Misplaced Pages

ESP game

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.

The ESP game ( extrasensory perception game ) is a human-based computation game developed to address the problem of creating difficult metadata . The idea behind the game is to use the computational power of humans to perform a task that computers cannot (originally, image recognition ) by packaging the task as a game . It was originally conceived by Luis von Ahn of Carnegie Mellon University and first posted online in 2003.

#27972

63-583: On the official website, there was a running count of "Labels collected since October 5, 2003", updated every 12 hours. They stated that "If the ESP game is played as much as other popular online games, we estimate that all the images on the Web can be labeled in a matter of weeks!" 36 million labels had been collected as of May 2008. The original paper (2004) reported that a pair of players can produce 3.89 ± 0.69 labels per minute. At this rate, 5,000 people continuously playing

126-482: A strategy . The ESP game is a human-based computation game developed to address the problem of creating difficult metadata . The idea behind the game is to use the computational power of humans to perform a task that computers cannot (originally, image recognition ) by packaging the task as a game . Google bought a licence to create its own version of the game (Google Image Labeler) in 2006 in order to return better search results for its online images. The license of

189-618: A distributed system, each performing a small task of a massive computation. However, humans require an incentive to become part of a collective computation. Online games are used as a means to encourage participation in the process. The tasks presented in these games are usually trivial for humans, but difficult for computers. These tasks include labeling images, transcribing ancient texts, common sense or human experience based activities, and more. Human-based computation games motivate people through entertainment rather than an interest in solving computation problems. This makes GWAPs more appealing to

252-591: A game designed by the University of Washington , in which players compete to manipulate proteins into more efficient structures. A 2010 paper in science journal Nature credited Foldit's 57,000 players with providing useful results that matched or outperformed algorithmically computed solutions. Foldit , while also a GWAP, has a different type of method for tapping the collective human brain. This game challenges players to use their human intuition of 3-dimensional space to help with protein folding algorithms. Unlike

315-411: A given configuration. The widely varied solutions from players, often non-biologists, are evaluated to improve computer models predicting RNA folding. Some designs are actually synthesized to evaluate the actual folding dynamics and directly compare with the computer models. Eyewire is a game for finding the connectome of the retina . Crowdsourcing has been gamified in games like Foldit ,

378-530: A given word. The French version of the produced network contains so far more than 350 million relations between 5 million lexical items (March 2021). The project was developed by academics of the Laboratoire d'Informatique, de Robotique et de Microélectronique de Montpellier / Montpellier 2 University . Nanocrafter is a game about assembling pieces of DNA into structures with functional properties, such as logic circuits , to solve problems. Like Foldit, it

441-493: A graphical interface for quantum simulation and education in 2012. In 2013 it was released to the public in a user-friendly form, and has been continually updated throughout 2014. Reverse The Odds is a mobile based game which helps researchers learn about analyzing cancers. By incorporating data analysis into Reverse The Odds , researchers can get thousands of players to help them learn more about different cancers including head and neck, lung, and bladder cancer. Robot Trainer

504-417: A larger audience. GWAPs can be used to help build the semantic web, annotate and classify collected data, crowdsource general knowledge, and improving other general computer processes. GWAPs have a vast range of applications in variety of areas such as security, computer vision, Internet accessibility, adult content filtering, and Internet search. In applications such as these, games with a purpose have lowered

567-756: A machine, in which specific tasks are performed by human participants, whose interaction is mediated by an infrastructure (typically, but not necessarily, digital). The growth of social machines has been greatly enabled by technologies such as the Internet, the smartphone, social media and the World Wide Web, by connecting people in new ways. The idea of social machines has been around for a long time, discussed as early as 1846 by Captain William Allen , and also by authors such as Norman Mailer , Gilles Deleuze and Félix Guattari . Social machines blur

630-498: A path from the start article to the target article, exclusively by clicking hyperlinks encountered along the way. The path data collected via the game sheds light on the ways in which people reason about encyclopedic knowledge and how they interact with complex networks. Social Machine A social machine is an environment comprising humans and technology interacting and producing outputs or action which would not be possible without both parties present. It can also be regarded as

693-402: A resource that is rich in linguistic information. Players are awarded with points for their contributions and are featured on a leader board. It was developed by academics Jon Chamberlain, Massimo Poesio and Udo Kruschwitz at the University of Essex . Phylo allows gamers to contribute to the greater good by trying to decode the code for genetic diseases. While playing the game and aligning

