Crowdsourcing Controller - Utilizing Reliable Agents in a Multiplayer Game

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This paper presents a new use case for continuous crowdsourcing, where multiple players collectively control a single character in a video game. Similar approaches have already been proposed, but they suffer from certain limitations: (1) they simply consider static time frames to group real-time inputs from multiple players; (2) then they aggregate inputs with simple majority vote, i.e., each player is uniformly weighted. We present a continuous crowdsourcing multiplayer game equipped with our Crowdsourcing Controller. The Crowdsourcing Controller addresses the above-mentioned limitations: (1) our Dynamic Input Frame approach groups incoming players' input in real-time by dynamically adjusting the frame length; (2) our Continuous Reliability System estimates players' skills by assigning them a reliability score, which is later used in a weighted majority vote to aggregate the final output command. We evaluated our Crowdsourcing Controller offline with simulated players and online with real players. Offline and online experiments show that both components of our Crowdsourcing Controller lead to higher game scores, i.e., longer playing time. Moreover, the Crowdsourcing Controller is able to correctly estimate and update players' reliability scores.

OriginalsprogEngelsk
Titel2022 IEEE Conference on Games, CoG 2022
Antal sider8
ForlagIEEE Computer Society Press
Publikationsdato2022
Sider64-71
ISBN (Elektronisk)9781665459891
DOI
StatusUdgivet - 2022
Begivenhed2022 IEEE Conference on Games, CoG 2022 - Beijing, Kina
Varighed: 21 aug. 202224 aug. 2022

Konference

Konference2022 IEEE Conference on Games, CoG 2022
LandKina
ByBeijing
Periode21/08/202224/08/2022
NavnIEEE Conference on Computatonal Intelligence and Games, CIG
Vol/bind2022-August
ISSN2325-4270

Bibliografisk note

Funding Information:
This paper is partially supported by the EU Horizon 2020 research and innovation programme under the MSCA grant No. 893667

Publisher Copyright:
© 2022 IEEE.

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