相关论文: M-GWAP: An Online and Multimodal Game With A Purpo…
How to take multiple factors into account when evaluating a Game with a Purpose? How is player behaviour or participation influenced by different incentives? How does player engagement impact their accuracy in solving tasks? In this paper,…
This paper introduces Gamified Adversarial Prompting (GAP), a framework that crowd-sources high-quality data for visual instruction tuning of large multimodal models. GAP transforms the data collection process into an engaging game,…
We introduce our approach for incremental truth inference over the contributions provided by players of Games with a Purpose: we motivate the need for such a method with the specificity of GWAP vs. traditional crowdsourcing; we explain and…
Recommender systems relying on latent factor models often appear as black boxes to their users. Semantic descriptions for the factors might help to mitigate this problem. Achieving this automatically is, however, a non-straightforward task…
Modern experiments in many disciplines generate large quantities of network (graph) data. Researchers require aesthetic layouts of these networks that clearly convey the domain knowledge and meaning. However, the problem remains challenging…
Disaster monitoring is challenging due to the lake of infrastructures in monitoring areas. Based on the theory of Game-With-A-Purpose (GWAP), this paper contributes to a novel large-scale crowdsourcing disaster monitoring system. The system…
Motivational digital systems offer capabilities to engage and motivate end-users to foster behavioral changes towards a common goal. In general these systems use gamification principles in non-games contexts. Over the years, gamification…
Mobile crowdsensing (MCS) is a promising distributed sensing paradigm for future wireless networks, where MCS platforms (MCSPs) recruit mobile units (MUs) through monetary incentives for sensing data collection. While most existing studies…
Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in…
Mental manipulation severely undermines mental wellness by covertly and negatively distorting decision-making. While there is an increasing interest in mental health care within the natural language processing community, progress in…
Consider a multiplayer game, and assume a system level objective function, which the system wants to optimize, is given. This paper aims at accomplishing this goal via potential game theory when players can only get part of other players'…
Developing interactive agents that can understand language, perceive their surroundings, and act within the physical world is a long-standing goal of AI research. The Minecraft Collaborative Building Task (MCBT) (Narayan-Chen, Jayannavar,…
We release FoolMeTwice (FM2 for short), a large dataset of challenging entailment pairs collected through a fun multi-player game. Gamification encourages adversarial examples, drastically lowering the number of examples that can be solved…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
The Multiplicative Weights Update (MWU) method is a ubiquitous meta-algorithm that works as follows: A distribution is maintained on a certain set, and at each step the probability assigned to element $\gamma$ is multiplied by $(1 -\epsilon…
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features,…
We present Meta MMO, a collection of many-agent minigames for use as a reinforcement learning benchmark. Meta MMO is built on top of Neural MMO, a massively multiagent environment that has been the subject of two previous NeurIPS…
We propose the concept of intelligent middle-level game control, which lies on a continuum of control abstraction levels between the following two dual opposites: 1) high-level control that translates player's simple commands into complex…
We describe GNOME (Generating Novelty in Open-world Multi-agent Environments), an experimental platform that is designed to test the effectiveness of multi-agent AI systems when faced with \emph{novelty}. GNOME separates the development of…
In the standard Minority Game, players use historical minority choices as the sole public information to pick one out of the two alternatives. However, publishing historical minority choices is not the only way to present global system…