The document discusses using game mechanics to design Games with a Purpose (GWAPs) to solve human computation tasks, outlines a development process for GWAPs including defining the task and matching it to appropriate game mechanics, and provides an example of using line drawing mechanics to segment fashion images and identify trends.
Intro to AI STRIPS Planning & Applications in Video-games Lecture1-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015.
One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.
Introduction to Games with a Purpose design and PlaytestingLuca Galli
Presentation held at 6th Qualinet General Assembly to introduce the current status of research related to Games with a Purpose, with notes regarding the QoE in Gwaps
Ludocore: A Logical Game Engine for Modeling Videogamesrndmcnlly
Abstract—LUDOCORE is a logical “game engine”, linking
game rules as reasoned about by game designers to the formal
logic used by automated reasoning tools in AI. A key challenge
in designing this bridge is engineering a concise, safe, and
flexible representation that is compatible with the semantics of
the games that logical models created with our engine intend
to represent.
Building on the event calculus, a formalism for reasoning
about state and events over time, and a set of common structures
and idioms used in modeling games, we present a tool that is
capable of generating gameplay traces that illustrate the game’s
dynamic behavior. It supports incremental modeling of player
and non-player entities in the game world, modification of
game rules without extensive non-local changes, and exploratory
temporal and structural queries. In addition, its logical models
can support play as real-time, graphical games with minimal
user-interface description.
Connecting the Box - On Tabletop Games and Technology Samuel Miller
Exploring the visible and hidden influences of technology on tabletop games. This presentation is the concise and annotated version of the lecture I gave in Google's Campus TLV, August 23, 2017
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
Designing video games is commonly understood to be a creative task,
drawing on a designer's talent, inspiration, and personal experience.
The last ten years have seen multiple calls from the design community to
produce reusable knowledge about the structure of games and the design
process itself. These designers would like to establish a standardized
language and libraries of design patterns so that the next generation of
designers can benefit from the best of past generations. The
realization of such a move can be read as a transition from thinking
about game design as a playable-artifact creation process to a science
of play in which we might see the designer's goal as discovering new
gameplay structures and their production of concrete games as a side
effect of this process.
Thirty years ago, a similar-yet-disconnected thread of research in
artificial intelligence was just being born. First marked by Doug
Lenat's AM (an “automated mathematician”), discovery systems aim to
automatically produce new and interesting knowledge. Such systems
contrast sharply with the then-popular expert systems which applied
fixed libraries of “expert” knowledge to various tasks. Discovery
systems, which have commonly operated in the domains of natural science
and mathematics, are now seen as distant ancestors of contemporary,
statistical machine learning techniques which find extensive application
in a wide array of industries. Contrary to the current emphasis on the
optimal learning statistical descriptions of data, some recent
developments in machine learning, specifically combined abductive and
inductive logic learning systems, are bringing the production and
revision of structured, symbolic knowledge back into focus.
Simultaneous research in computational creativity is making inroads into
modeling the creative process and the production of creative artifacts.
This is the question I aim to answer: If we squint a bit to see game
design as the science-of-play that some designers imagine it to be, can
we build a discovery system that really works in the domain of game
design? Can we build an intelligent game designer?
In my thesis proposal I lay out a plan to build an intelligent game
designer that learns from the process of game design, including the
observation of human players, and exports newly discovered design
knowledge. This will require an operationalization of game design as an
automatable, scientific process and a detailed re-synthesis of the
creative design of expressive artifacts as a knowledge-seeking effort.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
A minor project proposal on
A Real-time Classic Chess Game
Submitted in partial fulfillment of the requirements for the degree
of Bachelor of Engineering in Software Engineering
under Pokhara University.
Submitted by:
Ashish Tiwari(https://aashishtiwari.com.np), 161709
Nischal Lal Shrestha(https://nischal.info.np), 161722
Poshan Pandey, 161724
Date:
August 06, 2018
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
More Related Content
Similar to Matching Game Mechanics and Human Computation Tasks in Games with a Purpose
Intro to AI STRIPS Planning & Applications in Video-games Lecture1-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015.
