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Interplay of Game Incentives, Player Profiles
and Task Difficulty in Games with a Purpose
Gloria Re Calegari and Irene Celino
Nancy, November 15th, 2018 – 21st International Conference on Knowledge Engineering and Knowledge Management (EKAW 2018)
HUMAN-IN-THE-LOOP FOR KNOWLEDGE ACQUISITION
• Machine learning approaches train automatic models on the basis of a training set, thus they require
some partial gold standard, often also named “ground truth”
• Ground truth requires putting back the human in the loop: building a training set for a machine
learning pipeline means asking people to execute a set of tasks
• This knowledge acquisition challenge is usually solved in one of the following ways:
• Asking experts to put together the training set (but involving experts can be expensive!)
• Adopting Crowdsourcing and Human Computation approaches, thus asking to a distributed
crowd to collect the required knowledge
Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 2
• Crowdsourcing and Human Computation approaches have been largely adopted for several
knowledge management tasks: collection, enrichment, validation, annotation, ranking, …
• Those approaches differ in engagement and reward schemes for human participants
• What are the condition that make it worth adopting a GWAP approach?
• When and how are GWAPs effective to achieve their goal?
• Crowdsourcing is the process to
outsource tasks to a “crowd” of
distributed people
(notable examples: Amazon
Mechanical Turk, Figure Eight)
• Human Computation is a computer
science technique in which a
computational process is performed
by outsourcing certain steps to
humans, usually when humans are
very good at solving those tasks while
computers are not
(notable example: reCAPTCHA)
• Games with a Purpose (GWAP) are
a Human Computation application
that lets to outsource some tasks to
humans in an entertaining way
(notable example: the ESP game)
CROWDSOURCING & HUMAN COMPUTATION
Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 3
premium
access
money
prizes
knowledge
recognition
fun
enjoyment
• Input: set of pictures and
classification categories
• Goal: associate a category to
each picture by assigning a
score 𝜎 to each picture-category
pair
• Score 𝜎 of each picture-
category association is updated
on the basis of players’ choices
• When the score of a picture-
category pair overcomes the
threshold 𝜎 ≥ 𝑡 , the association
is considered “true” (and the
picture is removed from the
game)
• Purpose: identify pictures of cities from above between those taken on board of the ISS (the
pictures are used then in a scientific process in light pollution research)
USE CASE: THE NIGHT KNIGHTS GWAP
Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
http://nightknights.eu
DATA COLLECTION & VALIDATION
Pure GWAP with
not-so-hidden purpose
(but played by anybody)
Points, badges,
leaderboard as
intrinsic reward
A player scores if he/she
agrees with another player
“Bonus” intrinsic reward
with NASA pictures!
Gloria Re Calegari, Gioele Nasi, Irene Celino. Human Computation vs. Machine Learning:
an Experimental Comparison for Image Classification. Human Computation Journal, vol. 5, issue 1, 2018.
Gloria Re Calegari, Andrea Fiano and Irene Celino: A Framework to build Games with a Purpose
for Linked Data Refinement, in proceedings of ISWC 2018, LNCS Volume 11137, pp. 154-169.
4
NIGHT KNIGHTS: DATA AND EVALUATION
• Reference observation period: 9 months (February-October 2017)
• 1 month of competition with tangible reward (join the 2017 Summer Expetition to observe the
Solar Eclipse in USA) in June-July 2017
• 4 months from the game launch to the competition start + 4 months after the competition
• Data available at https://github.com/STARS4ALL/Night-Knights-dataset
• ~ 650 players and ~ 28.000 classified pictures
• Released under a Creative Commons 4.0 license
• Investigation to analyse participation and find profile patterns
• Standard GWAP metrics
• Citizen Science metrics
• Influence of different factors, including incentives, playing style, task difficulty, …
5Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
[Q1] HOW DO PARTICIPATION AND RESULTS CHANGE WITH INCENTIVES?
[Q2] DO THE EXTRINSIC REWARD EFFECTS LAST OVER TIME?
