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A Game-Theory Approach for Effective Crowdsource-Based Relevance Assessment

机译:基于博弈论的有效众包相关性评估

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Despite the ever-increasing popularity of crowdsourcing (CS) in both industry and academia, procedures that ensure quality in its results are still elusive. We hypothesise that a CS design based on game theory can persuade workers to perform their tasks as quickly as possible with the highest quality. In order to do so, in this article we propose a CS framework inspired by the n-person Chicken game. Our aim is to address the problem of CS quality without compromising on CS benefits such as low monetary cost and high task completion speed. With that goal in mind, we study the effects of knowledge updates as well as incentives for good workers to continue playing. We define a general task with the characteristics of relevance assessment as a case study, because it has been widely explored in the past with CS due to its potential cost and complexity. In order to investigate our hypotheses, we conduct a simulation where we study the effect of the proposed framework on data accuracy, task completion time, and total monetary rewards. Based on a game-theoretical analysis, we study how different types of individuals would behave under a particular game scenario. In particular, we simulate a population comprised of different types of workers with varying ability to formulate optimal strategies and learn from their experiences. A simulation of the proposed framework produced results that support our hypothesis.
机译:尽管众包(CS)在行业和学术界日益普及,但确保结果质量的程序仍然难以捉摸。我们假设基于博弈论的CS设计可以说服工人以最高质量尽快执行任务。为此,在本文中,我们提出了一个受n人Chicken游戏启发的CS框架。我们的目标是解决CS质量问题,同时又不损害CS收益,例如较低的货币成本和较高的任务完成速度。考虑到这一目标,我们研究了知识更新的效果以及激励优秀员工继续工作的动机。我们将具有相关性评估特征的一般任务定义为一个案例研究,因为由于其潜在的成本和复杂性,过去在CS中已对其进行了广泛的探索。为了研究我们的假设,我们进行了仿真,在其中研究了所提出的框架对数据准确性,任务完成时间和总金钱回报的影响。基于博弈论的分析,我们研究了在特定博弈场景下不同类型的个体的行为方式。特别是,我们模拟了由不同类型的工人组成的群体,这些工人具有制定最佳策略并从他们的经验中学习的能力。对拟议框架的仿真得出了支持我们假设的结果。

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