One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.
Introduction to Games with a Purpose design and PlaytestingLuca Galli
Presentation held at 6th Qualinet General Assembly to introduce the current status of research related to Games with a Purpose, with notes regarding the QoE in Gwaps
Ludocore: A Logical Game Engine for Modeling Videogamesrndmcnlly
Abstract—LUDOCORE is a logical “game engine”, linking
game rules as reasoned about by game designers to the formal
logic used by automated reasoning tools in AI. A key challenge
in designing this bridge is engineering a concise, safe, and
flexible representation that is compatible with the semantics of
the games that logical models created with our engine intend
to represent.
Building on the event calculus, a formalism for reasoning
about state and events over time, and a set of common structures
and idioms used in modeling games, we present a tool that is
capable of generating gameplay traces that illustrate the game’s
dynamic behavior. It supports incremental modeling of player
and non-player entities in the game world, modification of
game rules without extensive non-local changes, and exploratory
temporal and structural queries. In addition, its logical models
can support play as real-time, graphical games with minimal
user-interface description.
Connecting the Box - On Tabletop Games and Technology Samuel Miller
Exploring the visible and hidden influences of technology on tabletop games. This presentation is the concise and annotated version of the lecture I gave in Google's Campus TLV, August 23, 2017
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
Designing video games is commonly understood to be a creative task,
drawing on a designer's talent, inspiration, and personal experience.
The last ten years have seen multiple calls from the design community to
produce reusable knowledge about the structure of games and the design
process itself. These designers would like to establish a standardized
language and libraries of design patterns so that the next generation of
designers can benefit from the best of past generations. The
realization of such a move can be read as a transition from thinking
about game design as a playable-artifact creation process to a science
of play in which we might see the designer's goal as discovering new
gameplay structures and their production of concrete games as a side
effect of this process.
Thirty years ago, a similar-yet-disconnected thread of research in
artificial intelligence was just being born. First marked by Doug
Lenat's AM (an “automated mathematician”), discovery systems aim to
automatically produce new and interesting knowledge. Such systems
contrast sharply with the then-popular expert systems which applied
fixed libraries of “expert” knowledge to various tasks. Discovery
systems, which have commonly operated in the domains of natural science
and mathematics, are now seen as distant ancestors of contemporary,
statistical machine learning techniques which find extensive application
in a wide array of industries. Contrary to the current emphasis on the
optimal learning statistical descriptions of data, some recent
developments in machine learning, specifically combined abductive and
inductive logic learning systems, are bringing the production and
revision of structured, symbolic knowledge back into focus.
Simultaneous research in computational creativity is making inroads into
modeling the creative process and the production of creative artifacts.
This is the question I aim to answer: If we squint a bit to see game
design as the science-of-play that some designers imagine it to be, can
we build a discovery system that really works in the domain of game
design? Can we build an intelligent game designer?
In my thesis proposal I lay out a plan to build an intelligent game
designer that learns from the process of game design, including the
observation of human players, and exports newly discovered design
knowledge. This will require an operationalization of game design as an
automatable, scientific process and a detailed re-synthesis of the
creative design of expressive artifacts as a knowledge-seeking effort.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
A minor project proposal on
A Real-time Classic Chess Game
Submitted in partial fulfillment of the requirements for the degree
of Bachelor of Engineering in Software Engineering
under Pokhara University.
Submitted by:
Ashish Tiwari(https://aashishtiwari.com.np), 161709
Nischal Lal Shrestha(https://nischal.info.np), 161722
Poshan Pandey, 161724
Date:
August 06, 2018
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
CUbRIK application for Digital Humanities illustrated during the demo session of the International Workshop on Multimedia Signal Processing IEEE MMSP 2013
The CUbRIK Social Graph Visual Interface. A component developed to represent dependencies of a given person in a given context, by analysing the co-occurrencies of person entities in photographs.