SECTION 10

#1732793405028

756-407: A robot arm and blocks on a board, and asked to enter commands to instruct the robot to move from the first configuration to the second. The game collects natural language data for training linguistic and robotic processing systems. The Verbosity game elicits commonsense knowledge from players. One player is the "Narrator" and is given a word, like "computer". The narrator is allowed to send a hint to

819-402: A specific region of an image. In inversion problem games, two players are randomly paired together. One is assigned as the describer and the other is the guesser. The describer is given an input, which the guesser must reproduce given hints from the describer. In Peekaboom, for example, the describer slowly reveals small sections of an image until the guesser correctly guesses the label provided to

882-471: A variety of different words as labels. Occasionally, the game will be played solo, without a human partner, with the ESP Game itself acting as the opponent and delivering a series of pre-determined labels to the single human player (which have been harvested from labels given to the image during the course of earlier games played by real humans). This is necessary if there are an odd number of people playing

945-473: A website that selects a page at random from the Google database. "Random Bounce Me" was queried repeatedly, each time collecting all JPEG and GIF images in the random page, except for images that did not fit the criteria: blank images, images that consist of a single color, images that are smaller than 20 pixels on either dimension, and images with an aspect ratio greater than 4.5 or smaller than 1/4.5. This process

1008-562: Is a game with a purpose that aims in gathering Commonsense Knowledge. The player takes the role of a teacher. The goal of the game is to train a robot that will travel in deep space and will carry a significant amount of human knowledge so that it can teach other humans in the future, far away from earth. The game has three levels. At each level, the player gets a specific task, like building knowledge rules to answer questions, resolving conflicts and validating other players’ knowledge rules. Players are rewarded for submitting knowledge rules that help

1071-492: Is a joint research endeavor of art historians and computer scientists aiming at both developing an art work search engine and data analysis in art history. The first example was the ESP game , an effort in human computation originally conceived by Luis von Ahn of Carnegie Mellon University , which labels images. To make it an entertaining effort for humans, two players attempt to assign the same labels to an image. The game records

1134-401: Is a mobile game that uses the collective force of players to analyse real genetic data to help with cancer research. Quantum Moves is a dexterity and spatial problem solving game, where players move slippery particles across quantum space. Players' solutions on various levels are used to program and fine tune a real quantum computer at Aarhus University . The game was first developed as

1197-502: Is developed at the University of Washington . OnToGalaxy is a game in which players help to acquire common sense knowledge about words. Implemented as a space shooter, OnToGalaxy in its design quite different from other human computation games. The game was developed by Markus Krause at the University of Bremen . Phrase Detectives is an "annotation game" geared towards lovers of literature, grammar and language. It lets users indicate relationships between words and phrases to create

1260-407: Is the same as their own given their partner's tags. Macrotask games, unlike microtask games, contain complex problems that are usually left to experts to solve. In 2008, a macrotask game called Foldit was created by Seth Cooper. The idea was that players would attempt to fold a three-dimensional representation of a protein. This task was a hard problem for computers to automate completely. Locating

1323-460: Is to agree on a word that would be an appropriate label for the image. They both enter possible words, and once a word is entered by both partners (not necessarily at the same time), that word is agreed upon, and that word becomes a label for the image. Once they agree on a word, they are shown another image. They have two and a half minutes to label 15 images. Both partners have the option to pass; that is, give up on an image. Once one partner passes,

SECTION 20

#1732793405028

1386-403: Is used in the game, it will have no taboo words. If the image is ever used again, it will have one taboo word: the word that resulted from the previous agreement. The next time the image is used, it will have two taboo words, and so on. "Taboo" words is done automatically by the system: once an image has been labeled enough times with the same word, that word becomes taboo so that the image will get

1449-600: The ARTigo game, ARTigo Taboo , and TagATag , are variations of Luis von Ahn 's ESP game (later Google Image Labeler ). Three other games of the Artigo platform, Karido , Artigo-Quiz , and Combino , have been conceived so as to complement the data collected by the three aforementioned ESP game variations. Artigo's search engine relies on an original tensor latent semantic analysis. As of September 2013, Artigo had over 30,000 (pictures of) artworks mostly of Europe and of