[Q1]
• A tangible reward has a clear effect on participation
• There is a statistically significant difference between
competition and non-competition periods in all evaluation
metrics (throughput, average life play, expected contribution)
[Q2]
• The incentive effect doesn’t seem to last: there is no
statistically significant difference between the pre-competition
and the post-competition periods
• The overlaps between the set of players in the different periods
are very limited (<10%)
Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
Before During After
Time span (months) 4 1 4
Classified images 1,830 24,600 1,300
Contributions 13,000 187,600 3,600
Users 285 174 174
Total play time (hours) 65 471 29
Throughput (tasks/hour) 69 212 113
ALP (mins/player) 5.5 65 4
EC (tasks/user) 6.4 141 7.5
6
[Q3] DOES PLAYING STYLE CHANGE WITH THE INCENTIVE?
• Contribution speed = number of images played in each game round
• Estimation: 3-5 seconds/photo, 1 min round  ~ 15 images/round
• During the competition (extrinsic motivation)
• Normal distribution centred around 15 pictures/round
• Players tried to classify as many picture as possible
• Before and after the competition (intrinsic motivation)
• Almost flat distribution with median < 10 images/round
• Players adopted a more “relaxed” playing style
7Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
[Q4] HOW DO GWAPS COMPARE TO TRADITIONAL CITIZEN SCIENCE?
[Q5] WHAT DOES PLAYER BEHAVIOUR TELL ABOUT THE GAME NATURE?
[Q4]
• Engagement metrics
• From Citizen Science literature: activity ratio (AR, % active
days), daily devoted time (DDT, in hours), relative active
duration (RAD, wrt reference period), variation in periodicity
(VIP, std of intervals between active days)
• Players show very different behaviour:
• 2-3 times higher AR, consistently higher DDT and RAD
• Significantly lower VIP
• Clustering leads to 90% group of hardworkers (high AR and
low VIP), other Citizen Science behaviour not observed
[Q5]
• Casual game, because of total active time (last – first round)
• 75% of players played for less than 5 minutes
• 10% of players played for more than 1 day
8Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
NK
(global)
NK
(compet.)
MW
(*)
GZ
(*)
WI
(**)
AR 0.96 0.95 0.40 0.33 0.32
DDT 0.68 1.80 0.44 0.32 -
RAD - 0.54 0.20 0.23 0.43
VIP 14.53 2.53 18.27 25.23 5.11
Citizen Science campaigns from reference literature:
* Ponciano, L., Brasileiro, F.: Finding volunteers’ engagement profiles in human
computation for citizen science projects. Human Computation Journal, 2015
** Aristeidou, M., Scanlon, E., Sharples, M.: Profiles of engagement in online communities
of citizen science participation. Computers in Human Behavior, 2017
[Q6] WHAT KIND OF GWAP PLAYER PROFILES CAN BE IDENTIFIED?
• Player accuracy = how many tasks each player correctly solved over
the total number of tasks he played with (correct wrt aggregated solution)
• Player participation = total number of contributions given by player
• Threshold on accuracy axis  accurate / inaccurate player distinction
• Threshold on participation axis  casual / frequent player distinction
• Four different player profiles:
• Beginners (low participation, low accuracy)
• Snipers (low participation, high accuracy)
• Champions (high participation, high accuracy)
• Trolls (high participation, low accuracy)
• Distribution of contributions across profiles:
9Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
Beginners Snipers Champions Trolls
Contributions 0.7% 0.4% 95.9% 3.0%
[Q7] DOES PLAYER BEHAVIOUR CHANGE WITH DIFFERENT INCENTIVES?
• During competition (extrinsic motivation period)
• Majority of champions (high participation, high accuracy)
 maybe learning effect?
• Higher average accuracy (statistically significant difference) for
both casual and frequent players (7% improvement in both cases)
 higher attention brings higher quality
• Before/after competition (intrinsic motivation period)
• (Relative) majority of beginners (low participation, low accuracy)
 maybe due to curiosity or “first try”
• Higher variability of accuracy values (height of boxplots)
• In all periods: limited number of trolls, and always majority of accurate
players (snipers+champions, 64%)
10Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
[Q8] DOES PLAYER BEHAVIOUR CHANGE WITH TASK DIFFICULTY?
