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
October 2016
424 pages
ISBN:9781450344562
DOI:10.1145/2967934
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Published: 15 October 2016

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Author Tags

  1. challenges.
  2. collaboration
  3. crowdsourcing
  4. game-with-a-purpose
  5. graph problem
  6. human computing
  7. market
  8. skills
  9. trading game

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CHI PLAY '16 Paper Acceptance Rate 36 of 124 submissions, 29%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

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  • (2024)FORGE: A Framework for Organizing Rewards in Gamified EnvironmentsGames and Culture10.1177/15554120241241555Online publication date: 31-Mar-2024
  • (2022)Microstructure design using a human computation gameMaterialia10.1016/j.mtla.2022.10154425(101544)Online publication date: Sep-2022
  • (2020)Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More TransparencyProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414229(4-18)Online publication date: 2-Nov-2020
  • (2020)Effect of Timer, Top Score and Leaderboard on Performance and Motivation in a Human Computing GameProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3403000(1-10)Online publication date: 15-Sep-2020
  • (2018)Ten simple rules to create a serious game, illustrated with examples from structural biologyPLOS Computational Biology10.1371/journal.pcbi.100595514:3(e1005955)Online publication date: 8-Mar-2018

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