CUbRIK Research at CIKM 2012: Efficient Jaccard-based Diversity Analysis of L...CUbRIK Project
Presentation at CIKM 2013 of the CUbRIK research paper: "Efficient Jaccard-based Diversity Analysis of Large
Document Collections" authored by Fan Deng, Stefan Siersdorfer and Sergej Zerr of L3S Research Center, partner of the CUbRIK Consortium.
CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a PurposeCUbRIK Project
2013, 08 July
Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
CUbRIK tutorial at ICWE 2013: part 1 Introduction to Human ComputationCUbRIK Project
2013, July 8
Part 1 of the tutorial illustrated at ICWE 2013, by Alessandro Bozzon (Delft University of Technology)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Presentation made at INSPIRE 2013, in the Semantics session, by Feroz Farazi, of University of Trento.
The research leading to these results has received funding from the CUbRIK Collaborative Project, partially funded by the European Commission's 7th Framework ICT
Programme for Research and Technological Development under the Grant agreement no. 287704.
Exploiting User Generated Content for Mountain Peak DetectionCUbRIK Project
CUbRIK research used for the classification of mountain panoramas from user-generated photographs followed by identification and extraction of mountain peaks from those panoramas.
CUbRIK presented during the Poster session of the Workshop „Mehr Personen – Mehr Daten – Mehr Repositorien“ ("More poeple - more data - more repositories") - 4-6 March in Berlin, at Brandenburg Academy of Sciences
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
How can you help your company evolve, adapt, and succeed using Artificial Intelligence and the Metaverse to stay ahead of the competition? What are the potential issues, complications, and benefits that these technologies could bring to us and our organizations? In this session, Jen Stirrup will explain how to start thinking about these technologies as an organisation.
Welcome to the first live UiPath Community Day Dubai! Join us for this unique occasion to meet our local and global UiPath Community and leaders. You will get a full view of the MEA region's automation landscape and the AI Powered automation technology capabilities of UiPath. Also, hosted by our local partners Marc Ellis, you will enjoy a half-day packed with industry insights and automation peers networking.
📕 Curious on our agenda? Wait no more!
10:00 Welcome note - UiPath Community in Dubai
Lovely Sinha, UiPath Community Chapter Leader, UiPath MVPx3, Hyper-automation Consultant, First Abu Dhabi Bank
10:20 A UiPath cross-region MEA overview
Ashraf El Zarka, VP and Managing Director MEA, UiPath
10:35: Customer Success Journey
Deepthi Deepak, Head of Intelligent Automation CoE, First Abu Dhabi Bank
11:15 The UiPath approach to GenAI with our three principles: improve accuracy, supercharge productivity, and automate more
Boris Krumrey, Global VP, Automation Innovation, UiPath
12:15 To discover how Marc Ellis leverages tech-driven solutions in recruitment and managed services.
Brendan Lingam, Director of Sales and Business Development, Marc Ellis
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
Enhancing Performance with Globus and the Science DMZGlobus
ESnet has led the way in helping national facilities—and many other institutions in the research community—configure Science DMZs and troubleshoot network issues to maximize data transfer performance. In this talk we will present a summary of approaches and tips for getting the most out of your network infrastructure using Globus Connect Server.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf
Matching Game Mechanics and Human Computation Tasks in Games with a Purpose
1. MATCHING GAME MECHANICS
AND HUMAN COMPUTATION
TASKS IN GAMES WITH A
PURPOSE
LUCA GALLI
POLITECNICO DI MILANO
ACM International Workshop on Serious Games
2. ABOUT MYSELF
LUCA GALLI
Ph.D. Student - Politecnico di Milano
lgalli@elet.polimi.it
2
• RESEARCH BACKGROUND AND INTERESTS
• Crowdsourcing and Human Computation
• Game Design
• Robotics & AI
ACM International Workshop on Serious Games
3. OUTLINE
• Brief recap on Games with a Purpose
• Current Issues
• Development Process
• Task Design
• Game Mechanics & Operation Matching
• Use Case Study: Sketchness
ACM International Workshop on Serious Games
3
4. GAMES WITH A PURPOSE
ACM International Workshop on Serious Games
4
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.
