Crowdsourcing Controller - Utilizing Reliable Agents in a Multiplayer Game
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Crowdsourcing Controller - Utilizing Reliable Agents in a Multiplayer Game. / Lesniak, Kacper Kenji; Maistro, Maria.
2022 IEEE Conference on Games, CoG 2022. IEEE Computer Society Press, 2022. p. 64-71 (IEEE Conference on Computatonal Intelligence and Games, CIG, Vol. 2022-August).Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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TY - GEN
T1 - Crowdsourcing Controller - Utilizing Reliable Agents in a Multiplayer Game
AU - Lesniak, Kacper Kenji
AU - Maistro, Maria
N1 - Publisher Copyright: © 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - Crowdsourcing
KW - Multiplayer
KW - Reliability system
U2 - 10.1109/CoG51982.2022.9893597
DO - 10.1109/CoG51982.2022.9893597
M3 - Article in proceedings
AN - SCOPUS:85139148196
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
SP - 64
EP - 71
BT - 2022 IEEE Conference on Games, CoG 2022
PB - IEEE Computer Society Press
T2 - 2022 IEEE Conference on Games, CoG 2022
Y2 - 21 August 2022 through 24 August 2022
ER -
ID: 344439299