[Q9] DOES PLAYER BEHAVIOUR CHANGE WITH TASK VARIETY?
• Task difficulty = number of different users needed to solve the task (i.e. to find an
agreement by aggregating user contributions)
• Easy tasks: 4 users (minimum by design), 58% of all tasks
• Difficult tasks: 5 to 17 users
• Accuracy variability with task difficulty
• No difference between casual and frequent players on easy tasks
• Statistically significant difference between casual and frequent players on
difficult tasks  learning effect (the more they play, the higher the accuracy)
• Accuracy variability with task variety (different classes)
• Some classes are indeed “more difficult” than others
• No difference between casual and frequent players across classes
 indeed anybody can be a classifier (no expert knowledge required)
11Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
CONCLUSIONS
• GWAPs are an effective “human in the loop” method to engage a target community in a process of
knowledge management (e.g. to collect a large enough training set for machine learning)
• Still they are less explored and evaluated among Human Computation approaches
• Investigation of the interplay of different factors in GWAP evaluation
• Game incentives, player participation profiles, task difficulty, …
• A framework to analyse a GWAP and assess the effectiveness of your target community
involvement in knowledge acquisition and management
• Quantitative results are specific of the analysed game, but completely replicable approach
• A method to identify strengths and weaknesses of a GWAP and to plan improvements
Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 12
MILANO
viale Sarca 226,
20126,
Milano - Italy
LONDON
4° floor
57 Rathbone Place
London W1T 1JU – UK
NEW YORK
One Liberty Plaza,
165 Broadway, 23rd Floor,
New York City, New York, 10006 USA
Cefriel.com
Interplay of Game Incentives, Player Profiles
and Task Difficulty in Games with a Purpose
Gloria Re Calegari and Irene Celino
This work was partially supported by the STARS4ALL project
(H2020-688135) co-funded by the European Commission
Icons made by Eucalyp from www.flaticon.com
Contact me:
Irene Celino
Head of Knowledge Technologies Group
Cefriel - Politecnico di Milano
irene.celino@cefriel.com
iricelino.org

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Game Incentives, Player Profiles and Task Difficulty Impact on GWAPs

  • 1. Interplay of Game Incentives, Player Profiles and Task Difficulty in Games with a Purpose Gloria Re Calegari and Irene Celino Nancy, November 15th, 2018 – 21st International Conference on Knowledge Engineering and Knowledge Management (EKAW 2018)
  • 2. HUMAN-IN-THE-LOOP FOR KNOWLEDGE ACQUISITION • Machine learning approaches train automatic models on the basis of a training set, thus they require some partial gold standard, often also named “ground truth” • Ground truth requires putting back the human in the loop: building a training set for a machine learning pipeline means asking people to execute a set of tasks • This knowledge acquisition challenge is usually solved in one of the following ways: • Asking experts to put together the training set (but involving experts can be expensive!) • Adopting Crowdsourcing and Human Computation approaches, thus asking to a distributed crowd to collect the required knowledge Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 2
  • 3. • Crowdsourcing and Human Computation approaches have been largely adopted for several knowledge management tasks: collection, enrichment, validation, annotation, ranking, … • Those approaches differ in engagement and reward schemes for human participants • What are the condition that make it worth adopting a GWAP approach? • When and how are GWAPs effective to achieve their goal? • Crowdsourcing is the process to outsource tasks to a “crowd” of distributed people (notable examples: Amazon Mechanical Turk, Figure Eight) • Human Computation is a computer science technique in which a computational process is performed by outsourcing certain steps to humans, usually when humans are very good at solving those tasks while computers are not (notable example: reCAPTCHA) • Games with a Purpose (GWAP) are a Human Computation application that lets to outsource some tasks to humans in an entertaining way (notable example: the ESP game) CROWDSOURCING & HUMAN COMPUTATION Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 3 premium access money prizes knowledge recognition fun enjoyment