1512-917: The " long 19th century ", from the Promotheus Image Archive, the Rijksmuseum , Amsterdam, the Netherlands, the Staatliche Kunsthalle Karlsruhe , Karlsruhe, Germany, the University Museum of Contemporary Art , campus of the University of Massachusetts Amherst, USA. From 2008 through 2013, Artigo has collected over 7 million tags (mostly in German), 180,000 players (about a tenth of whom are registered), and in average 150 players per day. Artigo

1575-489: The "Guesser". The narrator can select one out of several templates, such as "It contains a ", and can type in one word into the blank (except that it cannot contain the word as a substring, such as "super computer "). The guesser then types in a guess, and the narrator can say if it is "hotter" or "colder" than the previous guess. The Wikidata Game represents a gamification approach to let users help resolve questions regarding persons, images etc. and thus automatically edit

1638-599: The Biodiversity Heritage Library. After verification, the words players type are sent to the libraries that store the corresponding pages, allowing those pages to be searched and data mined and ultimately making historic literature more usable for institutions, scholars, educators, and the public. The game was developed by Tiltfactor Lab . Train Robots is an annotation game similar to Phrase Detectives. Players are shown pairs of before/after images of

1701-639: The Correlation is a game with a purpose challenging players to guess the true Pearson correlation coefficient in scatter plots . The collected data is used to study what features in scatter plots skew human perception of the true correlation. The game was developed by Omar Wagih at the European Bioinformatics Institute . JeuxDeMots is a game aiming to build a large semantic network . People are asked to associate terms according to some instructions that are provided for

1764-503: The ESP game makes a difference in the player's experience. The game would be less entertaining if all the images were chosen from a single site and were all extremely similar. The first run of the ESP game used a collection of 350,000 images chosen by the developers. Later versions selected images at random from the web, using a small amount of filtering. Such images are reintroduced into the game several times until they are fully labeled. The random images were chosen using "Random Bounce Me",

1827-413: The ESP game, which focuses on the results that humans are able to provide, Foldit is trying to understand how humans approach complicated 3-dimensional objects. By 'watching' how humans play the game, researchers hope to be able to improve their own computer programs. Instead of simply performing tasks that computers cannot do, this GWAP is asking humans to help make current machine algorithms better. Guess

1890-657: The Google version, is not clear. Google's version was shut down on September 16, 2011, as part of the Google Labs closure in September 2011. Most of the ESP dataset is not publicly available. It was reported in the ImageNet paper that as of 2008, only 60K images and their labels can be accessed. Image recognition was historically a task that was difficult for computers to perform independently. Humans are perfectly capable of it, but are not necessarily willing. By making

1953-490: The Web ... computational entities governed by both computational and social processes'. Tim Berners-Lee and James Hendler expressed some of the underlying scientific challenges with respect to AI research using semantic web technology as a point of departure. Recent work focuses on the idea that certain social machines can be regarded as autonomous and goal-driven agents, and should be analysed and regulated as such. Nello Cristianini and Teresa Scantamburlo argued that

ESP game - Misplaced Pages Continue

2016-458: The biologically relevant native conformation of a protein is a difficult computational challenge given the very large size of the search space. By gamification and implementation of user friendly versions of algorithms, players are able to perform this complex task without much knowledge of biology. The Apetopia game helps determining perceived color differences. Players' choices are used to model better color metrics. The Apetopia game, which

2079-586: The colored squares, one is helping the scientific community get a step closer to solving the age-old problem of multiple sequence alignment . The problem of multiple sequence alignment is too big for computers to handle. The goal is to understand how and where the function of an organism is encoded in the DNA. The game explains that "a sequence alignment is a way of arranging the sequences of DNA, RNA or protein to identify regions of similarity". Play to Cure: Genes in Space

2142-512: The corresponding data items in Wikidata, the structured knowledge repository supporting Misplaced Pages and Wikimedia Commons, the other Wikimedia projects, and more. ZombiLingo is a French game where players are asked to find the right head (a word or expression) to gain brains and become a more and more degraded zombie. While playing, they in fact annotate syntactic relations in French corpora. It

2205-399: The cost is to create a game with a purpose with the intention of labeling audio data. TagATune is an audio based online game that has human players tag and label descriptions of sounds and music. TagATune is played by randomly paired partners. The partners are given three minutes to come up with agreed descriptions for as many sounds as possible. In each round, a sound is randomly selected from

2268-473: The cost of annotating data and increased the level of human participation. The first human-based computation game or games with a purpose was created in 2004 by Luis von Ahn . The idea was that ESP would use human power to help label images. The game is a two player agreement game and relied on players to come up with labels for images and attempt to guess what labels a partner was coming up with. ESP used microtasks, simple tasks that can be solved quickly without

