Crowdsourcing Controller - Utilizing Reliable Agents in a Multiplayer Game

Kacper Kenji Lesniak, Maria Maistro
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Abstract

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.
众包控制器-在多人游戏中使用可靠的代理
本文提出了持续众包的新用例,即多个玩家共同控制电子游戏中的单个角色。类似的方法已经被提出,但它们存在一定的局限性:(1)它们只是简单地考虑静态时间框架来分组来自多个玩家的实时输入;(2)然后他们以简单多数投票的方式汇总输入,即每个参与者的权重是统一的。我们提出了一个连续众包多人游戏配备我们的众包控制器。众包控制器解决了上述限制:(1)我们的动态输入帧方法通过动态调整帧长度来实时分组传入玩家的输入;(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评估他们的技能,这个分数后来被用于加权多数投票来汇总最终的输出命令。我们在线下用模拟玩家评估我们的Crowdsourcing Controller,在线上用真实玩家评估。离线和在线实验表明,我们的众包控制器的两个组成部分都能带来更高的游戏分数,即更长的游戏时间。此外,众包控制器能够正确估计和更新玩家的可靠性得分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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