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Player Rating Systems
for Balancing Human
Computation Games
testing the effect of bipartiteness
Seth Cooper, Sebastian Deterding, Theo Tsapakos
DiGRA 2016, August 6, 2016
c b
<1>
the challenge
»flow«
Difficulty
Skill/time
frustration
boredom
flow (1990)
Mihaly Csikszentmihalyi
winning odds correlate w/ retention
Lomas et al., 2013
human computation games
Difficulty
Skill/time
1. scientific tasks are predetermined
the
problem
Difficulty
Skill/time
2. tasks can’t be changed
Difficulty
Skill/time
3. Difficulty is unknown in advance
?
?
? ?
?
?
?
?
?
?
? ?
?
?
?
?
?
Difficulty
Skill/time
4. solving tasks defeats crowdsourcing
!
!
! !
!
!
!
!
!
!
! !
!
!
!
!
!
Difficulty
Skill/time
?
?
? ?
?
?
?
?
?
?
? ?
?
?
?
?
?
… hence tasks are served randomly
Lintott, 2016
hence retention is very poor
Sauermann & Franzoni, 2015
%Playerretained
Time/levels
most leave after balanced tutorials
* idealised
tutorial
actual tasks
*
Difficulty
Skill/time
How to sequence tasks w/o solving?
?
?
?
?
?
?
?
?
the
challenge
?
?
?
user-generated content
also
appliesto
crowdsourcing
also
appliesto
<2>
the approach
multiplayer matchmaking
elo, 1978 glicko-2, 2012/3 trueskill, 2006
uses player rating algorithms
skill = winning odds, updated w/ each game
Moser, 2010
remember: winning odds > retention
Lomas et al., 2013
widely used, effective prediction
Menke, 2016
our approach: tasks = players
Player rating = skill
Task rating = difficulty
Player rating = skill
<3>
the question
we produce a bipartite graph
Asratian et al., 1998
we produce a bipartite graph
Asratian et al., 1998
PlayersTasks
PlayersTasks
less density, less information flow
Scott, 2012
more structural holes
Scott, 2012
PlayersTasks
more unbalanced graphs
Scott, 2012
PlayersTasks
Research question
does a bipartite (player-player
or user-task) graph negatively
affect the prediction accuracy of
player rating algorithms? does
graph balancedness affect
accurcay?
<4>
the study
predicting chess matches with elo
data
set1
bipartite training data has no effect
unbalanced bipartite graphs perform better
unbalanced bipartite graphs have super vertices
elo, glicko2, Truskill on paradox game
data
set2
all rating systems outperform baseline
<5>
discussion
& outlook
main contributions
• Identified 4 challenges to difficulty balancing in human
computation games, crowdsourcing, UGC
• Introduced content sequencing through adapting player
rating algorithms as a novel approach
• Identified bipartiteness of user-task graph as potential issue
• Found that bipartiteness does not affect prediction accuracy
of ELO, Glicko-2, Truskill in Chess matches or human
computation game Paradox
• Found that unbalanced graphs improve prediction accuracy,
presumably due to super vertices/players
• Provided first support that our approach is viable
limitations & future work I
• Approach requires previous/initial data
• Use super-users to provide initial data
• Use “calibration” tasks in tutorials
• Use mixed method data to identify skill & difficulty indicators, data &
machine learning to validate & extract additional indicators
• Current algorithms only compute win/loss/draw
• Graded success measures could improve accuracy and learning speed
• Study trained on large data sets (10,000, 37 edges)
• Testing learning speed of algorithms w/ current default retention in human
computation games
• Study tested only one human computation game
• Replication with multiple games
limitations & future work II
• Study didn’t test direct effect on retention
• Follow-up user study
• Task pool might not contain tasks of best-fitting
difficulty (similar to empty bar in mulitplayer games)
• Procedural content generation to generate training/filler tasks
• Many human computation tasks don’t vary much in difficulty
• Expand matching approach to other factors like curiosity/variety
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
Thank you.

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