2331-413: The data acquired by Ahn's ESP Game, or the Google version, is not clear. Google's version was shut down on 16 September 2011 as part of the Google Labs closure in September 2011. PeekaBoom is a web-based game that helps computers locate objects in images by using human gameplay to collect valuable metadata . Humans understand and are able to analyze everyday images with minimal effort (what objects are in

2394-428: The database and presented to the partners. The description then becomes a tag that can be used for search when it is agreed upon by enough people. After the first round, the comparison round presents a tune and asks players to compare it to one of two other tunes of the same type. MajorMiner is an online game in which players listen to 10 seconds of randomly selected sound and then describe the sound with tags. If one of

2457-515: The describer. In input-agreement games two randomly paired players are each given an input that is hidden from the other player. Player inputs will either match or be different. The goal of these games is for players to tag their input such that the other player can determine whether or not the two inputs match. In 2008, Edith L. M. Law created the input-agreement game called TagATune. In this game, players label sound clips. In TagATune, players describe sound clips and guess if their partner's sound clip

2520-418: The game could provide one label per image indexed by Google (425 million) in 31 days. In late 2008, the game was rebranded as GWAP ("game with a purpose"), with a new user interface. Some other games that were also created by Luis von Ahn, such as "Peekaboom" and " Phetch ", were discontinued at that point. "Peekaboom" extends the ESP game by asking players to select the region of the image that corresponds to

2583-413: The game is for Boom to reveal parts of the image to Peek. In the meantime, Peek can guess associated words with the revealed parts of the image. When Peek guesses words that are closer to the image, Boom can indicate whether Peek's guesses are hot or cold. When Peek correctly, the players gets points and then switch roles. EteRNA is a game in which players attempt to design RNA sequences that fold into

ESP game - Misplaced Pages Continue

2646-405: The game, and introducing false data into the system. By giving players occasional test images for which common labels are known, it is possible to check that players are answering honestly, and a player's guesses are only stored if they successfully label the test images. Furthermore, a label is only stored after a certain number of players (N) have agreed on it. At this point, the tabooed words for

2709-411: The game. This game has been used as an important example of Social Machine with a Purpose (teleological social machine), providing an example of an intelligent system emerging from the interaction of human participants in the book "The shortcut" by Nello Cristianini , where the intelligence of social media platforms is discussed. Ahn has described countermeasures which prevent players from "cheating"

2772-504: The idea of "human algorithm games", or games with a purpose (GWAPs), in order to harness human time and energy for addressing problems that computers cannot yet tackle on their own. He believes that human intellect is an important resource and contribution to the enhancement of computer processing and human computer interaction. He argues that games constitute a general mechanism for using brainpower to solve open computational problems. In this technique, human brains are compared to processors in

2835-418: The image are deleted, and the image is returned to the game pool as if it were a fresh image. If X is the probability of a label being incorrect despite a player having successfully labelled test images, then after N repetitions the probability of corruption is X N {\displaystyle X^{N}} , assuming that end repetitions are independent of each other. The choice of images used by

2898-426: The image, their location, as well as background and foreground information), while computers have trouble with these basic visual tasks. Peekaboom has two main components: "Peek" and "Boom". Two random players from the Web participate by taking different roles in the game. When one player is Peek, the other is Boom. Peek starts out with a blank screen, while Boom starts with an image and a word related to it. The goal of

2961-427: The individuals or machines involved and an alternative viewpoint states that Social Machines are "rather than being an intentionally engineered piece of software - the substrate of accumulated human cross-system information sharing activities". Nigel Shadbolt et al. say that the telos of the social machine is specific to its participants, whereas the telos of a platform is independent of its participants’ purposes;

3024-423: The label. "Squigl" asks players to trace the object outline in an image. "Matchin" asks players to pick the more beautiful out of two images. "Verbosity", which collects common-sense facts from players. Google bought a license to create its own version of the game ( Google Image Labeler ) in 2006 in order to return better search results for its online images. The license of the data acquired by Ahn's ESP game , or

3087-422: The labels generated by the game is extremely high. Further evaluation was achieved by comparing the labels generated using the game to labels generated by participants that were asked to describe the images. Once logged in, a user is automatically matched with a random partner. The partners do not know each other's identity and they cannot communicate. Once matched, they will both be shown the same image. Their task