5. ARE THEY WORKING?
ACM International Workshop on Serious Games
5
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.
6. GAME… MECHANICS?
ACM International Workshop on Serious Games
6
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
7. NO!
THEY ARE
VALIDATION
TEMPLATES!
ACM International Workshop on Serious Games
7
8. ACM International Workshop on Serious Games
8
Katharina Siorpaes and Martin Hepp. 2008. OntoGame:
weaving the semantic web by online games.
9. GAMES WITH A PURPOSE:
CURRENT ISSUES
ACM International Workshop on Serious Games
9
● “Ad-Hoc” Design
● Lacking of mapping guidelines from task to game
mechanics
E.G. Real user comments about OntoGalaxy
10. ISSUE 1: «AD HOC» DESIGN
ACM International Workshop on Serious Games
10
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…
11. GAME DEVELOPMENT PROCESS
ACM International Workshop on Serious Games
11
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
12. 12
Taken from the
Book: Level
Up, By Scott
Rogers
ACM International Workshop on Serious Games
13. ACM International Workshop on Serious Games
13
Taken from the
book:
Game
Mechanics:
Joris Dorman,
Ernest Adams
18. TASK DESIGN
A Human Computation Task (HCT) is a “unit of work“ assigned to a user of a
Human Computation system.
Input Objects
ACM International Workshop on Serious Games
18
Task Task
Description
Output Objects
Execution Interface
Operations
Aggregation
Strategy
19. TASK DESIGN: INPUT OBJECT
Input object for a HC task may include texts, images, audio segments, video
segments, other unstructured data, structured data
Input Objects
ACM International Workshop on Serious Games
19
Task Task
Description
Output Objects
Operations
Aggregation
Strategy
20. TASK DESIGN: DESCRIPTION
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.
Input Objects
ACM International Workshop on Serious Games
20
Task Task
Description
Output Objects
Operations
Aggregation
Strategy
Execution Interface
21. TASK DESIGN: AGGREGATION
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…
Input Objects
ACM International Workshop on Serious Games
21
Task Task
Description
Output Objects
Operations
Aggregation
Strategy
Execution Interface
22. DEFINING OPERATIONS
Input Objects
ACM International Workshop on Serious Games
22
Execution Interface
Task Output Objects
Operations
Task
Description
Aggregation
Strategy
23. OPERATION TYPES
ACM International Workshop on Serious Games
23
They fall in two broad categories:
Generative tasks
Decision 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
24. OBJECT RECOGNITION
IDENTIFICATION, DETECTION
ACM International Workshop on Serious Games
24
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)
25. CLUSTERING
ACM International Workshop on Serious Games
25
Define a (subjective) similarity measure to compare
the input data with and group objects into clusters
based on it.
26. ORDERING
ACM International Workshop on Serious Games
26
Define a (subjective) evaluation criteria to compare
the input data and order the objects based on the
chosen criteria.
27. NATURAL LANGUAGE PROCESSING
ACM International Workshop on Serious Games
27
Solving various Natural Language Processing
tasks by exploiting humans' ability to understand
natural language
And so on…
29. «ISSUE 2»: TASK TO GAME
MECHANICS MATCHING
How to match the task to proper game mechanics in
order to design a GWAP?
ACM International Workshop on Serious Games
29
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.
30. SOLUTION MECHANICS
Game mechanics that were similar to the proposed
multimedia refinement tasks has been defined from the
analysis of manuals about game design and specialized
websites such as BoardGameGeek
Agreement
Betting/Wagering
Memory
ACM International Workshop on Serious Games
30
Trivia
Tile (Resource) -
Placement
Pattern Building
Line Drawing
Bluffing
Area Enclosure
31. AGREEMENT
ACM International Workshop on Serious Games
31
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.