  • 4. • Input: set of pictures and classification categories • Goal: associate a category to each picture by assigning a score 𝜎 to each picture-category pair • Score 𝜎 of each picture- category association is updated on the basis of players’ choices • When the score of a picture- category pair overcomes the threshold 𝜎 ≥ 𝑡 , the association is considered “true” (and the picture is removed from the game) • Purpose: identify pictures of cities from above between those taken on board of the ISS (the pictures are used then in a scientific process in light pollution research) USE CASE: THE NIGHT KNIGHTS GWAP Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 http://nightknights.eu DATA COLLECTION & VALIDATION Pure GWAP with not-so-hidden purpose (but played by anybody) Points, badges, leaderboard as intrinsic reward A player scores if he/she agrees with another player “Bonus” intrinsic reward with NASA pictures! Gloria Re Calegari, Gioele Nasi, Irene Celino. Human Computation vs. Machine Learning: an Experimental Comparison for Image Classification. Human Computation Journal, vol. 5, issue 1, 2018. Gloria Re Calegari, Andrea Fiano and Irene Celino: A Framework to build Games with a Purpose for Linked Data Refinement, in proceedings of ISWC 2018, LNCS Volume 11137, pp. 154-169. 4
  • 5. NIGHT KNIGHTS: DATA AND EVALUATION • Reference observation period: 9 months (February-October 2017) • 1 month of competition with tangible reward (join the 2017 Summer Expetition to observe the Solar Eclipse in USA) in June-July 2017 • 4 months from the game launch to the competition start + 4 months after the competition • Data available at https://github.com/STARS4ALL/Night-Knights-dataset • ~ 650 players and ~ 28.000 classified pictures • Released under a Creative Commons 4.0 license • Investigation to analyse participation and find profile patterns • Standard GWAP metrics • Citizen Science metrics • Influence of different factors, including incentives, playing style, task difficulty, … 5Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
  • 6. [Q1] HOW DO PARTICIPATION AND RESULTS CHANGE WITH INCENTIVES? [Q2] DO THE EXTRINSIC REWARD EFFECTS LAST OVER TIME? [Q1] • A tangible reward has a clear effect on participation • There is a statistically significant difference between competition and non-competition periods in all evaluation metrics (throughput, average life play, expected contribution) [Q2] • The incentive effect doesn’t seem to last: there is no statistically significant difference between the pre-competition and the post-competition periods • The overlaps between the set of players in the different periods are very limited (<10%) Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 Before During After Time span (months) 4 1 4 Classified images 1,830 24,600 1,300 Contributions 13,000 187,600 3,600 Users 285 174 174 Total play time (hours) 65 471 29 Throughput (tasks/hour) 69 212 113 ALP (mins/player) 5.5 65 4 EC (tasks/user) 6.4 141 7.5 6
  • 7. [Q3] DOES PLAYING STYLE CHANGE WITH THE INCENTIVE? • Contribution speed = number of images played in each game round • Estimation: 3-5 seconds/photo, 1 min round  ~ 15 images/round • During the competition (extrinsic motivation) • Normal distribution centred around 15 pictures/round • Players tried to classify as many picture as possible • Before and after the competition (intrinsic motivation) • Almost flat distribution with median < 10 images/round • Players adopted a more “relaxed” playing style 7Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
  • 8. [Q4] HOW DO GWAPS COMPARE TO TRADITIONAL CITIZEN SCIENCE? [Q5] WHAT DOES PLAYER BEHAVIOUR TELL ABOUT THE GAME NATURE? [Q4] • Engagement metrics • From Citizen Science literature: activity ratio (AR, % active days), daily devoted time (DDT, in hours), relative active duration (RAD, wrt reference period), variation in periodicity (VIP, std of intervals between active days) • Players show very different behaviour: • 2-3 times higher AR, consistently higher DDT and RAD • Significantly lower VIP • Clustering leads to 90% group of hardworkers (high AR and low VIP), other Citizen Science behaviour not observed [Q5] • Casual game, because of total active time (last – first round) • 75% of players played for less than 5 minutes • 10% of players played for more than 1 day 8Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 NK (global) NK (compet.) MW (*) GZ (*) WI (**) AR 0.96 0.95 0.40 0.33 0.32 DDT 0.68 1.80 0.44 0.32 - RAD - 0.54 0.20 0.23 0.43 VIP 14.53 2.53 18.27 25.23 5.11 Citizen Science campaigns from reference literature: * Ponciano, L., Brasileiro, F.: Finding volunteers’ engagement profiles in human computation for citizen science projects. Human Computation Journal, 2015 ** Aristeidou, M., Scanlon, E., Sharples, M.: Profiles of engagement in online communities of citizen science participation. Computers in Human Behavior, 2017