3150-402: The lines between computational processes and input from humans. They often take the form of collaborative online projects which produce web content, such as Misplaced Pages , citizen science projects like Galaxy Zoo , and even social networking site such as Twitter have also been defined as social machines. However, a social machine does not necessarily produce outcomes which directly affect

3213-399: The location of the object in the image. Location information is necessary for training and testing computer vision algorithms, so the data collected by the ESP Game is not sufficient. Thus, to deal with this problem, a new type of microtask game known as inversion problem games were introduced by creator of ESP , von Ahn in 2006. Peekaboom extended upon ESP and had players associate labels with

SECTION 50

#1732793405028

3276-416: The need of any credentials. Games with a purpose categorized as output agreement games are microtask games where players are matched into pairs and randomly assigned partners attempt to match output with each other given a shared visible input. ESP is an example of an output agreement game. Given an image, the ESP Game can be used to determine what objects are in the image, but cannot be used to determine

3339-477: The only thing the two partners have in common is that they both see the same image, they must enter reasonable labels to have any chance of agreeing on one. The ESP Game as it is currently implemented encourages players to assign "obvious" labels, which are most likely to lead to an agreement with the partner. But these labels can often be deduced from the labels already present using an appropriate language model and such labels therefore add only little information to

3402-417: The other partner is shown a message that their partner wishes to pass. Both partners must pass for a new image to be shown. Some images have "taboo" words; that is, words that cannot be entered as possible labels. These words are usually related to the image and make the game harder as they prevent common words to be used to label the image. Taboo words are obtained from the game itself. The first time an image

3465-403: The platform is there to facilitate communication. A social machine may also spread across more than one platform, depending on how its participants interact, while a platform like Twitter could host many thousands of social machines. An academic field investigating the idea has been active since Tim Berners-Lee 's book Weaving the web . Social machines are characterised as 'social systems on

3528-485: The recognition task a "game", people are more likely to participate. When questioned about how much they enjoyed playing the game, collected data from users was extremely positive. The applications and uses of having so many labeled images are significant; for example, more accurate image searching and accessibility for visually impaired users, by reading out an image's labels. Partnering two people to label images makes it more likely that entered words will be accurate. Since

3591-413: The results of matches as image labels and the players enjoy the encounter because of the competitive and timed nature of it. To ensure that people do their best to accurately label the images, the game requires two people (chosen at random and unknown to each other), who have only the image in common, to choose the same word as an image label. This discourages vandalism because it would be self-defeating as

3654-447: The robot answer a question and match the contribution of their fellow teachers. Sea Hero Quest is an iOS and Android based game that helps advancing the research in the field of dementia. In the browser-based game Smorball , players are asked to type the words they see as quickly and accurately as possible to help their team to victory in the fictional sport of Smorball. The game presents players with phrases from scanned pages in

3717-452: The system. A Microsoft research project assigns probabilities to the next label to be added. This model is then used in a program, which plays the ESP game without looking at the image. ESP game authors presented evidence that the labels produced using the game were indeed useful descriptions of the images. The results of searching for randomly chosen keywords were presented and show that the proportion of appropriate images when searching using

3780-437: The tags the players choose matches that of another players, each player gains one point. If that was the first time that tag was used for that specific sound, the player gains two points. The goal is to use player input to research automatic music labelling and recommendation based on the audio itself. A game of the wikiracing type, where players are given two Misplaced Pages articles (start and target) and are tasked with finding

3843-423: Was designed and developed by researchers from LORIA and Université Paris-Sorbonne . While there are many games with a purpose that deal with visual data, there are few that attempt to label audio data. Annotating audio data can be used to search and index music and audio databases as well as generate training data for machine learning . However, currently manually labeling data is costly. Thus, one way to lessen

SECTION 60

#1732793405028

3906-468: Was launched by University of Berlin , is designed to help scientists understand perceived color differences. This game is intended to provide data on how the shades of color are perceived by people in order to model the best color parameters. Artigo is a Web platform currently offering six artwork annotation games as well as an artwork search engine in English, French, and German. Three of Artigo's games,

3969-455: Was repeated until 350,000 images were collected. The images were then rescaled to fit the game's display. Fifteen different images from the 350,000 are chosen for each session of the game. GWAP A human-based computation game or game with a purpose ( GWAP ) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way ( gamification ). Luis von Ahn first proposed

#27972