32. AGREEMENT APPLIED
TO GWAPS
ACM International Workshop on Serious Games
32
Purpose: Collect “common-sense” fact for
specific words.
Game Mechanic: players must agree on the same tags
by relying on an image as their only common hint
33. TILE PLACEMENT
ACM International Workshop on Serious Games
33
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.
34. TILE PLACEMENT APPLIED TO GWAPS
Game Mechanic: align the sequence contained in each row in
order to obtain the greatest number of columns with matching
colors.
ACM International Workshop on Serious Games
34
Purpose: Used to
arrange the sequences
of D.N.A, R.N.A or
proteins to identify
regions of similarity
Kawrykow A, Roumanis G, Kam A, Kwak D, Leung C, et al. (2012) Phylo: A Citizen
Science Approach for Improving Multiple Sequence Alignment
35. MEMORY
ACM International Workshop on Serious Games
35
Games that use the Memory mechanic
require players to recall previous game
events or information in order to reach
an objective.
36. MEMORY APPLIED TO
GWAPS
ACM International Workshop on Serious Games
36
Purpose: Find similar Images
Game Mechanic: Exploit the visual memory of
players to find images which are similar.
And so on…
37. GAME TO MECHANICS
MATCHING
ACM International Workshop on Serious Games
37
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
38. CASE STUDY: FASHION TREND MINING
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
ACM International Workshop on Serious Games
38
Color
descriptors
Texture
descriptors
coarse
(sub-)image
similarity
39. THE FASHION TREND MINING PIPELINE
ACM International Workshop on Serious Games
39
Male, 24 Female, 22Female?, ??
40. REQUIREMENTS SPECIFICATION
Input Objects: A fashion image, an optional
tag defining the garment to identify.
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
ACM International Workshop on Serious Games
40
Task Description: Recognize if a particular
garment is present within a picture or define a
new one and outline its contours.
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.
41. LINE DRAWING
ACM International Workshop on Serious Games
41
Games that make use of this mechanics
involve drawing drawing of lines in one
way or another.
42. LINE DRAWING
APPLIED TO GWAPS
ACM International Workshop on Serious Games
42
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.
43. GWAP DESIGN
Solution Mechanics:
Line Drawing
Agreement
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 garment
Guesser: has to guess the garment
drawn by the sketcher
ACM International Workshop on Serious Games
43
44. PLAYER ROLE: SKETCHER
ACM International Workshop on Serious Games
44
● The only player to see the
low confidence image
● “May” be asked to provide a
tag for the image
● Is asked to draw the contour
of the object for which the
tag is provided within the
allotted time
● Goal of the Sketcher is to
let the other players guess
the tag within a time slot
without providing
any other hints than the
contour
45. PLAYER ROLE: GUESSER
ACM International Workshop on Serious Games
45
● Any other player in the game
● His/Her goal is to guess the
object for which the Sketcher
has provided the contour
● Not allowed to draw on the
whiteboard, just to type
in the chat box the probable
answer as fast as possible
● Scoring:
● Sketcher: 10 pts + 1 for each guesser
● Guesser: 10 pts to the first, then
decreasing down to five
47. RESULTS: PIXEL ACCURACY
u: 95.4 std: 1.3 (whole dataset) u: 89.0 std:0.8
Sketchness Aggregator
Kota Yamaguchi, M Hadi Kiapour, Luis E
Ortiz, Tamara L Berg, "Parsing Clothing in
Fashion Photographs", CVPR 2012
ACM International Workshop on Serious Games
49. 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
Baseline: against manually annotated groundtruth
Algorithm Mean Standard Deviation
Fashionista 26.7811 31.4905
Paperdoll 54.2095 37.056
Sketchness 81.3803 24.4377
ACM International Workshop on Serious Games
50. THE CUBRIK PROJECT
50
● 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