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.
翻译:本文为连续的众包提供了一个新的使用案例, 即多个玩家在视频游戏中集体控制一个单一字符。 类似的做法已经提出, 但他们也存在某些限制:(1) 他们只是考虑固定的时间框架, 以组合多个玩家的实时投入; (2) 然后他们以简单多数票, 即每个玩家都是加权的, 将投入集中在一起。 我们展示了一个连续的众包多玩家游戏, 配有我们的众包主计长。 众包主计长解决了上述限制:(1) 我们的动态输入框架方法组合, 通过动态调整框架长度,实时接收玩家的投入; (2) 我们的持续可靠性系统通过给玩家分配一个可靠性分数来估计玩家的技能, 然后再在加权多数选票中使用该分数来汇总最终产出指令。 我们用模拟玩家的在线和离线实验显示, 我们的众包主计长的两个组成部分都会导致更高的游戏分数, 即更长时间的玩耍时间。 此外, 众包管理员能够正确估计和更新玩家的可靠性分数。