  • 9. [Q6] WHAT KIND OF GWAP PLAYER PROFILES CAN BE IDENTIFIED? • Player accuracy = how many tasks each player correctly solved over the total number of tasks he played with (correct wrt aggregated solution) • Player participation = total number of contributions given by player • Threshold on accuracy axis  accurate / inaccurate player distinction • Threshold on participation axis  casual / frequent player distinction • Four different player profiles: • Beginners (low participation, low accuracy) • Snipers (low participation, high accuracy) • Champions (high participation, high accuracy) • Trolls (high participation, low accuracy) • Distribution of contributions across profiles: 9Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 Beginners Snipers Champions Trolls Contributions 0.7% 0.4% 95.9% 3.0%
  • 10. [Q7] DOES PLAYER BEHAVIOUR CHANGE WITH DIFFERENT INCENTIVES? • During competition (extrinsic motivation period) • Majority of champions (high participation, high accuracy)  maybe learning effect? • Higher average accuracy (statistically significant difference) for both casual and frequent players (7% improvement in both cases)  higher attention brings higher quality • Before/after competition (intrinsic motivation period) • (Relative) majority of beginners (low participation, low accuracy)  maybe due to curiosity or “first try” • Higher variability of accuracy values (height of boxplots) • In all periods: limited number of trolls, and always majority of accurate players (snipers+champions, 64%) 10Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
  • 11. [Q8] DOES PLAYER BEHAVIOUR CHANGE WITH TASK DIFFICULTY? [Q9] DOES PLAYER BEHAVIOUR CHANGE WITH TASK VARIETY? • Task difficulty = number of different users needed to solve the task (i.e. to find an agreement by aggregating user contributions) • Easy tasks: 4 users (minimum by design), 58% of all tasks • Difficult tasks: 5 to 17 users • Accuracy variability with task difficulty • No difference between casual and frequent players on easy tasks • Statistically significant difference between casual and frequent players on difficult tasks  learning effect (the more they play, the higher the accuracy) • Accuracy variability with task variety (different classes) • Some classes are indeed “more difficult” than others • No difference between casual and frequent players across classes  indeed anybody can be a classifier (no expert knowledge required) 11Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018
  • 12. CONCLUSIONS • GWAPs are an effective “human in the loop” method to engage a target community in a process of knowledge management (e.g. to collect a large enough training set for machine learning) • Still they are less explored and evaluated among Human Computation approaches • Investigation of the interplay of different factors in GWAP evaluation • Game incentives, player participation profiles, task difficulty, … • A framework to analyse a GWAP and assess the effectiveness of your target community involvement in knowledge acquisition and management • Quantitative results are specific of the analysed game, but completely replicable approach • A method to identify strengths and weaknesses of a GWAP and to plan improvements Interplay of Game Incentives, Player Profiles and Task Difficulty in GWAPs - EKAW 2018 12
  • 13. MILANO viale Sarca 226, 20126, Milano - Italy LONDON 4° floor 57 Rathbone Place London W1T 1JU – UK NEW YORK One Liberty Plaza, 165 Broadway, 23rd Floor, New York City, New York, 10006 USA Cefriel.com Interplay of Game Incentives, Player Profiles and Task Difficulty in Games with a Purpose Gloria Re Calegari and Irene Celino This work was partially supported by the STARS4ALL project (H2020-688135) co-funded by the European Commission Icons made by Eucalyp from www.flaticon.com Contact me: Irene Celino Head of Knowledge Technologies Group Cefriel - Politecnico di Milano irene.celino@cefriel.com iricelino.org