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Proposal of Grade Training Method in Private Crowdsourcing System

AAAI Conferences

Current crowdsourcing platforms such as Amazon Mechanical Turk provide an attractive solution for processing of high-volume tasks at low cost. However, problems of quality control remain a major concern. We developed a private crowdsourcing system (PCSS) running in a intranetwork, that allow us to devise for quality control methods. In the present work, we designed a novel task allocation method to improve accuracy of task results in PCSS. PCSS analyzed relations between tasks from workers' behavior using Bayesian network, then created learning tasks according to analyzed relations. PCSS increased quality of task results by allocating learning tasks to workers before processing difficult tasks. PCSS created 8 learning tasks automatically for 2 target task categories and increased accuracy of task results by 10.77 point on average. We found that creating learning tasks according to analyzed relations is a practical method to improve the quality of workers.


From "In" to "Over": Behavioral Experiments on Whole-Network Computation

AAAI Conferences

We report on a series of behavioral experiments in human computation on three different tasks over networks: graph coloring, community detection (or graph clustering), and competitive contagion. While these tasks share similar action spaces and interfaces, they capture a diversity of computational challenges: graph coloring is a search problem, clustering is an optimization problem, and competitive contagion is a game-theoretic problem. In contrast with most of the prior literature on human-subject experiments in networks, in which collectives of subjects are embedded "in" the network, and have only local information and interactions, here individual subjects have a global (or "over") view and must solve "whole network" problems alone. Our primary findings are that subject performance is impressive across all three problem types; that subjects find diverse and novel strategies for solving each task; and that collective performance can often be strongly correlated with known algorithms.


Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces

AAAI Conferences

Online strategy video games offer several unique challenges to the field of AI research. Due to their large state and action spaces, existing search algorithms have difficulties in making strategically strong decisions. Additionally, the nature of competitive on-line video games adds the requirement that game designers be able to tweak game properties regularly when strategic imbalances are found. This means that an AI system for a game like this needs to be robust to such changes and less reliant on expert knowledge. This paper makes two main contributions to advancing the state of the art for AI in modern strategy video games which have large state and action spaces. The first is a novel method for performing hierarchical search using a portfolio of algorithms to reduce the search space while maintaining strong action candidates. The second contribution is an overall AI architecture for strategy video games using this portfolio search method. The proposed methods are used as the AI system for Prismata, an online turn-based strategy game by Lunarch Studios. This system is evaluated using three experiments: on-line play vs.~human players, off-line AI tournaments to test the relative strengths of the AI bots, and a survey to determine user satisfaction of the system so far. Our result show that this system achieves a skill level in the top 25% of human players on the ranked ladder, can be modified quickly to create different difficulty settings, is robust to changes in game unit properties, and creates an overall AI experience which is user rated more enjoyable than those currently found in similar video games.


Combining Crowd and Expert Labels Using Decision Theoretic Active Learning

AAAI Conferences

We consider a finite-pool data categorization scenario which requires exhaustively classifying a given set of examples with a limited budget. We adopt a hybrid human-machine approach which blends automatic machine learning with human labeling across a tiered workforce composed of domain experts and crowd workers. To effectively achieve high-accuracy labels over the instances in the pool at minimal cost, we develop a novel approach based on decision-theoretic active learning. On the important task of biomedical citation screening for systematic reviews, results on real data show that our method achieves consistent improvements over baseline strategies. To foster further research by others, we have made our data available online.


The Effect of Text Length in Crowdsourced Multiple Choice Questions

AAAI Conferences

Automated systems that aid in the development of Multiple Choice Questions (MCQs) have value for both educators, who spend large amounts of time creating novel questions, and students, who spend a great deal of effort both practicing for and taking tests. The current approach for measuring question difficulty in MCQs relies on models of how good pupils will perform and contrasts that with their lower-performing peers. MCQs can be difficult in many ways. This paper looks specifically at the effect of both the number of words in the question stem and in the answer options on question difficulty. This work is based on the hypothesis that questions are more difficult if the stem of the question and the answer options are semantically far apart. This hypothesis can be normalized, in part, with an analysis of the length of texts being compared. The MCQs used in the experiments were voluntarily authored by university students in biology courses. Future work includes additional experiments utilizing other aspects of this extensive crowdsourced data set.


Ceptre: A Language for Modeling Generative Interactive Systems

AAAI Conferences

We present a rule specification language called Ceptre,intended to enable rapid prototyping for experimental game mechanics, especially in domains that depend on procedural generation and multi-agent simulation. Ceptre can be viewed as an explication of a new methodology for understanding games based on linear logic, a formal logic concerned with resource usage. We present a correspondence between gameplay and proof search in linear logic, building on prior work on generating narratives. In Ceptre, we introduce the ability to add interactivity selectively into a generative model, enabling inspection of intermediate states for debugging and exploration as well as a means of play. We claim that this methodology can support game designers and researchers in designing, anaylzing, and debugging the core systems of their work in generative, multi-agent gameplay. To support this claim, we provide two case studies implemented in Ceptre, one from interactive narrative and one from a strategy-like domain.


Crowdsourcing Feature Discovery via Adaptively Chosen Comparisons

AAAI Conferences

We introduce an unsupervised approach to efficiently discover the underlying features in a data set via crowdsourcing. Our queries ask crowd members to articulate a feature common to two out of three displayed examples. In addition, we ask the crowd to provide binary labels for these discovered features on the remaining examples. The triples are chosen adaptively based on the labels of the previously discovered features on the data set. This approach is motivated by a formal framework of feature elicitation that we introduce and analyze in this paper. In two natural models of features, hierarchical and independent, we show that a simple adaptive algorithm recovers all features with less labor than any nonadaptive algorithm. The savings are as a result of automatically avoiding the elicitation of redundant features or synonyms. Experimental results validate the theoretical findings and the usefulness of this approach.


Crowdsourced Nonparametric Density Estimation Using Relative Distances

AAAI Conferences

In this paper we address the following density estimation problem: given a number of relative similarity judgements over a set of items D, assign a density value p(x) to each item x in D. Our work is motivated by human computing applications where density can be interpreted e.g. as a measure of the rarity of an item. While humans are excellent at solving a range of different visual tasks, assessing absolute similarity (or distance) of two items (e.g. photographs) is difficult. Relative judgements of similarity, such as A is more similar to B than to C, on the other hand, are substantially easier to elicit from people. We provide two novel methods for density estimation that only use relative expressions of similarity. We give both theoretical justifications, as well as empirical evidence that the proposed methods produce good estimates.


A Game with a Purpose for Recommender Systems

AAAI Conferences

Recommender systems learn about our preferences to make targeted suggestions. In this paper we outline a novel game-with-a-purpose designed to infer preferences at scale as a side-effect of gameplay. We evaluate the utility of this data in a recommendation context as part of a small live-user trial.


Cheaper and Better: Selecting Good Workers for Crowdsourcing

AAAI Conferences

Crowdsourcing provides a popular paradigm for data collection at scale. We study the problem of selecting subsets of workers from a given worker pool to maximize the accuracy under a budget constraint. One natural question is whether we should hire as many workers as the budget allows, or restrict on a small number of top-quality workers. By theoretically analyzing the error rate of a typical setting in crowdsourcing, we frame the worker selection problem into a combinatorial optimization problem and propose an algorithm to solve it efficiently. Empirical results on both simulated and real-world datasets show that our algorithm is able to select a small number of high-quality workers, and performs as good as, sometimes even better than, the much larger crowds as the budget allows.